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312 lines
13 KiB
312 lines
13 KiB
local SLE, T, E, L, V, P, G = unpack(select(2, ...))
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local Armory = SLE.Armory_Core
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local IA = SLE.Armory_Inspect
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local M = E.Misc
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local _G = _G
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--Adding new stuffs for armory only
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function IA:BuildLayout()
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InspectGuildFrameBanner:ClearAllPoints()
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InspectGuildFrameBanner:Point("TOP", InspectFrameInset, "TOP", 0, -4)
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--<< Background >>--
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if not _G["InspectPaperDollFrame"].SLE_Armory_BG then
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_G["InspectPaperDollFrame"].SLE_Armory_BG = _G["InspectPaperDollFrame"]:CreateTexture(nil, 'OVERLAY')
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_G["InspectPaperDollFrame"].SLE_Armory_BG:Point('TOPLEFT', _G["InspectModelFrame"], -4, 0)
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_G["InspectPaperDollFrame"].SLE_Armory_BG:Point('BOTTOMRIGHT', _G["InspectModelFrame"], 4, 0)
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end
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_G["InspectPaperDollFrame"].SLE_Armory_BG:Hide()
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for i, SlotName in pairs(Armory.Constants.GearList) do
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local Slot = _G["Inspect"..SlotName]
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Slot.ID = GetInventorySlotInfo(SlotName)
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--<<Create gems>>--
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for t = 1, Armory.Constants.MaxGemSlots do
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if Slot["textureSlot"..t] then
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Slot["SLE_Gem"..t] = CreateFrame("Frame", nil, Slot)
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Slot["SLE_Gem"..t]:SetPoint("TOPLEFT", Slot["textureSlot"..t])
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Slot["SLE_Gem"..t]:SetPoint("BOTTOMRIGHT", Slot["textureSlot"..t])
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Slot["SLE_Gem"..t]:SetScript("OnEnter", Armory.Gem_OnEnter)
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Slot["SLE_Gem"..t]:SetScript("OnLeave", Armory.Tooltip_OnLeave)
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--Variables for use in some stuff
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Slot["SLE_Gem"..t].frame = "inspect"
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end
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end
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--<<Gradation>>--
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if Slot.iLvlText then
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Slot.SLE_Gradient = Slot:CreateTexture(nil, "BACKGROUND")
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Slot.SLE_Gradient:SetPoint(Slot.Direction, Slot, Slot.Direction, 0, 0)
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Slot.SLE_Gradient:Size(132, 41)
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Slot.SLE_Gradient:SetTexture(Armory.Constants.GradientTexture)
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Slot.SLE_Gradient:SetVertexColor(unpack(E.db.sle.armory.inspect.gradient.color))
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if Slot.Direction == 'LEFT' then
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Slot.SLE_Gradient:SetTexCoord(0, 1, 0, 1)
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else
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Slot.SLE_Gradient:SetTexCoord(1, 0, 0, 1)
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end
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Slot.iLvlText:SetTextColor(1, 1, 1)
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Slot.SLE_Gradient:Hide()
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end
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--<<Missing Warning>>--
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Slot["SLE_Warning"] = CreateFrame("Frame", nil, Slot)
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if SlotName == "MainHandSlot" or SlotName == "SecondaryHandSlot" then
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Slot["SLE_Warning"]:Size(41, 8)
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Slot["SLE_Warning"]:SetPoint("TOP", Slot, "BOTTOM", 0, 0)
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else
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Slot["SLE_Warning"]:Size(8, 41)
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Slot["SLE_Warning"]:SetPoint(Slot.Direction == "LEFT" and "RIGHT" or "LEFT", Slot, Slot.Direction, 0, 0)
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end
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Slot["SLE_Warning"].frame = "inspect"
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Slot["SLE_Warning"].texture = Slot["SLE_Warning"]:CreateTexture(nil, "BACKGROUND")
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Slot["SLE_Warning"].texture:SetInside()
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Slot["SLE_Warning"].texture:SetTexture(Armory.Constants.WarningTexture)
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Slot["SLE_Warning"].texture:SetVertexColor(1, 0, 0)
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Slot["SLE_Warning"]:SetScript("OnEnter", Armory.Warning_OnEnter)
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Slot["SLE_Warning"]:SetScript("OnLeave", Armory.Tooltip_OnLeave)
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Slot["SLE_Warning"]:Hide()
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--<<Transmog>>--
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if Armory.Constants.CanTransmogrify[SlotName] then
