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local SLE, T, E, L, V, P, G = unpack(select(2, ...))
local Armory = SLE.Armory_Core
local IA = SLE.Armory_Inspect
local M = E.Misc
local _G = _G
--Adding new stuffs for armory only
function IA:BuildLayout()
InspectGuildFrameBanner:ClearAllPoints()
InspectGuildFrameBanner:Point("TOP", InspectFrameInset, "TOP", 0, -4)
--<< Background >>--
if not _G["InspectPaperDollFrame"].SLE_Armory_BG then
_G["InspectPaperDollFrame"].SLE_Armory_BG = _G["InspectPaperDollFrame"]:CreateTexture(nil, 'OVERLAY')
_G["InspectPaperDollFrame"].SLE_Armory_BG:Point('TOPLEFT', _G["InspectModelFrame"], -4, 0)
_G["InspectPaperDollFrame"].SLE_Armory_BG:Point('BOTTOMRIGHT', _G["InspectModelFrame"], 4, 0)
end
_G["InspectPaperDollFrame"].SLE_Armory_BG:Hide()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Inspect"..SlotName]
Slot.ID = GetInventorySlotInfo(SlotName)
--<<Create gems>>--
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 = "inspect"
end
end
--<<Gradation>>--
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.inspect.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
--<<Missing Warning>>--
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 = "inspect"
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(1, 0, 0)
Slot["SLE_Warning"]:SetScript("OnEnter", Armory.Warning_OnEnter)
Slot["SLE_Warning"]:SetScript("OnLeave", Armory.Tooltip_OnLeave)
Slot["SLE_Warning"]:Hide()
--<<Transmog>>--
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)
Slot.TransmogInfo.isInspect = true
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
do --<<Check Transmog>>--
_G.InspectFrame.SLE_TransmogViewButton = CreateFrame('Button', nil, _G.InspectFrame, 'BackdropTemplate')
_G.InspectFrame.SLE_TransmogViewButton:Size(30)
_G.InspectFrame.SLE_TransmogViewButton:Point('BOTTOMRIGHT', _G.InspectHandsSlot, 'TOPRIGHT', 0, 4)
_G.InspectFrame.SLE_TransmogViewButton:SetBackdrop({
bgFile = E.media.blankTex,
edgeFile = E.media.blankTex,
tile = false, tileSize = 0, edgeSize = E.mult,
insets = { left = 0, right = 0, top = 0, bottom = 0}
})
_G.InspectFrame.SLE_TransmogViewButton.texture = _G.InspectFrame.SLE_TransmogViewButton:CreateTexture(nil, 'OVERLAY')
_G.InspectFrame.SLE_TransmogViewButton.texture:SetInside()
_G.InspectFrame.SLE_TransmogViewButton.texture:SetTexture([[Interface\ICONS\INV_Misc_Desecrated_PlateChest]])
_G.InspectFrame.SLE_TransmogViewButton.texture:SetTexCoord(unpack(E.TexCoords))
_G.InspectFrame.SLE_TransmogViewButton:SetScript('OnEnter', function(frame)
frame:SetBackdropBorderColor(unpack(E.media.rgbvaluecolor))
GameTooltip:SetOwner(frame, 'ANCHOR_TOP')
GameTooltip:SetText(VIEW_IN_DRESSUP_FRAME)
GameTooltip:Show()
end)
_G.InspectFrame.SLE_TransmogViewButton:SetScript('OnLeave', function(frame)
frame:SetBackdropBorderColor(1, 1, 1)
_G['GameTooltip']:Hide()
end)
_G.InspectFrame.SLE_TransmogViewButton:SetScript('OnClick', function()
PlaySound(SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON)
DressUpItemTransmogInfoList(C_TransmogCollection.GetInspectItemTransmogInfoList())
end)
end
end
function IA:Update_BG()
if not _G.InspectPaperDollFrame then return end
if E.db.sle.armory.inspect.background.selectedBG == 'HIDE' then
