local SLE, T, E, L, V, P, G = unpack(ElvUI_SLE) local Armory = SLE.Armory_Core local CA = SLE.Armory_Character local LCG = E.Libs.CustomGlow local M = E.Misc local _G = _G local HasAnyUnselectedPowers = C_AzeriteEmpoweredItem.HasAnyUnselectedPowers --This is for elements we'll need original points for local DefaultPosition = { InsetDefaultPoint = { _G.CharacterFrameInsetRight:GetPoint() }, CharacterMainHandSlot = { _G.CharacterMainHandSlot:GetPoint() } } local PANEL_DEFAULT_WIDTH = PANEL_DEFAULT_WIDTH CA.HearthMilestonesCached = false --Adding new stuffs for armory only function CA:BuildLayout() --<< Background >>-- if not _G.PaperDollFrame.SLE_Armory_BG then _G.PaperDollFrame.SLE_Armory_BG = _G.PaperDollFrame:CreateTexture(nil, 'OVERLAY') _G.PaperDollFrame.SLE_Armory_BG:Point('TOPLEFT', _G.CharacterHeadSlot, 0, 5) _G.PaperDollFrame.SLE_Armory_BG:Point('RIGHT', _G.CharacterHandsSlot) _G.PaperDollFrame.SLE_Armory_BG:Point('BOTTOM', _G.CharacterMainHandSlot) end _G.PaperDollFrame.SLE_Armory_BG:Hide() for i, SlotName in pairs(Armory.Constants.GearList) do local Slot = _G['Character'..SlotName] Slot.ID = GetInventorySlotInfo(SlotName) -- print(Slot.ID, SlotName) -- Slot:HookScript("OnEnter", function(self) -- for i = 1, GameTooltip:NumLines() do -- CurrentLineText = _G["GameTooltipTextLeft"..i]:GetText() -- print(i, CurrentLineText) -- end -- end) --<>-- for t = 1, Armory.Constants.MaxGemSlots do if Slot['textureSlot'..t] then Slot['SLE_Gem'..t] = CreateFrame('Frame', nil, Slot) Slot['SLE_Gem'..t]:SetPoint('TOPLEFT', Slot['textureSlot'..t]) Slot['SLE_Gem'..t]:SetPoint('BOTTOMRIGHT', Slot['textureSlot'..t]) Slot['SLE_Gem'..t]:SetScript('OnEnter', Armory.Gem_OnEnter) Slot['SLE_Gem'..t]:SetScript('OnLeave', Armory.Tooltip_OnLeave) --Variables for use in some stuff Slot['SLE_Gem'..t].frame = 'character' end end --<>-- if Slot.iLvlText then Slot.SLE_Gradient = Slot:CreateTexture(nil, 'BACKGROUND') Slot.SLE_Gradient:SetPoint(Slot.Direction, Slot, Slot.Direction, 0, 0) Slot.SLE_Gradient:Size(132, 41) Slot.SLE_Gradient:SetTexture(Armory.Constants.GradientTexture) Slot.SLE_Gradient:SetVertexColor(unpack(E.db.sle.armory.character.gradient.color)) if Slot.Direction == 'LEFT' then Slot.SLE_Gradient:SetTexCoord(0, 1, 0, 1) else Slot.SLE_Gradient:SetTexCoord(1, 0, 0, 1) end Slot.iLvlText:SetTextColor(1, 1, 1) Slot.SLE_Gradient:Hide() end --<>-- Slot.SLE_Durability = Slot:CreateFontString(nil, 'OVERLAY') --<>-- Slot.SLE_Warning = CreateFrame('Frame', nil, Slot) if SlotName == 'MainHandSlot' or SlotName == 'SecondaryHandSlot' then Slot.SLE_Warning:Size(41, 8) Slot.SLE_Warning:SetPoint('TOP', Slot, 'BOTTOM', 0, 0) else Slot.SLE_Warning:Size(8, 41) Slot.SLE_Warning:SetPoint(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot, Slot.Direction, 0, 0) end Slot.SLE_Warning.frame = 'character' Slot.SLE_Warning.texture = Slot.SLE_Warning:CreateTexture(nil, 'BACKGROUND') Slot.SLE_Warning.texture:SetInside() Slot.SLE_Warning.texture:SetTexture(Armory.Constants.WarningTexture) Slot.SLE_Warning.texture:SetVertexColor(unpack(E.db.sle.armory.character.gradient.warningBarColor)) Slot.SLE_Warning:SetFrameLevel(3) --* Fixes #468 Slot.SLE_Warning:SetScript('OnEnter', Armory.Warning_OnEnter) Slot.SLE_Warning:SetScript('OnLeave', Armory.Tooltip_OnLeave) Slot.SLE_Warning:Hide() --<>-- hooksecurefunc(_G['Character'..SlotName], 'SetAzeriteItem', function(self, itemLocation) if not itemLocation then LCG.PixelGlow_Stop(self, '_AzeriteTraitGlow') return end -- self.AzeriteTexture:Hide() if E.db.sle.armory.character.enable then self.AvailableTraitFrame:Hide() end local isAzeriteEmpoweredItem = C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItem(itemLocation) if not isAzeriteEmpoweredItem then LCG.PixelGlow_Stop(self, '_AzeriteTraitGlow') end end) hooksecurefunc(_G['Character'..SlotName], 'DisplayAsAzeriteEmpoweredItem', function(self, itemLocation) if E.db.sle.armory.character.enable and HasAnyUnselectedPowers(itemLocation) then LCG.PixelGlow_Start(self, Armory.Constants.AzeriteTraitAvailableColor, nil, -0.25, nil, 3, nil, nil, nil, '_AzeriteTraitGlow') else LCG.PixelGlow_Stop(self, '_AzeriteTraitGlow') end end) --<>-- if Armory.Constants.CanTransmogrify[SlotName] then Slot.TransmogInfo = CreateFrame('Button', SlotName..'_SLE_TransmogInfo', Slot) Slot.TransmogInfo:Size(12) Slot.TransmogInfo:SetFrameLevel(Slot:GetFrameLevel() + 2) Slot.TransmogInfo:Point('BOTTOM'..Slot.Direction, Slot, Slot.Direction == 'LEFT' and -2 or 2, -1) Slot.TransmogInfo:SetScript('OnEnter', Armory.Transmog_OnEnter) Slot.TransmogInfo:SetScript('OnLeave', Armory.Transmog_OnLeave) Slot.TransmogInfo:SetScript('OnClick', Armory.Transmog_OnClick) Slot.TransmogInfo.Texture = Slot.TransmogInfo:CreateTexture(nil, 'OVERLAY') Slot.TransmogInfo.Texture:SetInside() Slot.TransmogInfo.Texture:SetTexture(Armory.Constants.TransmogTexture) Slot.TransmogInfo.Texture:SetVertexColor(1, .5, 1) if Slot.Direction == 'LEFT' then Slot.TransmogInfo.Texture:SetTexCoord(0, 1, 0, 1) else Slot.TransmogInfo.Texture:SetTexCoord(1, 0, 0, 1) end Slot.TransmogInfo:Hide() end end --<<>>-- hooksecurefunc(CharacterFrame, 'Collapse', function() if E.db.sle.armory.character.enable and _G.PaperDollFrame:IsShown() then _G.CharacterFrame:SetWidth(448) end end) hooksecurefunc(CharacterFrame, 'Expand', function() if E.db.sle.armory.character.enable and _G.PaperDollFrame:IsShown() then _G.CharacterFrame:SetWidth(650) end end) hooksecurefunc(CharacterFrame, 'ShowSubFrame', function(_, frameName) if frameName == 'PaperDollFrame' or frameName == 'PetPaperDollFrame' then return end if _G.CharacterFrame:GetWidth() > PANEL_DEFAULT_WIDTH + 1 then _G.CharacterFrame:SetWidth(PANEL_DEFAULT_WIDTH) end end) hooksecurefunc(CharacterFrame, 'UpdateSize', function(a,b,c) if E.db.sle.armory.character.enable and _G.PaperDollFrame:IsShown() then _G.CharacterFrame:SetWidth(650) _G.CharacterFrame:SetHeight(444) end end) hooksecurefunc('PaperDollFrame_SetLevel', function() if E.db.sle.armory.character.enable then _G.CharacterLevelText:SetText(_G.CharacterLevelText:GetText()) _G.CharacterFrameTitleText:ClearAllPoints() _G.CharacterFrameTitleText:Point('TOP', _G.CharacterModelScene, 0, 