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Slot.TransmogInfo = CreateFrame('Button', SlotName.."_SLE_TransmogInfo", Slot)
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Slot.TransmogInfo:Size(12)
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Slot.TransmogInfo:SetFrameLevel(Slot:GetFrameLevel() + 2)
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Slot.TransmogInfo:Point('BOTTOM'..Slot.Direction, Slot, Slot.Direction == 'LEFT' and -2 or 2, -1)
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Slot.TransmogInfo:SetScript('OnEnter', Armory.Transmog_OnEnter)
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Slot.TransmogInfo:SetScript('OnLeave', Armory.Transmog_OnLeave)
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Slot.TransmogInfo:SetScript('OnClick', Armory.Transmog_OnClick)
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Slot.TransmogInfo.Texture = Slot.TransmogInfo:CreateTexture(nil, 'OVERLAY')
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Slot.TransmogInfo.Texture:SetInside()
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Slot.TransmogInfo.Texture:SetTexture(Armory.Constants.TransmogTexture)
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Slot.TransmogInfo.Texture:SetVertexColor(1, .5, 1)
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Slot.TransmogInfo.isInspect = true
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if Slot.Direction == 'LEFT' then
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Slot.TransmogInfo.Texture:SetTexCoord(0, 1, 0, 1)
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else
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Slot.TransmogInfo.Texture:SetTexCoord(1, 0, 0, 1)
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end
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Slot.TransmogInfo:Hide()
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end
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end
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do --<<Check Transmog>>--
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_G.InspectFrame.SLE_TransmogViewButton = CreateFrame('Button', nil, _G.InspectFrame, 'BackdropTemplate')
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_G.InspectFrame.SLE_TransmogViewButton:Size(30)
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_G.InspectFrame.SLE_TransmogViewButton:Point('BOTTOMRIGHT', _G.InspectHandsSlot, 'TOPRIGHT', 0, 4)
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_G.InspectFrame.SLE_TransmogViewButton:SetBackdrop({
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bgFile = E.media.blankTex,
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edgeFile = E.media.blankTex,
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tile = false, tileSize = 0, edgeSize = E.mult,
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insets = { left = 0, right = 0, top = 0, bottom = 0}
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})
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_G.InspectFrame.SLE_TransmogViewButton.texture = _G.InspectFrame.SLE_TransmogViewButton:CreateTexture(nil, 'OVERLAY')
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_G.InspectFrame.SLE_TransmogViewButton.texture:SetInside()
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_G.InspectFrame.SLE_TransmogViewButton.texture:SetTexture([[Interface\ICONS\INV_Misc_Desecrated_PlateChest]])
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_G.InspectFrame.SLE_TransmogViewButton.texture:SetTexCoord(unpack(E.TexCoords))
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_G.InspectFrame.SLE_TransmogViewButton:SetScript('OnEnter', function(frame)
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frame:SetBackdropBorderColor(unpack(E.media.rgbvaluecolor))
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GameTooltip:SetOwner(frame, 'ANCHOR_TOP')
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GameTooltip:SetText(VIEW_IN_DRESSUP_FRAME)
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GameTooltip:Show()
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end)
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_G.InspectFrame.SLE_TransmogViewButton:SetScript('OnLeave', function(frame)
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frame:SetBackdropBorderColor(1, 1, 1)
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_G['GameTooltip']:Hide()
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end)
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_G.InspectFrame.SLE_TransmogViewButton:SetScript('OnClick', function()
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PlaySound(SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON)
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DressUpItemTransmogInfoList(C_TransmogCollection.GetInspectItemTransmogInfoList())
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end)
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end
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end
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function IA:Update_BG()
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if not _G.InspectPaperDollFrame then return end
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if E.db.sle.armory.inspect.background.selectedBG == 'HIDE' then
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_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture(nil)
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elseif E.db.sle.armory.inspect.background.selectedBG == 'CUSTOM' then
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_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture(E.db.sle.armory.inspect.background.customTexture)
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elseif E.db.sle.armory.inspect.background.selectedBG == 'CLASS' then
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_G['InspectPaperDollFrame'].SLE_Armory_BG:SetTexture([[Interface\AddOns\ElvUI_SLE\media\textures\armory\]]..E.myclass)
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elseif E.db.sle.armory.inspect.background.selectedBG == 'Covenant' then