_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture(nil)
elseif E.db.sle.armory.inspect.background.selectedBG == 'CUSTOM' then
_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture(E.db.sle.armory.inspect.background.customTexture)
elseif E.db.sle.armory.inspect.background.selectedBG == 'CLASS' then
_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture([[Interface\AddOns\ElvUI_SLE\media\textures\armory\]]..E.myclass)
elseif E.db.sle.armory.inspect.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["InspectPaperDollFrame"].SLE_Armory_BG:SetTexture(bgtexture)
elseif E.db.sle.armory.inspect.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["InspectPaperDollFrame"].SLE_Armory_BG:SetTexture(bgtexture)
else
_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture(SLE.ArmoryConfigBackgroundValues.BlizzardBackdropList[E.db.sle.armory.inspect.background.selectedBG] or [[Interface\AddOns\ElvUI_SLE\media\textures\armory\]]..E.db.sle.armory.inspect.background.selectedBG)
end
--CA:AdditionalTextures_Update()
end
function IA:Update_ItemLevel()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Inspect"..SlotName]
if not Slot then return end
if Slot.iLvlText then
Slot.iLvlText:ClearAllPoints()
Slot.iLvlText:Point("TOP"..Slot.Direction, _G["Inspect"..SlotName], "TOP"..(Slot.Direction == "LEFT" and "RIGHT" or "LEFT"), Slot.Direction == "LEFT" and 2+E.db.sle.armory.inspect.ilvl.xOffset or -2-E.db.sle.armory.inspect.ilvl.xOffset, -1+E.db.sle.armory.inspect.ilvl.yOffset)
end
end
end
function IA:Update_Enchant()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Inspect"..SlotName]
if not Slot then return end
if Slot.enchantText then
Slot.enchantText:ClearAllPoints()
Slot.enchantText:Point(Slot.Direction, _G["Inspect"..SlotName], Slot.Direction == "LEFT" and "RIGHT" or "LEFT", Slot.Direction == "LEFT" and 2+E.db.sle.armory.inspect.enchant.xOffset or -2-E.db.sle.armory.inspect.enchant.xOffset, 1+E.db.sle.armory.inspect.enchant.yOffset)
end
end
end
function IA:Update_Gems()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Inspect"..SlotName]
if not Slot then return end
if Slot.textureSlot1 then
Slot.textureSlot1:ClearAllPoints()
Slot.textureSlot1:Point('BOTTOM'..Slot.Direction, _G["Inspect"..SlotName], "BOTTOM"..(Slot.Direction == "LEFT" and "RIGHT" or "LEFT"), Slot.Direction == "LEFT" and 2+E.db.sle.armory.inspect.gem.xOffset or -2-E.db.sle.armory.inspect.gem.xOffset, 2+E.db.sle.armory.inspect.gem.yOffset)
for i = 1, Armory.Constants.MaxGemSlots do Slot["textureSlot"..i]:Size(E.db.sle.armory.inspect.gem.size) end
end
end
end
function IA:ElvOverlayToggle() --Toggle dat Overlay
if not _G["InspectFrame"] then return end
if E.db.sle.armory.inspect.background.overlay then
_G["InspectModelFrameBackgroundOverlay"]:Show()
else
_G["InspectModelFrameBackgroundOverlay"]:Hide()
end
end
function IA:Enable()
if not _G["InspectFrame"] then return end
-- _G["InspectFrame"]:Size(450, 480)
_G["InspectFrame"]:Size(450, 444)
_G["InspectFrame"].ItemLevelText:ClearAllPoints()
_G["InspectFrame"].ItemLevelText:Point("BOTTOM",_G["InspectModelFrame"], "TOP", 0, 2)
-- Move bottom equipment slots