45) _G.CharacterFrameTitleText:SetParent(_G.CharacterFrame) _G.CharacterLevelText:ClearAllPoints() _G.CharacterLevelText:SetPoint('TOP', _G.CharacterFrameTitleText, 'BOTTOM', 0, 2) _G.CharacterLevelText:SetParent(_G.PaperDollFrame) end end) end function CA:Calculate_Durability(which, Slot) if Slot.SLE_Durability then if E.db.sle.armory.character.enable and E.db.sle.armory.character.durability.display ~= 'Hide' then local current, maximum = GetInventoryItemDurability(Slot.ID) if current and maximum and not (E.db.sle.armory.character.durability.display == 'DamagedOnly' and current == maximum) then local r, g, b = E:ColorGradient((current / maximum), 1, 0, 0, 1, 1, 0, 0, 1, 0) Slot.SLE_Durability:SetFormattedText('%s%.0f%%|r', E:RGBToHex(r, g, b), (current / maximum) * 100) else Slot.SLE_Durability:SetText('') end else Slot.SLE_Durability:SetText('') end end end --<<<<>>>>-- function CA:Update_BG() if not E.db.sle.armory.character.enable then return end if E.db.sle.armory.character.background.selectedBG == 'HIDE' then _G.PaperDollFrame.SLE_Armory_BG:SetTexture(nil) elseif E.db.sle.armory.character.background.selectedBG == 'CUSTOM' then _G.PaperDollFrame.SLE_Armory_BG:SetTexture(E.db.sle.armory.character.background.customTexture) elseif E.db.sle.armory.character.background.selectedBG == 'CLASS' then _G.PaperDollFrame.SLE_Armory_BG:SetAtlas('dressingroom-background-'..strlower(E.myclass)) elseif E.db.sle.armory.character.background.selectedBG == 'Covenant' then local covenant = SLE.ArmoryConfigBackgroundValues.Covenants[C_Covenants.GetActiveCovenantID()] local bgtexture = SLE:TextureExists([[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant) and [[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant or nil _G.PaperDollFrame.SLE_Armory_BG:SetTexture(bgtexture) elseif E.db.sle.armory.character.background.selectedBG == 'Covenant2' then local covenant = SLE.ArmoryConfigBackgroundValues.Covenants[C_Covenants.GetActiveCovenantID()] local bgtexture = (SLE:TextureExists([[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant..'2') and [[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant..'2') or (SLE:TextureExists([[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant) and [[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant) or nil _G.PaperDollFrame.SLE_Armory_BG:SetTexture(bgtexture) else _G.PaperDollFrame.SLE_Armory_BG:SetTexture(SLE.ArmoryConfigBackgroundValues.BlizzardBackdropList[E.db.sle.armory.character.background.selectedBG] or [[Interface\AddOns\ElvUI_SLE\media\textures\armory\]]..E.db.sle.armory.character.background.selectedBG) end end function CA:Update_ItemLevel() for i, SlotName in pairs(Armory.Constants.GearList) do local Slot = _G['Character'..SlotName] if Slot.iLvlText then Slot.iLvlText:ClearAllPoints() Slot.iLvlText:Point('TOP'..Slot.Direction, Slot, 'TOP'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2+E.db.sle.armory.character.ilvl.xOffset or -2-E.db.sle.armory.character.ilvl.xOffset, -1+E.db.sle.armory.character.ilvl.yOffset) end end end function CA:Update_Enchant() for _, SlotName in pairs(Armory.Constants.GearList) do