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local covenant = SLE.ArmoryConfigBackgroundValues.Covenants[C_Covenants.GetActiveCovenantID()]
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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
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_G["InspectPaperDollFrame"].SLE_Armory_BG:SetTexture(bgtexture)
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elseif E.db.sle.armory.inspect.background.selectedBG == 'Covenant2' then
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local covenant = SLE.ArmoryConfigBackgroundValues.Covenants[C_Covenants.GetActiveCovenantID()]
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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
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_G["InspectPaperDollFrame"].SLE_Armory_BG:SetTexture(bgtexture)
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else
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_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)
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end
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--CA:AdditionalTextures_Update()
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end
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function IA:Update_ItemLevel()
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for i, SlotName in pairs(Armory.Constants.GearList) do
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local Slot = _G["Inspect"..SlotName]
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if not Slot then return end
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if Slot.iLvlText then
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Slot.iLvlText:ClearAllPoints()
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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)
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end
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end
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end
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function IA:Update_Enchant()
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for i, SlotName in pairs(Armory.Constants.GearList) do
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local Slot = _G["Inspect"..SlotName]
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if not Slot then return end
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if Slot.enchantText then
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Slot.enchantText:ClearAllPoints()
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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)
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end
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end
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end
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function IA:Update_Gems()
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for i, SlotName in pairs(Armory.Constants.GearList) do
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local Slot = _G["Inspect"..SlotName]
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if not Slot then return end
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if Slot.textureSlot1 then
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Slot.textureSlot1:ClearAllPoints()
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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)
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for i = 1, Armory.Constants.MaxGemSlots do Slot["textureSlot"..i]:Size(E.db.sle.armory.inspect.gem.size) end
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end
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end
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end
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function IA:ElvOverlayToggle() --Toggle dat Overlay
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if not _G["InspectFrame"] then return end
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if E.db.sle.armory.inspect.background.overlay then
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_G["InspectModelFrameBackgroundOverlay"]:Show()
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else
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_G["InspectModelFrameBackgroundOverlay"]:Hide()
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end
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end
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function IA:Enable()
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if not _G["InspectFrame"] then return end
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-- _G["InspectFrame"]:Size(450, 480)
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_G["InspectFrame"]:Size(450, 444)
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_G["InspectFrame"].ItemLevelText:ClearAllPoints()
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_G["InspectFrame"].ItemLevelText:Point("BOTTOM",_G["InspectModelFrame"], "TOP", 0, 2)
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-- Move bottom equipment slots
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_G["InspectMainHandSlot"]:SetPoint('BOTTOMLEFT', _G["InspectPaperDollItemsFrame"], 'BOTTOMLEFT', 185, 14)
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--Making model frame big enough
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_G["InspectModelFrame"]:ClearAllPoints()
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_G["InspectModelFrame"]:SetPoint('TOPLEFT', _G["InspectHeadSlot"], 0, 5)
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_G["InspectModelFrame"]:SetPoint('RIGHT', _G["InspectHandsSlot"])
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_G["InspectModelFrame"]:SetPoint('BOTTOM', _G["InspectMainHandSlot"])
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_G["InspectPaperDollFrame"].ViewButton:Hide()
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_G["InspectFrame"].SLE_TransmogViewButton:Show()
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--This will hide default background stuff. I could make it being shown, but not feeling like figuring out how to stretch the damn texture.
