ElvUI/Modules/Skins/Blizzard/Misc.lua

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2020-11-13 14:27:50 -05:00
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local S = E:GetModule('Skins')
local _G = _G
local pairs = pairs
local ipairs = ipairs
local unpack = unpack
local hooksecurefunc = hooksecurefunc
local IsAddOnLoaded = IsAddOnLoaded
local CreateFrame = CreateFrame
local LFG_ICONS = [[Interface\LFGFrame\UI-LFG-ICONS-ROLEBACKGROUNDS]]
local function SkinNavBarButtons(self)
if (self:GetParent():GetName() == 'EncounterJournal' and not E.private.skins.blizzard.encounterjournal) or (self:GetParent():GetName() == 'WorldMapFrame' and not E.private.skins.blizzard.worldmap) or (self:GetParent():GetName() == 'HelpFrameKnowledgebase' and not E.private.skins.blizzard.help) then
return
end
local navButton = self.navList[#self.navList]
if navButton and not navButton.isSkinned then
S:HandleButton(navButton, true)
navButton:GetFontString():SetTextColor(1, 1, 1)
if navButton.MenuArrowButton then
navButton.MenuArrowButton:StripTextures()
if navButton.MenuArrowButton.Art then
navButton.MenuArrowButton.Art:SetTexture(E.Media.Textures.ArrowUp)
navButton.MenuArrowButton.Art:SetTexCoord(0, 1, 0, 1)
navButton.MenuArrowButton.Art:SetRotation(3.14)
end
end
navButton.xoffset = 1
navButton.isSkinned = true
end
end
function S:BlizzardMiscFrames()
if not (E.private.skins.blizzard.enable and E.private.skins.blizzard.misc) then return end
_G.QueueStatusFrame:StripTextures()
-- Blizzard frame we want to reskin
local skins = {
'AutoCompleteBox',
'ReadyCheckFrame',
'QueueStatusFrame',
'LFDReadyCheckPopup',
}
for i = 1, #skins do
local frame = _G[skins[i]]
frame:StripTextures()
frame:CreateBackdrop('Transparent')
end
_G.AutoCompleteBox.backdrop:SetFrameLevel(_G.AutoCompleteBox:GetFrameLevel())
S:HandleButton(_G.StaticPopup1ExtraButton)
hooksecurefunc('QueueStatusEntry_SetFullDisplay', function(entry, _, _, _, isTank, isHealer, isDPS)
if not entry then return end
local nextRoleIcon = 1
if isDPS then
local icon = entry['RoleIcon'..nextRoleIcon]
if icon then
icon:SetTexture(LFG_ICONS)
icon:SetTexCoord(_G.LFDQueueFrameRoleButtonDPS.background:GetTexCoord())
nextRoleIcon = nextRoleIcon + 1
end
end
if isHealer then
local icon = entry['RoleIcon'..nextRoleIcon]
if icon then
icon:SetTexture(LFG_ICONS)
icon:SetTexCoord(_G.LFDQueueFrameRoleButtonHealer.background:GetTexCoord())
nextRoleIcon = nextRoleIcon + 1
end
end
if isTank then
local icon = entry['RoleIcon'..nextRoleIcon]
if icon then
icon:SetTexture(LFG_ICONS)
icon:SetTexCoord(_G.LFDQueueFrameRoleButtonTank.background:GetTexCoord())
end
end
end)
hooksecurefunc('QueueStatusFrame_Update', function()
for frame in _G.QueueStatusFrame.statusEntriesPool:EnumerateActive() do
frame.HealersFound.Texture:SetTexture(LFG_ICONS)
frame.TanksFound.Texture:SetTexture(LFG_ICONS)
frame.DamagersFound.Texture:SetTexture(LFG_ICONS)
frame.HealersFound.Texture:SetTexCoord(_G.LFDQueueFrameRoleButtonHealer.background:GetTexCoord())
frame.TanksFound.Texture:SetTexCoord(_G.LFDQueueFrameRoleButtonTank.background:GetTexCoord())
frame.DamagersFound.Texture:SetTexCoord(_G.LFDQueueFrameRoleButtonDPS.background:GetTexCoord())
end
