local E, L, V, P, G = unpack(ElvUI) local S = E:GetModule('Skins') local _G = _G local pairs, unpack = pairs, unpack local hooksecurefunc = hooksecurefunc local InCombatLockdown = InCombatLockdown local trackers = { _G.ScenarioObjectiveTracker, _G.UIWidgetObjectiveTracker, _G.CampaignQuestObjectiveTracker, _G.QuestObjectiveTracker, _G.AdventureObjectiveTracker, _G.AchievementObjectiveTracker, _G.MonthlyActivitiesObjectiveTracker, _G.ProfessionsRecipeTracker, _G.BonusObjectiveTracker, _G.WorldQuestObjectiveTracker, } local function SkinOjectiveTrackerHeaders(header) if not header then return end if header.Background then header.Background:SetAtlas(nil) end if header.Text then header.Text:FontTemplate() end end local function ColorProgressBars(self, value) if not (self.Bar and self.IsSkinned and value) then return end S:StatusBarColorGradient(self.Bar, value, 100) end local function HotkeyShow(self) local item = self:GetParent() if item.rangeOverlay then item.rangeOverlay:Show() end end local function HotkeyHide(self) local item = self:GetParent() if item.rangeOverlay then item.rangeOverlay:Hide() end end local function HotkeyColor(self, r, g, b) local item = self:GetParent() if item.rangeOverlay then if r == 0.6 and g == 0.6 and b == 0.6 then item.rangeOverlay:SetVertexColor(0, 0, 0, 0) else item.rangeOverlay:SetVertexColor(.8, .1, .1, .5) end end end local function SkinItemButton(item) item:SetTemplate('Transparent') item:StyleButton() item:SetNormalTexture(E.ClearTexture) item.icon:SetTexCoord(unpack(E.TexCoords)) item.icon:SetInside() item.Cooldown:SetInside() item.Count:ClearAllPoints() item.Count:Point('TOPLEFT', 1, -1) item.Count:FontTemplate(nil, 14, 'OUTLINE') item.Count:SetShadowOffset(5, -5) local rangeOverlay = item:CreateTexture(nil, 'OVERLAY') rangeOverlay:SetTexture(E.Media.Textures.White8x8) rangeOverlay:SetInside() item.rangeOverlay = rangeOverlay hooksecurefunc(item.HotKey, 'Show', HotkeyShow) hooksecurefunc(item.HotKey, 'Hide', HotkeyHide) hooksecurefunc(item.HotKey, 'SetVertexColor', HotkeyColor) HotkeyColor(item.HotKey, item.HotKey:GetTextColor()) item.HotKey:SetAlpha(0) E:RegisterCooldown(item.Cooldown) end local function HandleItemButton(block) if InCombatLockdown() then return end -- will break quest item button local item = block and block.itemButton if not item then return end if not item.skinned then SkinItemButton(item) item.skinned = true end if item.backdrop then item.backdrop:SetFrameLevel(3) end end local function SkinProgressBars(_, _, line) local progressBar = line and line.ProgressBar local bar = progressBar and progressBar.Bar if not bar then return end local icon = bar.Icon local label = bar.Label if not progressBar.IsSkinned then if bar.BarFrame then bar.BarFrame:Hide() end if bar.BarFrame2 then bar.BarFrame2:Hide() end if bar.BarFrame3 then bar.BarFrame3:Hide() end if bar.BarGlow then bar.BarGlow:Hide() end if bar.Sheen then bar.Sheen:Hide() end if bar.IconBG then bar.IconBG:SetAlpha(0) end if bar.BorderLeft then bar.BorderLeft:SetAlpha(0) end if bar.BorderRight then bar.BorderRight:SetAlpha(0) end if bar.BorderMid then bar.BorderMid:SetAlpha(0) end bar:Height(18) bar:StripTextures() bar:CreateBackdrop('Transparent') bar:SetStatusBarTexture(E.media.normTex) E:RegisterStatusBar(bar) if label then label:ClearAllPoints() label:Point('CENTER', bar) label:FontTemplate(nil, E.db.general.fontSize, E.db.general.fontStyle) end if icon then icon:ClearAllPoints() icon:Point('LEFT', bar, 'RIGHT', E.PixelMode and 3 or 7, 0) icon:SetMask('') icon:SetTexCoord(unpack(E.TexCoords)) if not progressBar.backdrop then progressBar:CreateBackdrop() progressBar.backdrop:SetOutside(icon) progressBar.backdrop:SetShown(icon:IsShown()) end end _G.BonusObjectiveTrackerProgressBar_PlayFlareAnim = E.noop