_G["InspectMainHandSlot"]:SetPoint('BOTTOMLEFT', _G["InspectPaperDollItemsFrame"], 'BOTTOMLEFT', 185, 14)
--Making model frame big enough
_G["InspectModelFrame"]:ClearAllPoints()
_G["InspectModelFrame"]:SetPoint('TOPLEFT', _G["InspectHeadSlot"], 0, 5)
_G["InspectModelFrame"]:SetPoint('RIGHT', _G["InspectHandsSlot"])
_G["InspectModelFrame"]:SetPoint('BOTTOM', _G["InspectMainHandSlot"])
_G["InspectPaperDollFrame"].ViewButton:Hide()
_G["InspectFrame"].SLE_TransmogViewButton:Show()
--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["InspectModelFrame"] and _G["InspectModelFrame"].BackgroundTopLeft and _G["InspectModelFrame"].BackgroundTopLeft:IsShown() then
_G["InspectModelFrame"].BackgroundTopLeft:Hide()
_G["InspectModelFrame"].BackgroundTopRight:Hide()
_G["InspectModelFrame"].BackgroundBotLeft:Hide()
_G["InspectModelFrame"].BackgroundBotRight:Hide()
if _G["InspectModelFrame"].backdrop then
_G["InspectModelFrame"].backdrop:Hide()
end
end
_G["InspectModelFrameBackgroundOverlay"]:SetPoint('TOPLEFT', _G["InspectModelFrame"], -4, 0)
_G["InspectModelFrameBackgroundOverlay"]:SetPoint('BOTTOMRIGHT', _G["InspectModelFrame"], 4, 0)
--Activating background and updating stuff
_G["InspectPaperDollFrame"].SLE_Armory_BG:Show()
IA:Update_BG()
IA:Update_ItemLevel()
IA:Update_Enchant()
IA:Update_Gems()
if E.db.general.itemLevel.displayInspectInfo then M:UpdateInspectInfo() end
end
function IA:Disable()
if not _G["InspectFrame"] then return end
_G["InspectFrame"]:Size(338, 424)
-- Move bottom equipment slots to default position
_G["InspectMainHandSlot"]:SetPoint('BOTTOMLEFT', _G["InspectPaperDollItemsFrame"], 'BOTTOMLEFT', 130, 16)
-- Model Frame
_G["InspectModelFrame"]:ClearAllPoints()
_G["InspectModelFrame"]:Size(231, 320)
_G["InspectModelFrame"]:SetPoint('TOPLEFT', _G["InspectPaperDollFrame"], 'TOPLEFT', 52, -66)
_G["InspectModelFrame"].BackgroundTopLeft:Show()
_G["InspectModelFrame"].BackgroundTopRight:Show()
_G["InspectModelFrame"].BackgroundBotLeft:Show()
_G["InspectModelFrame"].BackgroundBotRight:Show()
_G["InspectModelFrame"].backdrop:Show()
_G["InspectPaperDollFrame"].ViewButton:Show()
_G["InspectFrame"].SLE_TransmogViewButton:Hide()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Inspect"..SlotName]
if Armory.Constants.Inspect_Defaults[SlotName] then
for element, points in pairs(Armory.Constants.Inspect_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
end
if _G["InspectPaperDollFrame"].SLE_Armory_BG then _G["InspectPaperDollFrame"].SLE_Armory_BG:Hide() end
_G["InspectFrame"].ItemLevelText:ClearAllPoints()
_G["InspectFrame"].ItemLevelText:Point("BOTTOMRIGHT", -6, 6)
end
function IA:ToggleArmory()
if E.db.sle.armory.inspect.enable then
IA:Enable()
else
IA:Disable()
end
M:UpdateInspectPageFonts("Inspect")
end
function IA:PreSetup()
IA:RegisterEvent("INSPECT_READY", function()
if not E.db.general.itemLevel.displayInspectInfo then
Armory:UpdateInspectInfo()
IA:UnregisterEvent("INSPECT_READY")
M:ClearPageInfo(_G["InspectFrame"], "Inspect")
end
end)
end
function IA:LoadAndSetup()
IA:BuildLayout()
IA:ToggleArmory()
IA:ElvOverlayToggle()
--For future use. I may consider returning to cache for inspect. Cause it actually never broke
-- _G["InspectFrame"]:UnregisterEvent("PLAYER_TARGET_CHANGED")
end