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if _G["InspectModelFrame"] and _G["InspectModelFrame"].BackgroundTopLeft and _G["InspectModelFrame"].BackgroundTopLeft:IsShown() then
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_G["InspectModelFrame"].BackgroundTopLeft:Hide()
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_G["InspectModelFrame"].BackgroundTopRight:Hide()
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_G["InspectModelFrame"].BackgroundBotLeft:Hide()
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_G["InspectModelFrame"].BackgroundBotRight:Hide()
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if _G["InspectModelFrame"].backdrop then
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_G["InspectModelFrame"].backdrop:Hide()
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end
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end
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_G["InspectModelFrameBackgroundOverlay"]:SetPoint('TOPLEFT', _G["InspectModelFrame"], -4, 0)
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_G["InspectModelFrameBackgroundOverlay"]:SetPoint('BOTTOMRIGHT', _G["InspectModelFrame"], 4, 0)
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--Activating background and updating stuff
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_G["InspectPaperDollFrame"].SLE_Armory_BG:Show()
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IA:Update_BG()
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IA:Update_ItemLevel()
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IA:Update_Enchant()
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IA:Update_Gems()
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if E.db.general.itemLevel.displayInspectInfo then M:UpdateInspectInfo() end
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end
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function IA:Disable()
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if not _G["InspectFrame"] then return end
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_G["InspectFrame"]:Size(338, 424)
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-- Move bottom equipment slots to default position
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_G["InspectMainHandSlot"]:SetPoint('BOTTOMLEFT', _G["InspectPaperDollItemsFrame"], 'BOTTOMLEFT', 130, 16)
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-- Model Frame
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_G["InspectModelFrame"]:ClearAllPoints()
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_G["InspectModelFrame"]:Size(231, 320)
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_G["InspectModelFrame"]:SetPoint('TOPLEFT', _G["InspectPaperDollFrame"], 'TOPLEFT', 52, -66)
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_G["InspectModelFrame"].BackgroundTopLeft:Show()
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_G["InspectModelFrame"].BackgroundTopRight:Show()
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_G["InspectModelFrame"].BackgroundBotLeft:Show()
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_G["InspectModelFrame"].BackgroundBotRight:Show()
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_G["InspectModelFrame"].backdrop:Show()
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_G["InspectPaperDollFrame"].ViewButton:Show()
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_G["InspectFrame"].SLE_TransmogViewButton:Hide()
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for i, SlotName in pairs(Armory.Constants.GearList) do
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local Slot = _G["Inspect"..SlotName]
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if Armory.Constants.Inspect_Defaults[SlotName] then
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for element, points in pairs(Armory.Constants.Inspect_Defaults[SlotName]) do
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Slot[element]:ClearAllPoints()
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Slot[element]:Point(unpack(points))
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end
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end
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if Slot.textureSlot1 then
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for i = 1, Armory.Constants.MaxGemSlots do Slot["textureSlot"..i]:Size(14) end
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end
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if Slot.SLE_Warning then Slot.SLE_Warning:Hide() end
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end
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if _G["InspectPaperDollFrame"].SLE_Armory_BG then _G["InspectPaperDollFrame"].SLE_Armory_BG:Hide() end
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_G["InspectFrame"].ItemLevelText:ClearAllPoints()
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_G["InspectFrame"].ItemLevelText:Point("BOTTOMRIGHT", -6, 6)
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end
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function IA:ToggleArmory()
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if E.db.sle.armory.inspect.enable then
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IA:Enable()
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else
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IA:Disable()
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end
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M:UpdateInspectPageFonts("Inspect")
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end
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function IA:PreSetup()
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IA:RegisterEvent("INSPECT_READY", function()
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if not E.db.general.itemLevel.displayInspectInfo then
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Armory:UpdateInspectInfo()
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IA:UnregisterEvent("INSPECT_READY")
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M:ClearPageInfo(_G["InspectFrame"], "Inspect")
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end
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end)
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end
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function IA:LoadAndSetup()
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IA:BuildLayout()
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IA:ToggleArmory()
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IA:ElvOverlayToggle()
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--For future use. I may consider returning to cache for inspect. Cause it actually never broke
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-- _G["InspectFrame"]:UnregisterEvent("PLAYER_TARGET_CHANGED")
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end
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