local E , L , V , P , G = unpack ( ElvUI )
local S = E : GetModule ( ' Skins ' )
local _G = _G
local next = next
local unpack , strfind = unpack , strfind
local ipairs , pairs = ipairs , pairs
local HasPetUI = HasPetUI
local GetPetHappiness = GetPetHappiness
local GetSkillLineInfo = GetSkillLineInfo
local GetInventoryItemQuality = GetInventoryItemQuality
local GetItemQualityColor = GetItemQualityColor
local UnitFactionGroup = UnitFactionGroup
local GetNumFactions = GetNumFactions
local hooksecurefunc = hooksecurefunc
local MAX_ARENA_TEAMS = MAX_ARENA_TEAMS
local NUM_COMPANIONS_PER_PAGE = NUM_COMPANIONS_PER_PAGE
local NUM_FACTIONS_DISPLAYED = NUM_FACTIONS_DISPLAYED
local CHARACTERFRAME_SUBFRAMES = CHARACTERFRAME_SUBFRAMES
local FauxScrollFrame_GetOffset = FauxScrollFrame_GetOffset
local HONOR_CURRENCY = Constants.CurrencyConsts . CLASSIC_HONOR_CURRENCY_ID
local ResistanceCoords = {
{ 0.21875 , 0.8125 , 0.25 , 0.32421875 } , --Arcane
{ 0.21875 , 0.8125 , 0.0234375 , 0.09765625 } , --Fire
{ 0.21875 , 0.8125 , 0.13671875 , 0.2109375 } , --Nature
{ 0.21875 , 0.8125 , 0.36328125 , 0.4375 } , --Frost
{ 0.21875 , 0.8125 , 0.4765625 , 0.55078125 } , --Shadow
}
local function Update_GearManagerDialogPopup ( )
_G.GearManagerDialogPopup : ClearAllPoints ( )
_G.GearManagerDialogPopup : Point ( ' TOPLEFT ' , _G.GearManagerDialog , ' TOPRIGHT ' , 4 , 0 )
end
local function Update_Happiness ( frame )
local happiness = GetPetHappiness ( )
local _ , isHunterPet = HasPetUI ( )
if not ( happiness and isHunterPet ) then return end
local texture = frame : GetRegions ( )
if happiness == 1 then
texture : SetTexCoord ( 0.41 , 0.53 , 0.06 , 0.30 )
elseif happiness == 2 then
texture : SetTexCoord ( 0.22 , 0.345 , 0.06 , 0.30 )
elseif happiness == 3 then
texture : SetTexCoord ( 0.04 , 0.15 , 0.06 , 0.30 )
end
end
local function HandleResistanceFrame ( frameName )
for i = 1 , 5 do
local frame = _G [ frameName .. i ]
local icon , text = frame : GetRegions ( )
frame : Size ( 24 )
frame : SetTemplate ( )
if i ~= 1 then
frame : ClearAllPoints ( )
frame : Point ( ' TOP ' , _G [ frameName .. i - 1 ] , ' BOTTOM ' , 0 , - 1 )
end
if icon then
icon : SetInside ( )
icon : SetTexCoord ( unpack ( ResistanceCoords [ i ] ) )
icon : SetDrawLayer ( ' ARTWORK ' )
end
if text then
text : SetDrawLayer ( ' OVERLAY ' )
end
end
end
local function UpdateCurrencySkins ( )
local TokenFramePopup = _G.TokenFramePopup
if TokenFramePopup then
TokenFramePopup : ClearAllPoints ( )
TokenFramePopup : Point ( ' TOPLEFT ' , _G.TokenFrame , ' TOPRIGHT ' , - 33 , - 12 )
TokenFramePopup : StripTextures ( )
TokenFramePopup : SetTemplate ( ' Transparent ' )
end
local TokenFrameContainer = _G.TokenFrameContainer
if not TokenFrameContainer.buttons then return end
local buttons = TokenFrameContainer.buttons
local numButtons = # buttons
for i = 1 , numButtons do
