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local SLE, T, E, L, V, P, G = unpack(ElvUI_SLE)
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 _, 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(unpack(E.db.sle.armory.inspect.gradient.warningColor))
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, 0.5, 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.InspectPaperDollFrame, '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 or E.db.sle.armory.inspect.enable) 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
local class = UnitExists('target') and select(2, UnitClass('target')) or E.myclass
_G.InspectPaperDollFrame.SLE_Armory_BG:SetAtlas('dressingroom-background-'..class)
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 _, 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 _, 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 _, 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, 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 _, 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('BOTTOMLEFT', 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