end)
if not IsAddOnLoaded('ConsolePortUI_Menu') then
-- reskin all esc/menu buttons
for _, Button in pairs({_G.GameMenuFrame:GetChildren()}) do
if Button.IsObjectType and Button:IsObjectType('Button') then
S:HandleButton(Button)
end
end
_G.GameMenuFrame:StripTextures()
_G.GameMenuFrame:CreateBackdrop('Transparent')
_G.GameMenuFrame.Header:StripTextures()
_G.GameMenuFrame.Header:ClearAllPoints()
_G.GameMenuFrame.Header:Point('TOP', _G.GameMenuFrame, 0, 7)
end
if IsAddOnLoaded('OptionHouse') then
S:HandleButton(_G.GameMenuButtonOptionHouse)
end
-- since we cant hook `CinematicFrame_OnShow` or `CinematicFrame_OnEvent` directly
-- we can just hook onto this function so that we can get the correct `self`
-- this is called through `CinematicFrame_OnShow` so the result would still happen where we want
hooksecurefunc('CinematicFrame_OnDisplaySizeChanged', function(s)
if s and s.closeDialog and not s.closeDialog.template then
s.closeDialog:StripTextures()
s.closeDialog:CreateBackdrop('Transparent')
s.closeDialog.backdrop:SetFrameLevel(s.closeDialog:GetFrameLevel())
s:SetScale(_G.UIParent:GetScale())
local dialogName = s.closeDialog.GetName and s.closeDialog:GetName()
local closeButton = s.closeDialog.ConfirmButton or (dialogName and _G[dialogName..'ConfirmButton'])
local resumeButton = s.closeDialog.ResumeButton or (dialogName and _G[dialogName..'ResumeButton'])
if closeButton then S:HandleButton(closeButton) end
if resumeButton then S:HandleButton(resumeButton) end
end
end)
-- same as above except `MovieFrame_OnEvent` and `MovieFrame_OnShow`
-- cant be hooked directly so we can just use this
-- this is called through `MovieFrame_OnEvent` on the event `PLAY_MOVIE`
hooksecurefunc('MovieFrame_PlayMovie', function(s)
if s and s.CloseDialog and not s.CloseDialog.template then
s:SetScale(_G.UIParent:GetScale())
s.CloseDialog:StripTextures()
s.CloseDialog:CreateBackdrop('Transparent')
s.CloseDialog.backdrop:SetFrameLevel(s.CloseDialog:GetFrameLevel())
S:HandleButton(s.CloseDialog.ConfirmButton)
S:HandleButton(s.CloseDialog.ResumeButton)
end
end)
do
local ChatMenus = {
_G.ChatMenu,
_G.EmoteMenu,
_G.LanguageMenu,
_G.VoiceMacroMenu,
}
local menuBackdrop = function(s)
s:SetTemplate('Transparent')
end
local chatMenuBackdrop = function(s)
s:SetTemplate('Transparent')
s:ClearAllPoints()
s:Point('BOTTOMLEFT', _G.ChatFrame1, 'TOPLEFT', 0, 30)
end
for index, menu in ipairs(ChatMenus) do
menu:StripTextures()
if index == 1 then -- ChatMenu
menu:HookScript('OnShow', chatMenuBackdrop)
else
menu:HookScript('OnShow', menuBackdrop)
end
end
end
--LFD Role Picker frame
local roleButtons = {
_G.LFDRoleCheckPopupRoleButtonTank,
_G.LFDRoleCheckPopupRoleButtonDPS,
_G.LFDRoleCheckPopupRoleButtonHealer,
}
_G.LFDRoleCheckPopup:StripTextures()
_G.LFDRoleCheckPopup:CreateBackdrop('Transparent')
S:HandleButton(_G.LFDRoleCheckPopupAcceptButton)
S:HandleButton(_G.LFDRoleCheckPopupDeclineButton)
for _, roleButton in pairs(roleButtons) do
S:HandleCheckBox(roleButton.checkButton or roleButton.CheckButton, true)
roleButton:DisableDrawLayer('OVERLAY')
end
-- reskin popup buttons
for i = 1, 4 do
local StaticPopup = _G['StaticPopup'..i]