local button = buttons [ i ]
if button then
if button.highlight then button.highlight : Kill ( ) end
if button.categoryLeft then button.categoryLeft : Kill ( ) end
if button.categoryRight then button.categoryRight : Kill ( ) end
if button.categoryMiddle then button.categoryMiddle : Kill ( ) end
if not button.backdrop then
button : CreateBackdrop ( nil , nil , nil , true )
end
if button.icon then
if button.itemID == HONOR_CURRENCY and UnitFactionGroup ( ' player ' ) then
button.icon : SetTexCoord ( 0.06325 , 0.59375 , 0.03125 , 0.57375 )
else
button.icon : SetTexCoord ( unpack ( E.TexCoords ) )
end
button.icon : Size ( 17 , 17 )
button.backdrop : SetOutside ( button.icon , 1 , 1 )
button.backdrop : Show ( )
else
button.backdrop : Hide ( )
end
if button.expandIcon then
if not button.highlightTexture then
button.highlightTexture = button : CreateTexture ( button : GetName ( ) .. ' HighlightTexture ' , ' HIGHLIGHT ' )
button.highlightTexture : SetTexture ( [[Interface\Buttons\UI-PlusButton-Hilight]] )
button.highlightTexture : SetBlendMode ( ' ADD ' )
button.highlightTexture : SetInside ( button.expandIcon )
-- these two only need to be called once
-- adding them here will prevent additional calls
button.expandIcon : ClearAllPoints ( )
button.expandIcon : Point ( ' LEFT ' , 4 , 0 )
button.expandIcon : Size ( 15 , 15 )
end
if button.isHeader then
button.backdrop : Hide ( )
-- TODO: Wrath Fix some quirks for the header point keeps changing after you click the expandIcon button.
for _ , region in next , { button : GetRegions ( ) } do
if region : IsObjectType ( ' FontString ' ) and region : GetText ( ) then
region : ClearAllPoints ( )
region : Point ( ' LEFT ' , 25 , 0 )
end
end
if button.isExpanded then
button.expandIcon : SetTexture ( E.Media . Textures.MinusButton )
button.expandIcon : SetTexCoord ( 0 , 1 , 0 , 1 )
else
button.expandIcon : SetTexture ( E.Media . Textures.PlusButton )
button.expandIcon : SetTexCoord ( 0 , 1 , 0 , 1 )
end
button.highlightTexture : Show ( )
else
button.highlightTexture : Hide ( )
end
end
end
end
end
function S : CharacterFrame ( )
if not ( E.private . skins.blizzard . enable and E.private . skins.blizzard . character ) then return end
-- Character Frame
local CharacterFrame = _G.CharacterFrame
S : HandleFrame ( CharacterFrame , true , nil , 11 , - 12 , - 32 , 76 )
S : HandleCloseButton ( _G.CharacterFrameCloseButton )
S : HandleDropDownBox ( _G.PlayerStatFrameRightDropDown , 145 )
S : HandleDropDownBox ( _G.PlayerStatFrameLeftDropDown , 147 )
S : HandleDropDownBox ( _G.PlayerTitleDropDown , 200 )
_G.PlayerStatFrameRightDropDown : Point ( ' TOP ' , - 2 , 24 )
_G.PlayerStatFrameLeftDropDown : Point ( ' LEFT ' , - 25 , 24 )
_G.PlayerTitleDropDown : Point ( ' TOP ' , - 7 , - 51 )
for i = 1 , # CHARACTERFRAME_SUBFRAMES do
S : HandleTab ( _G [ ' CharacterFrameTab ' .. i ] )