local Slot = _G['Character'..SlotName] if Slot.enchantText then Slot.enchantText:ClearAllPoints() Slot.enchantText:Point(Slot.Direction, Slot, Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT', Slot.Direction == 'LEFT' and 2+E.db.sle.armory.character.enchant.xOffset or -2-E.db.sle.armory.character.enchant.xOffset, 1+E.db.sle.armory.character.enchant.yOffset) end end end function CA:Update_Gems() for i, SlotName in pairs(Armory.Constants.GearList) do local Slot = _G['Character'..SlotName] if Slot.textureSlot1 then Slot.textureSlot1:ClearAllPoints() Slot.textureSlot1:Point('BOTTOM'..Slot.Direction, Slot, 'BOTTOM'..(Slot.Direction == 'LEFT' and 'RIGHT' or 'LEFT'), Slot.Direction == 'LEFT' and 2+E.db.sle.armory.character.gem.xOffset or -2-E.db.sle.armory.character.gem.xOffset, 2+E.db.sle.armory.character.gem.yOffset) for k = 1, Armory.Constants.MaxGemSlots do Slot['textureSlot'..k]:Size(E.db.sle.armory.character.gem.size) end end end end function CA:Update_Durability() for i, SlotName in pairs(Armory.Constants.GearList) do local Slot = _G['Character'..SlotName] if Slot.SLE_Durability then Slot.SLE_Durability:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.character.durability.font), E.db.sle.armory.character.durability.fontSize, E.db.sle.armory.character.durability.fontStyle) Slot.SLE_Durability:Point('TOP'..Slot.Direction, _G['Character'..SlotName], 'TOP'..Slot.Direction, Slot.Direction == 'LEFT' and 2 + E.db.sle.armory.character.durability.xOffset or 0 - E.db.sle.armory.character.durability.xOffset, -3 + E.db.sle.armory.character.durability.yOffset) end end CA.DurabilityFontSet = true end function CA:ElvOverlayToggle() --Toggle dat Overlay if E.db.sle.armory.character.background.overlay then _G.CharacterModelFrameBackgroundOverlay:Show() else _G.CharacterModelFrameBackgroundOverlay:Hide() end end --Fuck blizzard and theur moon logic function CA:FixFuckingBlizzardLogic() local milestones = C_AzeriteEssence.GetMilestones() if not milestones then return end for i, milestoneInfo in ipairs(milestones) do if milestoneInfo.slot then tinsert(Armory.Constants.EssenceMilestones, milestoneInfo.ID) end end CA.HearthMilestonesCached = true end function CA:Enable() -- Setting frame _G.CharacterFrame:SetHeight(444) -- Move right equipment slots _G.CharacterHandsSlot:SetPoint('TOPRIGHT', _G.CharacterFrameInsetRight, 'TOPLEFT', -4, -2) -- Move bottom equipment slots _G.CharacterMainHandSlot:SetPoint('BOTTOMLEFT', _G.PaperDollItemsFrame, 'BOTTOMLEFT', 185, 14) --Making model frame big enough _G.CharacterModelScene:ClearAllPoints() _G.CharacterModelScene:SetPoint('TOP', _G.PaperDollFrame.SLE_Armory_BG, 0, 0) _G.CharacterModelScene:SetPoint('BOTTOM', _G.PaperDollFrame.SLE_Armory_BG, 0, 0) if _G.PaperDollFrame:IsShown() then --Setting up width for the main frame _G.CharacterFrame:SetWidth(_G.CharacterFrame.Expanded and 650 or 444) _G.CharacterFrameInsetRight:SetPoint('TOPLEFT', _G.CharacterFrameInset, 'TOPRIGHT', 110, 0) end --This will hide default background stuff. I could make it being shown, but not feeling like figuring out how to stretch the damn