263 lines
9.0 KiB
Lua
263 lines
9.0 KiB
Lua
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local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local S = E:GetModule('Skins')
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local _G = _G
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local pairs, unpack = pairs, unpack
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local hooksecurefunc = hooksecurefunc
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local InCombatLockdown = InCombatLockdown
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local headers = {
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_G.ObjectiveTrackerBlocksFrame.QuestHeader,
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_G.ObjectiveTrackerBlocksFrame.AchievementHeader,
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_G.ObjectiveTrackerBlocksFrame.ScenarioHeader,
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_G.ObjectiveTrackerBlocksFrame.CampaignQuestHeader,
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_G.BONUS_OBJECTIVE_TRACKER_MODULE.Header,
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_G.WORLD_QUEST_TRACKER_MODULE.Header,
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_G.ObjectiveTrackerFrame.BlocksFrame.UIWidgetsHeader
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}
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local function SkinOjectiveTrackerHeaders()
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local frame = _G.ObjectiveTrackerFrame.MODULES
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if frame then
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for i = 1, #frame do
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local modules = frame[i]
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if modules then
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modules.Header.Background:SetAtlas(nil)
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local text = modules.Header.Text
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text:FontTemplate()
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text:SetParent(modules.Header)
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end
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end
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end
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end
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local function ColorProgressBars(self, value)
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if not (self.Bar and self.isSkinned and value) then return end
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S:StatusBarColorGradient(self.Bar, value, 100)
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end
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local function HotkeyShow(self)
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local item = self:GetParent()
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if item.rangeOverlay then item.rangeOverlay:Show() end
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end
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local function HotkeyHide(self)
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local item = self:GetParent()
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if item.rangeOverlay then item.rangeOverlay:Hide() end
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end
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local function HotkeyColor(self, r, g, b)
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local item = self:GetParent()
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if item.rangeOverlay then
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if r == 0.6 and g == 0.6 and b == 0.6 then
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item.rangeOverlay:SetVertexColor(0, 0, 0, 0)
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else
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item.rangeOverlay:SetVertexColor(.8, .1, .1, .5)
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end
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end
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end
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local function SkinItemButton(item)
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item:CreateBackdrop('Transparent')
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item.backdrop:SetAllPoints()
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item:StyleButton()
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item:SetNormalTexture(nil)
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item.icon:SetTexCoord(unpack(E.TexCoords))
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item.icon:SetInside()
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item.Cooldown:SetInside()
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item.Count:ClearAllPoints()
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item.Count:Point('TOPLEFT', 1, -1)
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item.Count:FontTemplate(nil, 14, 'OUTLINE')
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item.Count:SetShadowOffset(5, -5)
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local rangeOverlay = item:CreateTexture(nil, 'OVERLAY')
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rangeOverlay:SetTexture(E.Media.Textures.White8x8)
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rangeOverlay:SetInside()
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item.rangeOverlay = rangeOverlay
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hooksecurefunc(item.HotKey, 'Show', HotkeyShow)
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hooksecurefunc(item.HotKey, 'Hide', HotkeyHide)
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hooksecurefunc(item.HotKey, 'SetVertexColor', HotkeyColor)
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HotkeyColor(item.HotKey, item.HotKey:GetTextColor())
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item.HotKey:SetAlpha(0)
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E:RegisterCooldown(item.Cooldown)
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end
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local function HandleItemButton(block)
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if InCombatLockdown() then return end -- will break quest item button
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local item = block and block.itemButton
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if not item then return end
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if not item.skinned then
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SkinItemButton(item)
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item.skinned = true
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end
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if item.backdrop then
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item.backdrop:SetFrameLevel(item:GetFrameLevel() - 1)
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end
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end
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-- 9.0 Needs Update
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local function SkinProgressBars(_, _, line)
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local progressBar = line and line.ProgressBar
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local bar = progressBar and progressBar.Bar
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if not bar then return end
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local icon = bar.Icon
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local label = bar.Label
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if not progressBar.isSkinned then
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if bar.BarFrame then bar.BarFrame:Hide() end
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if bar.BarFrame2 then bar.BarFrame2:Hide() end
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if bar.BarFrame3 then bar.BarFrame3:Hide() end
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if bar.BarGlow then bar.BarGlow:Hide() end