end
-- HandleTab looks weird
for i = 1 , 3 do
local tab = _G [ ' PetPaperDollFrameTab ' .. i ]
tab : StripTextures ( )
tab : Height ( 24 )
S : HandleButton ( tab )
end
hooksecurefunc ( ' PetPaperDollFrame_UpdateTabs ' , function ( )
_G.PetPaperDollFrameTab1 : ClearAllPoints ( )
_G.PetPaperDollFrameTab1 : Point ( ' TOPLEFT ' , _G.PetPaperDollFrameCompanionFrame , ' TOPLEFT ' , 88 , - 40 )
end )
_G.PaperDollFrame : StripTextures ( )
S : HandleRotateButton ( _G.CharacterModelFrameRotateLeftButton )
_G.CharacterModelFrameRotateLeftButton : Point ( ' TOPLEFT ' , 3 , - 3 )
S : HandleRotateButton ( _G.CharacterModelFrameRotateRightButton )
_G.CharacterModelFrameRotateRightButton : Point ( ' TOPLEFT ' , _G.CharacterModelFrameRotateLeftButton , ' TOPRIGHT ' , 3 , 0 )
_G.CharacterModelFrameRotateLeftButton : SetNormalTexture ( [[Interface\Buttons\UI-RefreshButton]] )
_G.CharacterModelFrameRotateLeftButton : GetNormalTexture ( ) : SetTexCoord ( 0 , 1 , 1 , 1 , 0 , 0 , 1 , 0 )
_G.CharacterModelFrameRotateLeftButton : SetPushedTexture ( [[Interface\Buttons\UI-RefreshButton]] )
_G.CharacterModelFrameRotateLeftButton : GetPushedTexture ( ) : SetTexCoord ( 1 , 1 , 1 , 0 , 0 , 1 , 0 , 0 )
_G.CharacterModelFrameRotateRightButton : SetNormalTexture ( [[Interface\Buttons\UI-RefreshButton]] )
_G.CharacterModelFrameRotateRightButton : GetNormalTexture ( ) : SetTexCoord ( 0 , 0 , 1 , 0 , 0 , 1 , 1 , 1 )
_G.CharacterModelFrameRotateRightButton : SetPushedTexture ( [[Interface\Buttons\UI-RefreshButton]] )
_G.CharacterModelFrameRotateRightButton : GetPushedTexture ( ) : SetTexCoord ( 0 , 1 , 0 , 0 , 1 , 1 , 1 , 0 )
_G.CharacterAttributesFrame : StripTextures ( )
HandleResistanceFrame ( ' MagicResFrame ' )
local slots = {
_G.CharacterHeadSlot ,
_G.CharacterNeckSlot ,
_G.CharacterShoulderSlot ,
_G.CharacterShirtSlot ,
_G.CharacterChestSlot ,
_G.CharacterWaistSlot ,
_G.CharacterLegsSlot ,
_G.CharacterFeetSlot ,
_G.CharacterWristSlot ,
_G.CharacterHandsSlot ,
_G.CharacterFinger0Slot ,
_G.CharacterFinger1Slot ,
_G.CharacterTrinket0Slot ,
_G.CharacterTrinket1Slot ,
_G.CharacterBackSlot ,
_G.CharacterMainHandSlot ,
_G.CharacterSecondaryHandSlot ,
_G.CharacterRangedSlot ,
_G.CharacterTabardSlot ,
_G.CharacterAmmoSlot ,
}
for _ , slot in pairs ( slots ) do
if slot : IsObjectType ( ' Button ' ) then
local icon = _G [ slot : GetName ( ) .. ' IconTexture ' ]
local cooldown = _G [ slot : GetName ( ) .. ' Cooldown ' ]
slot : StripTextures ( )
slot : SetTemplate ( nil , true , true )
slot : StyleButton ( )
S : HandleIcon ( icon )
icon : SetInside ( )
if cooldown then
E : RegisterCooldown ( cooldown )
end
end
end
hooksecurefunc ( ' PaperDollItemSlotButton_Update ' , function ( frame )
if frame.SetBackdropBorderColor then
local rarity = GetInventoryItemQuality ( ' player ' , frame : GetID ( ) )
if rarity and rarity > 1 then