texture. if _G.CharacterModelScene and _G.CharacterModelScene.BackgroundTopLeft and _G.CharacterModelScene.BackgroundTopLeft:IsShown() then _G.CharacterModelScene.BackgroundTopLeft:Hide() _G.CharacterModelScene.BackgroundTopRight:Hide() _G.CharacterModelScene.BackgroundBotLeft:Hide() _G.CharacterModelScene.BackgroundBotRight:Hide() if _G.CharacterModelScene.backdrop then _G.CharacterModelScene.backdrop:Hide() end end --Overlay resize to match new width _G.CharacterModelFrameBackgroundOverlay:SetPoint('TOPLEFT', _G.PaperDollFrame.SLE_Armory_BG, -4, 0) _G.CharacterModelFrameBackgroundOverlay:SetPoint('BOTTOMRIGHT', _G.PaperDollFrame.SLE_Armory_BG, 4, 0) --Activating background if _G.PaperDollFrame.SLE_Armory_BG then _G.PaperDollFrame.SLE_Armory_BG:Show() end CA:Update_BG() CA:Update_ItemLevel() CA:Update_Enchant() CA:Update_Gems() CA:Update_Durability() if E.db.general.itemLevel.displayCharacterInfo then M:UpdatePageInfo(_G["CharacterFrame"], "Character") end end function CA:Disable() -- Setting frame to default _G.CharacterFrame:SetHeight(424) _G.CharacterFrame:SetWidth(_G.PaperDollFrame:IsShown() and _G.CharacterFrame.Expanded and CHARACTERFRAME_EXPANDED_WIDTH or PANEL_DEFAULT_WIDTH) _G.CharacterFrameInsetRight:SetPoint(unpack(DefaultPosition.InsetDefaultPoint)) -- Move rightside equipment slots to default position _G.CharacterHandsSlot:SetPoint('TOPRIGHT', _G.CharacterFrameInset, 'TOPRIGHT', -4, -2) -- Move bottom equipment slots to default position _G.CharacterMainHandSlot:SetPoint('BOTTOMLEFT', _G.PaperDollItemsFrame, 'BOTTOMLEFT', 130, 16) -- Model Frame _G.CharacterModelScene.BackgroundTopLeft:Show() _G.CharacterModelScene.BackgroundTopRight:Show() _G.CharacterModelScene.BackgroundBotLeft:Show() _G.CharacterModelScene.BackgroundBotRight:Show() if _G.CharacterModelScene.backdrop then _G.CharacterModelScene.backdrop:Show() end CA:Update_Durability() --Required for elements update for _, SlotName in pairs(Armory.Constants.GearList) do local Slot = _G['Character'..SlotName] if Armory.Constants.Character_Defaults[SlotName] then for element, points in pairs(Armory.Constants.Character_Defaults[SlotName]) do Slot[element]:ClearAllPoints() Slot[element]:Point(unpack(points)) end end if Slot.textureSlot1 then for i = 1, Armory.Constants.MaxGemSlots do Slot['textureSlot'..i]:Size(14) end end if Slot.SLE_Warning then Slot.SLE_Warning:Hide() end if Slot.SLE_Durability then Slot.SLE_Durability:SetText('') end end _G.CharacterModelFrameBackgroundOverlay:SetPoint('TOPLEFT', _G.CharacterModelScene, 0, 0) _G.CharacterModelFrameBackgroundOverlay:SetPoint('BOTTOMRIGHT', _G.CharacterModelScene, 0, 0) if _G.PaperDollFrame.SLE_Armory_BG then _G.PaperDollFrame.SLE_Armory_BG:Hide() end end function CA:ToggleArmory() if E.db.sle.armory.character.enable then CA:Enable() else CA:Disable() end M:UpdateInspectPageFonts('Character') -- PaperDollFrame_UpdateStats() for _, SlotName in pairs(Armory.Constants.AzeriteSlot) do PaperDollItemSlotButton_Update(_G['Character'..SlotName]) end end function CA:LoadAndSetup() CA:BuildLayout() CA:ToggleArmory() CA:ElvOverlayToggle() end