StaticPopup:HookScript('OnShow', function() -- UpdateRecapButton is created OnShow
if StaticPopup.UpdateRecapButton and (not StaticPopup.UpdateRecapButtonHooked) then
StaticPopup.UpdateRecapButtonHooked = true -- we should only hook this once
hooksecurefunc(_G['StaticPopup'..i], 'UpdateRecapButton', S.UpdateRecapButton)
end
end)
StaticPopup:StripTextures()
StaticPopup:CreateBackdrop('Transparent')
for j = 1, 4 do
local button = StaticPopup['button'..j]
S:HandleButton(button)
button.Flash:Hide()
button:CreateShadow(5)
button.shadow:SetAlpha(0)
button.shadow:SetBackdropBorderColor(unpack(E.media.rgbvaluecolor))
button:SetFrameLevel(button:GetFrameLevel() + 1)
local anim1, anim2 = button.PulseAnim:GetAnimations()
anim1:SetTarget(button.shadow)
anim2:SetTarget(button.shadow)
end
_G['StaticPopup'..i..'EditBox']:SetFrameLevel(_G['StaticPopup'..i..'EditBox']:GetFrameLevel()+1)
S:HandleEditBox(_G['StaticPopup'..i..'EditBox'])
S:HandleEditBox(_G['StaticPopup'..i..'MoneyInputFrameGold'])
S:HandleEditBox(_G['StaticPopup'..i..'MoneyInputFrameSilver'])
S:HandleEditBox(_G['StaticPopup'..i..'MoneyInputFrameCopper'])
_G['StaticPopup'..i..'EditBox'].backdrop:Point('TOPLEFT', -2, -4)
_G['StaticPopup'..i..'EditBox'].backdrop:Point('BOTTOMRIGHT', 2, 4)
_G['StaticPopup'..i..'ItemFrameNameFrame']:Kill()
_G['StaticPopup'..i..'ItemFrame']:CreateBackdrop()
_G['StaticPopup'..i..'ItemFrame']:StyleButton()
S:HandleIconBorder(_G['StaticPopup'..i..'ItemFrame'].IconBorder)
_G['StaticPopup'..i..'ItemFrameIconTexture']:SetTexCoord(unpack(E.TexCoords))
_G['StaticPopup'..i..'ItemFrameIconTexture']:SetInside()
local normTex = _G['StaticPopup'..i..'ItemFrame']:GetNormalTexture()
if normTex then
normTex:SetTexture()
hooksecurefunc(normTex, 'SetTexture', function(s, tex)
if tex ~= nil then s:SetTexture() end
end)
end
end
-- skin return to graveyard button
do
_G.GhostFrameMiddle:SetAlpha(0)
_G.GhostFrameRight:SetAlpha(0)
_G.GhostFrameLeft:SetAlpha(0)
_G.GhostFrame:StripTextures()
_G.GhostFrame:ClearAllPoints()
_G.GhostFrame:Point('TOP', E.UIParent, 'TOP', 0, -150)
_G.GhostFrameContentsFrame:CreateBackdrop('Transparent')
_G.GhostFrameContentsFrameText:Point('TOPLEFT', 53, 0)
_G.GhostFrameContentsFrameIcon:SetTexCoord(unpack(E.TexCoords))
_G.GhostFrameContentsFrameIcon:Point('RIGHT', _G.GhostFrameContentsFrameText, 'LEFT', -12, 0)
local b = CreateFrame('Frame', nil, _G.GhostFrameContentsFrameIcon:GetParent(), 'BackdropTemplate')
local p = E.PixelMode and 1 or 2
b:Point('TOPLEFT', _G.GhostFrameContentsFrameIcon, -p, p)
b:Point('BOTTOMRIGHT', _G.GhostFrameContentsFrameIcon, p, -p)
_G.GhostFrameContentsFrameIcon:Size(37,38)
_G.GhostFrameContentsFrameIcon:SetParent(b)
b:CreateBackdrop()
end
_G.OpacityFrame:StripTextures()
_G.OpacityFrame:CreateBackdrop('Transparent')
--DropDownMenu
hooksecurefunc('UIDropDownMenu_CreateFrames', function(level, index)
local listFrame = _G['DropDownList'..level];
local listFrameName = listFrame:GetName();
local expandArrow = _G[listFrameName..'Button'..index..'ExpandArrow'];
if expandArrow then
local normTex = expandArrow:GetNormalTexture()
expandArrow:SetNormalTexture(E.Media.Textures.ArrowUp)
normTex:SetVertexColor(unpack(E.media.rgbvaluecolor))
normTex:SetRotation(S.ArrowRotation.right)