frame : SetBackdropBorderColor ( GetItemQualityColor ( rarity ) )
else
frame : SetBackdropBorderColor ( unpack ( E.media . bordercolor ) )
end
end
end )
-- PetPaperDollFrame
_G.PetPaperDollFrame : StripTextures ( )
_G.PetPaperDollCloseButton : Kill ( )
S : HandleRotateButton ( _G.PetModelFrameRotateLeftButton )
_G.PetModelFrameRotateLeftButton : ClearAllPoints ( )
_G.PetModelFrameRotateLeftButton : Point ( ' TOPLEFT ' , 3 , - 3 )
S : HandleRotateButton ( _G.PetModelFrameRotateRightButton )
_G.PetModelFrameRotateRightButton : ClearAllPoints ( )
_G.PetModelFrameRotateRightButton : Point ( ' TOPLEFT ' , _G.PetModelFrameRotateLeftButton , ' TOPRIGHT ' , 3 , 0 )
_G.PetAttributesFrame : StripTextures ( )
_G.PetResistanceFrame : CreateBackdrop ( )
_G.PetResistanceFrame . backdrop : SetOutside ( _G.PetMagicResFrame1 , nil , nil , _G.PetMagicResFrame5 )
HandleResistanceFrame ( ' PetMagicResFrame ' )
_G.PetPaperDollFrameExpBar : StripTextures ( )
_G.PetPaperDollFrameExpBar : SetStatusBarTexture ( E.media . normTex )
E : RegisterStatusBar ( _G.PetPaperDollFrameExpBar )
_G.PetPaperDollFrameExpBar : CreateBackdrop ( )
local PetPaperDollPetInfo = _G.PetPaperDollPetInfo
PetPaperDollPetInfo : Point ( ' TOPLEFT ' , _G.PetModelFrameRotateLeftButton , ' BOTTOMLEFT ' , 9 , - 3 )
PetPaperDollPetInfo : GetRegions ( ) : SetTexCoord ( 0.04 , 0.15 , 0.06 , 0.30 )
PetPaperDollPetInfo : SetFrameLevel ( _G.PetModelFrame : GetFrameLevel ( ) + 2 )
PetPaperDollPetInfo : CreateBackdrop ( )
PetPaperDollPetInfo : Size ( 24 )
PetPaperDollPetInfo : RegisterEvent ( ' UNIT_HAPPINESS ' )
PetPaperDollPetInfo : SetScript ( ' OnEvent ' , Update_Happiness )
PetPaperDollPetInfo : SetScript ( ' OnShow ' , Update_Happiness )
-- PetPaperDollCompanionFrame (Pets and Mounts in WotLK)
_G.PetPaperDollFrameCompanionFrame : StripTextures ( )
S : HandleButton ( _G.CompanionSummonButton )
S : HandleNextPrevButton ( _G.CompanionPrevPageButton )
S : HandleNextPrevButton ( _G.CompanionNextPageButton )
_G.CompanionNextPageButton : ClearAllPoints ( )
_G.CompanionNextPageButton : Point ( ' TOPLEFT ' , _G.CompanionPrevPageButton , ' TOPRIGHT ' , 100 , 0 )
S : HandleRotateButton ( _G.CompanionModelFrameRotateLeftButton )
_G.CompanionModelFrameRotateLeftButton : ClearAllPoints ( )
_G.CompanionModelFrameRotateLeftButton : Point ( ' TOPLEFT ' , 3 , - 3 )
S : HandleRotateButton ( _G.CompanionModelFrameRotateRightButton )
_G.CompanionModelFrameRotateRightButton : ClearAllPoints ( )
_G.CompanionModelFrameRotateRightButton : Point ( ' TOPLEFT ' , _G.CompanionModelFrameRotateLeftButton , ' TOPRIGHT ' , 3 , 0 )
hooksecurefunc ( ' PetPaperDollFrame_UpdateCompanions ' , function ( )
for i = 1 , NUM_COMPANIONS_PER_PAGE do
local button = _G [ ' CompanionButton ' .. i ]
if button.creatureID then
local iconNormal = button : GetNormalTexture ( )