progressBar.IsSkinned = true ColorProgressBars(progressBar, bar:GetValue()) elseif icon and progressBar.backdrop then progressBar.backdrop:SetShown(icon:IsShown()) end end -- new 11.0 local function ReskinBarTemplate(bar) if bar.backdrop then return end bar:StripTextures() bar:CreateBackdrop() bar:SetStatusBarTexture(E.media.normTex) E:RegisterStatusBar(bar) end local function HandleProgressBar(tracker, key) local progressBar = tracker.usedProgressBars[key] local bar = progressBar and progressBar.Bar if bar then ReskinBarTemplate(bar) end local icon = bar and bar.Icon if icon and not icon.backdrop then icon:SetMask('') -- This needs to be before the skinning function S:HandleIcon(icon, true) icon:ClearAllPoints() icon:Point('TOPLEFT', bar, 'TOPRIGHT', 5, 0) icon:Point('BOTTOMRIGHT', bar, 'BOTTOMRIGHT', 25, 0) end end local function HandleTimers(tracker, key) local timerBar = tracker.usedTimerBars[key] local bar = timerBar and timerBar.Bar if bar then ReskinBarTemplate(bar) end end -- End of 11.0 local function SkinTimerBars(_, _, line) local timerBar = line and line.TimerBar local bar = timerBar and timerBar.Bar if not timerBar.IsSkinned then bar:Height(18) bar:StripTextures() bar:CreateBackdrop('Transparent') bar:SetStatusBarTexture(E.media.normTex) E:RegisterStatusBar(bar) timerBar.IsSkinned = true end end local function PositionFindGroupButton(block, button) if InCombatLockdown() then return end -- will break quest item button if button and button.GetPoint then local a, b, c, d, e = button:GetPoint() if block.groupFinderButton and b == block.groupFinderButton and block.itemButton and button == block.itemButton then -- this fires when there is a group button and a item button to the left of it -- we push the item button away from the group button (to the left) button:Point(a, b, c, d-(E.PixelMode and -1 or 1), e) elseif b == block and block.groupFinderButton and button == block.groupFinderButton then -- this fires when there is a group finder button -- we push the group finder button down slightly button:Point(a, b, c, d, e-(E.PixelMode and 2 or -1)) end end end local function SkinFindGroupButton(block) local button = block.hasGroupFinderButton and block.groupFinderButton if button then S:HandleButton(button) button:Size(20) if button.backdrop then button.backdrop:SetFrameLevel(3) end end end local function TrackerStateChanged() local minimizeButton = _G.ObjectiveTrackerFrame.HeaderMenu.MinimizeButton if _G.ObjectiveTrackerFrame.collapsed then minimizeButton.tex:SetTexture(E.Media.Textures.PlusButton) else minimizeButton.tex:SetTexture(E.Media.Textures.MinusButton) end end local function UpdateMinimizeButton(button, collapsed) if collapsed then button.tex:SetTexture(E.Media.Textures.PlusButton) else button.tex:SetTexture(E.Media.Textures.MinusButton) end end function S:Blizzard_ObjectiveTracker() if not (E.private.skins.blizzard.enable and E.private.skins.blizzard.objectiveTracker) then return end local MainHeader = _G.ObjectiveTrackerFrame.Header SkinOjectiveTrackerHeaders(MainHeader) -- FIX ME 11.0: Collapse state got changed local MainMinimize = MainHeader.MinimizeButton MainMinimize:StripTextures(nil, true) MainMinimize:Size(16) MainMinimize:SetHighlightTexture(130837, 'ADD') -- Interface\Buttons\UI-PlusButton-Hilight MainMinimize.tex = MainMinimize:CreateTexture(nil, 'OVERLAY') MainMinimize.tex:SetTexture(E.Media.Textures.MinusButton) MainMinimize.tex:SetInside() for _, tracker in pairs(trackers) do SkinOjectiveTrackerHeaders(tracker.Header) hooksecurefunc(tracker, 'AddBlock', HandleItemButton) -- FIX ME 11.0 hooksecurefunc(tracker, 'GetProgressBar', HandleProgressBar) -- Make me pretty hooksecurefunc(tracker, 'GetTimerBar', HandleTimers) -- Make me pretty end end S:AddCallbackForAddon('Blizzard_ObjectiveTracker')