expandArrow:Size(12, 12)
end
local Backdrop = _G[listFrameName..'Backdrop']
if not Backdrop.template then Backdrop:StripTextures() end
Backdrop:CreateBackdrop('Transparent')
local menuBackdrop = _G[listFrameName..'MenuBackdrop']
if not menuBackdrop.template then menuBackdrop:StripTextures() end
menuBackdrop:CreateBackdrop('Transparent')
end)
hooksecurefunc('UIDropDownMenu_SetIconImage', function(icon, texture)
if texture:find('Divider') then
local r, g, b = unpack(E.media.rgbvaluecolor)
icon:SetColorTexture(r, g, b, 0.45)
icon:Height(1)
end
end)
hooksecurefunc('ToggleDropDownMenu', function(level)
if not level then
level = 1;
end
local r, g, b = unpack(E.media.rgbvaluecolor)
for i = 1, _G.UIDROPDOWNMENU_MAXBUTTONS do
local button = _G['DropDownList'..level..'Button'..i]
local check = _G['DropDownList'..level..'Button'..i..'Check']
local uncheck = _G['DropDownList'..level..'Button'..i..'UnCheck']
local highlight = _G['DropDownList'..level..'Button'..i..'Highlight']
highlight:SetTexture(E.Media.Textures.Highlight)
highlight:SetBlendMode('BLEND')
highlight:SetDrawLayer('BACKGROUND')
highlight:SetVertexColor(r, g, b)
if not button.backdrop then
button:CreateBackdrop()
end
button.backdrop:Hide()
if not button.notCheckable then
uncheck:SetTexture()
local _, co = check:GetTexCoord()
if co == 0 then
check:SetTexture([[Interface\Buttons\UI-CheckBox-Check]])
check:SetVertexColor(r, g, b, 1)
check:Size(20, 20)
check:SetDesaturated(true)
button.backdrop:SetInside(check, 4, 4)
else
check:SetTexture(E.media.normTex)
check:SetVertexColor(r, g, b, 1)
check:Size(10, 10)
check:SetDesaturated(false)
button.backdrop:SetOutside(check)
end
button.backdrop:Show()
check:SetTexCoord(0, 1, 0, 1)
else
check:Size(16, 16)
end
end
end)
local SideDressUpFrame = _G.SideDressUpFrame
S:HandleCloseButton(_G.SideDressUpFrameCloseButton)
S:HandleButton(_G.SideDressUpFrame.ResetButton)
_G.SideDressUpFrame.ResetButton:SetFrameLevel(_G.SideDressUpFrame.ResetButton:GetFrameLevel()+1)
SideDressUpFrame:StripTextures()
SideDressUpFrame.BGTopLeft:Hide()
SideDressUpFrame.BGBottomLeft:Hide()
SideDressUpFrame:CreateBackdrop('Transparent')
-- StackSplit
local StackSplitFrame = _G.StackSplitFrame
StackSplitFrame:StripTextures()
StackSplitFrame:CreateBackdrop('Transparent')
StackSplitFrame.bg1 = CreateFrame('Frame', nil, StackSplitFrame, 'BackdropTemplate')
StackSplitFrame.bg1:SetTemplate('Transparent')
StackSplitFrame.bg1:Point('TOPLEFT', 10, -15)
StackSplitFrame.bg1:Point('BOTTOMRIGHT', -10, 55)
StackSplitFrame.bg1:SetFrameLevel(StackSplitFrame.bg1:GetFrameLevel() - 1)
S:HandleButton(StackSplitFrame.OkayButton)
S:HandleButton(StackSplitFrame.CancelButton)
local buttons = {StackSplitFrame.LeftButton, StackSplitFrame.RightButton}
for _, btn in pairs(buttons) do
btn:Size(14, 18)
btn:ClearAllPoints()
if btn == StackSplitFrame.LeftButton then
btn:Point('LEFT', StackSplitFrame.bg1, 'LEFT', 4, 0)
else
btn:Point('RIGHT', StackSplitFrame.bg1, 'RIGHT', -4, 0)
end
S:HandleNextPrevButton(btn, nil, nil, true)
end
--NavBar Buttons (Used in WorldMapFrame, EncounterJournal and HelpFrame)
hooksecurefunc('NavBar_AddButton', SkinNavBarButtons)
end
S:AddCallback('BlizzardMiscFrames')