iconNormal : SetTexCoord ( unpack ( E.TexCoords ) )
iconNormal : SetInside ( )
end
end
end )
for i = 1 , NUM_COMPANIONS_PER_PAGE do
local button = _G [ ' CompanionButton ' .. i ]
local iconDisabled = button : GetDisabledTexture ( )
button : StyleButton ( nil , true )
button : SetTemplate ( nil , true )
iconDisabled : SetAlpha ( 0 )
if i == 7 then
button : Point ( ' TOP ' , _G.CompanionButton1 , ' BOTTOM ' , 0 , - 5 )
elseif i ~= 1 then
button : Point ( ' LEFT ' , _G [ ' CompanionButton ' .. i - 1 ] , ' RIGHT ' , 5 , 0 )
end
end
-- GearManager / EquipmentManager
local GearManager = _G.GearManagerDialog
GearManager : StripTextures ( )
GearManager : SetTemplate ( ' Transparent ' )
GearManager : Point ( ' TOPLEFT ' , _G.PaperDollFrame , ' TOPRIGHT ' , - 30 , - 12 )
local GearManagerToggleButton = _G.GearManagerToggleButton
GearManagerToggleButton : Point ( ' TOPRIGHT ' , _G.PaperDollItemsFrame , ' TOPRIGHT ' , - 37 , - 40 )
S : HandleCloseButton ( _G.GearManagerDialogClose , GearManager )
local buttons = {
_G.GearManagerDialogDeleteSet ,
_G.GearManagerDialogEquipSet ,
_G.GearManagerDialogSaveSet ,
}
for _ , button in pairs ( buttons ) do
S : HandleButton ( button )
end
_G.GearManagerDialogDeleteSet : Point ( ' BOTTOMLEFT ' , GearManager , ' BOTTOMLEFT ' , 11 , 8 )
_G.GearManagerDialogEquipSet : Point ( ' BOTTOMLEFT ' , GearManager , ' BOTTOMLEFT ' , 93 , 8 )
_G.GearManagerDialogSaveSet : Point ( ' BOTTOMRIGHT ' , GearManager , ' BOTTOMRIGHT ' , - 8 , 8 )
for _ , button in ipairs ( GearManager.buttons ) do
button : StripTextures ( )
button : CreateBackdrop ( )
button : StyleButton ( nil , true )
button.icon : SetInside ( )
button.icon : SetTexCoord ( unpack ( E.TexCoords ) )
button.backdrop : SetAllPoints ( )
end
S : HandleEditBox ( _G.GearManagerDialogPopupEditBox )
S : HandleIconSelectionFrame ( _G.GearManagerDialogPopup , _G.NUM_GEARSET_ICONS_SHOWN , ' GearManagerDialogPopupButton ' , nil , true )
hooksecurefunc ( ' GearManagerDialogPopup_Update ' , Update_GearManagerDialogPopup ) -- they set points for frame on _Update, so send (dontOffset: true) to HandleIconSelectionFrame
-- Reputation Frame
_G.ReputationFrame : StripTextures ( )
for i = 1 , NUM_FACTIONS_DISPLAYED do
local factionBar = _G [ ' ReputationBar ' .. i ]
local factionStatusBar = _G [ ' ReputationBar ' .. i .. ' ReputationBar ' ]
local factionName = _G [ ' ReputationBar ' .. i .. ' FactionName ' ]
factionBar : StripTextures ( )
factionStatusBar : StripTextures ( )
factionStatusBar : CreateBackdrop ( )
factionStatusBar : SetStatusBarTexture ( E.media . normTex )
factionStatusBar : Size ( 108 , 13 )
E : RegisterStatusBar ( factionStatusBar )
factionName : Width ( 140 )
factionName : Point ( ' LEFT ' , factionBar , ' LEFT ' , - 150 , 0 )
factionName.SetWidth = E.noop
end
hooksecurefunc ( ' ReputationFrame_Update ' , function ( )
local numFactions = GetNumFactions ( )
local factionIndex , factionBarButton
local factionOffset = FauxScrollFrame_GetOffset ( _G.ReputationListScrollFrame )
for i = 1 , NUM_FACTIONS_DISPLAYED , 1 do
factionBarButton = _G [ ' ReputationBar ' .. i .. ' ExpandOrCollapseButton ' ]
factionIndex = factionOffset + i
if factionIndex <= numFactions then
if factionBarButton.isCollapsed then
factionBarButton : SetNormalTexture ( E.Media . Textures.PlusButton )
else
factionBarButton : SetNormalTexture ( E.Media . Textures.MinusButton )
end
end
end
end )
_G.ReputationListScrollFrame : StripTextures ( )
S : HandleScrollBar ( _G.ReputationListScrollFrameScrollBar )
_G.ReputationDetailFrame : StripTextures ( )
_G.ReputationDetailFrame : SetTemplate ( ' Transparent ' )
_G.ReputationDetailFrame : Point ( ' TOPLEFT ' , _G.ReputationFrame , ' TOPRIGHT ' , - 31 , - 12 )
S : HandleCloseButton ( _G.ReputationDetailCloseButton )
_G.ReputationDetailCloseButton : Point ( ' TOPRIGHT ' , 2 , 2 )
S : HandleCheckBox ( _G.ReputationDetailAtWarCheckBox )
S : HandleCheckBox ( _G.ReputationDetailInactiveCheckBox )
S : HandleCheckBox ( _G.ReputationDetailMainScreenCheckBox )
-- Skill Frame
_G.SkillFrame : StripTextures ( )
_G.SkillFrameCancelButton : Kill ( )
_G.SkillFrameExpandButtonFrame : DisableDrawLayer ( ' BACKGROUND ' )
_G.SkillFrameCollapseAllButton : GetNormalTexture ( ) : Size ( 15 )
_G.SkillFrameCollapseAllButton : Point ( ' LEFT ' , _G.SkillFrameExpandTabLeft , ' RIGHT ' , - 40 , - 3 )
hooksecurefunc ( ' SkillFrame_UpdateSkills ' , function ( )
if _G.SkillFrameCollapseAllButton . isExpanded then
_G.SkillFrameCollapseAllButton : SetNormalTexture ( E.Media . Textures.MinusButton )
else
_G.SkillFrameCollapseAllButton : SetNormalTexture ( E.Media . Textures.PlusButton )
end
end )
for i = 1 , _G.SKILLS_TO_DISPLAY do
local bar = _G [ ' SkillRankFrame ' .. i ]
local label = _G [ ' SkillTypeLabel ' .. i ]
local border = _G [ ' SkillRankFrame ' .. i .. ' Border ' ]
local background = _G [ ' SkillRankFrame ' .. i .. ' Background ' ]
bar : CreateBackdrop ( )
bar : SetStatusBarTexture ( E.media . normTex )
E : RegisterStatusBar ( bar )
border : StripTextures ( )
background : SetTexture ( nil )
label : GetNormalTexture ( ) : Size ( 14 )
label : SetHighlightTexture ( E.ClearTexture )
end
hooksecurefunc ( ' SkillFrame_SetStatusBar ' , function ( statusBarID , skillIndex )
local _ , isHeader , isExpanded = GetSkillLineInfo ( skillIndex )
if not isHeader then return end
local skillLine = _G [ ' SkillTypeLabel ' .. statusBarID ]
if isExpanded then
skillLine : SetNormalTexture ( E.Media . Textures.MinusButton )
else
skillLine : SetNormalTexture ( E.Media . Textures.PlusButton )
end
end )
_G.SkillListScrollFrame : StripTextures ( )
S : HandleScrollBar ( _G.SkillListScrollFrameScrollBar )
_G.SkillDetailScrollFrame : StripTextures ( )
S : HandleScrollBar ( _G.SkillDetailScrollFrameScrollBar )
_G.SkillDetailStatusBar : StripTextures ( )
_G.SkillDetailStatusBar : SetParent ( _G.SkillDetailScrollFrame )
_G.SkillDetailStatusBar : CreateBackdrop ( )
_G.SkillDetailStatusBar : SetStatusBarTexture ( E.media . normTex )
E : RegisterStatusBar ( _G.SkillDetailStatusBar )
S : HandleCloseButton ( _G.SkillDetailStatusBarUnlearnButton )
_G.SkillDetailStatusBarUnlearnButton : Point ( ' LEFT ' , _G.SkillDetailStatusBarBorder , ' RIGHT ' , - 6 , 1 )
-- Honor/Arena/PvP Tab
local PVPFrame = _G.PVPFrame
S : HandleFrame ( PVPFrame , true , nil , 11 , - 12 , - 32 , 76 )
S : HandleCloseButton ( _G.PVPParentFrameCloseButton )
_G.PVPParentFrameCloseButton : Point ( ' TOPRIGHT ' , - 26 , - 5 )
for i = 1 , MAX_ARENA_TEAMS do
local pvpTeam = _G [ ' PVPTeam ' .. i ]
pvpTeam : StripTextures ( )
pvpTeam : CreateBackdrop ( )
pvpTeam.backdrop : Point ( ' TOPLEFT ' , 9 , - 4 )
pvpTeam.backdrop : Point ( ' BOTTOMRIGHT ' , - 24 , 3 )
pvpTeam : HookScript ( ' OnEnter ' , S.SetModifiedBackdrop )
pvpTeam : HookScript ( ' OnLeave ' , S.SetOriginalBackdrop )
_G [ ' PVPTeam ' .. i .. ' Highlight ' ] : Kill ( )
end
local PVPTeamDetails = _G.PVPTeamDetails
PVPTeamDetails : StripTextures ( )
PVPTeamDetails : SetTemplate ( ' Transparent ' )
PVPTeamDetails : Point ( ' TOPLEFT ' , PVPFrame , ' TOPRIGHT ' , - 30 , - 12 )
local PVPFrameToggleButton = _G.PVPFrameToggleButton
S : HandleNextPrevButton ( PVPFrameToggleButton )
PVPFrameToggleButton : Point ( ' BOTTOMRIGHT ' , PVPFrame , ' BOTTOMRIGHT ' , - 48 , 81 )
PVPFrameToggleButton : Size ( 14 )
for i = 1 , 5 do
local header = _G [ ' PVPTeamDetailsFrameColumnHeader ' .. i ]
header : StripTextures ( )
header : StyleButton ( )
end
for i = 1 , 10 do
local button = _G [ ' PVPTeamDetailsButton ' .. i ]
button : Width ( 335 )
S : HandleButtonHighlight ( button )
end
-- BG Queue Tabs
S : HandleTab ( _G.PVPParentFrameTab1 )
S : HandleTab ( _G.PVPParentFrameTab2 )
S : HandleButton ( _G.PVPTeamDetailsAddTeamMember )
S : HandleNextPrevButton ( _G.PVPTeamDetailsToggleButton )
S : HandleCloseButton ( _G.PVPTeamDetailsCloseButton )
-- TokenFrame (Currency Tab)
_G.TokenFrame : StripTextures ( )
_G.TokenFrameCancelButton : Kill ( )
_G.TokenFrameMoneyFrame : Kill ( )
for _ , child in next , { _G.TokenFrame : GetChildren ( ) } do
if not child : GetName ( ) and strfind ( child : GetNormalTexture ( ) : GetTexture ( ) , ' MinimizeButton ' ) then
child : Hide ( )
break
end
end
S : HandleCheckBox ( _G.TokenFramePopupInactiveCheckBox )
S : HandleCheckBox ( _G.TokenFramePopupBackpackCheckBox )
S : HandleCloseButton ( _G.TokenFramePopupCloseButton , _G.TokenFramePopup )
hooksecurefunc ( ' TokenFrame_Update ' , UpdateCurrencySkins )
hooksecurefunc ( _G.TokenFrameContainer , ' update ' , UpdateCurrencySkins )
end
S : AddCallback ( ' CharacterFrame ' )