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if bar.Sheen then bar.Sheen:Hide() end
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if bar.IconBG then bar.IconBG:SetAlpha(0) end
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if bar.BorderLeft then bar.BorderLeft:SetAlpha(0) end
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if bar.BorderRight then bar.BorderRight:SetAlpha(0) end
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if bar.BorderMid then bar.BorderMid:SetAlpha(0) end
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bar:Height(18)
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bar:StripTextures()
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bar:CreateBackdrop('Transparent')
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bar:SetStatusBarTexture(E.media.normTex)
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E:RegisterStatusBar(bar)
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if label then
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label:ClearAllPoints()
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label:Point('CENTER', bar, 0, 1)
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label:FontTemplate(nil, 14, 'OUTLINE')
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end
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if icon then
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icon:ClearAllPoints()
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icon:Point('LEFT', bar, 'RIGHT', E.PixelMode and 3 or 7, 0)
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icon:SetMask('')
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icon:SetTexCoord(unpack(E.TexCoords))
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if not progressBar.backdrop then
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progressBar:CreateBackdrop()
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progressBar.backdrop:SetOutside(icon)
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progressBar.backdrop:SetShown(icon:IsShown())
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end
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end
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_G.BonusObjectiveTrackerProgressBar_PlayFlareAnim = E.noop
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progressBar.isSkinned = true
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ColorProgressBars(progressBar, bar:GetValue())
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elseif icon and progressBar.backdrop then
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progressBar.backdrop:SetShown(icon:IsShown())
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end
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end
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local function SkinTimerBars(_, _, line)
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local timerBar = line and line.TimerBar
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local bar = timerBar and timerBar.Bar
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if not timerBar.isSkinned then
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bar:Height(18)
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bar:StripTextures()
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bar:CreateBackdrop('Transparent')
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bar:SetStatusBarTexture(E.media.normTex)
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E:RegisterStatusBar(bar)
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timerBar.isSkinned = true
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end
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end
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local function PositionFindGroupButton(block, button)
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if InCombatLockdown() then return end -- will break quest item button
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if button and button.GetPoint then
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local a, b, c, d, e = button:GetPoint()
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if block.groupFinderButton and b == block.groupFinderButton and block.itemButton and button == block.itemButton then
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-- this fires when there is a group button and a item button to the left of it
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-- we push the item button away from the group button (to the left)
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button:Point(a, b, c, d-(E.PixelMode and -1 or 1), e);
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elseif b == block and block.groupFinderButton and button == block.groupFinderButton then
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-- this fires when there is a group finder button
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-- we push the group finder button down slightly
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button:Point(a, b, c, d, e-(E.PixelMode and 2 or -1));
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end
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end
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end
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local function SkinFindGroupButton(block)
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if block.hasGroupFinderButton and block.groupFinderButton then
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if block.groupFinderButton and not block.groupFinderButton.skinned then
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S:HandleButton(block.groupFinderButton)
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block.groupFinderButton:Size(20)
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block.groupFinderButton.backdrop:SetFrameLevel(3)
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block.groupFinderButton.skinned = true
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end
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end
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end
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local function TrackerStateChanged()
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local minimizeButton = _G.ObjectiveTrackerFrame.HeaderMenu.MinimizeButton
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if _G.ObjectiveTrackerFrame.collapsed then
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minimizeButton.tex:SetTexture(E.Media.Textures.PlusButton)
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else
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minimizeButton.tex:SetTexture(E.Media.Textures.MinusButton)
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end
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end
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local function UpdateMinimizeButton(button, collapsed)
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if collapsed then
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button.tex:SetTexture(E.Media.Textures.PlusButton)
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else
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button.tex:SetTexture(E.Media.Textures.MinusButton)
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end
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end
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function S:ObjectiveTrackerFrame()
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if not (E.private.skins.blizzard.enable and E.private.skins.blizzard.objectiveTracker) then return end
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local minimize = _G.ObjectiveTrackerFrame.HeaderMenu.MinimizeButton
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minimize:StripTextures(nil, true)
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minimize:Size(16, 16)
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minimize:SetHighlightTexture([[Interface\Buttons\UI-PlusButton-Hilight]], 'ADD')
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minimize.tex = minimize:CreateTexture(nil, 'OVERLAY')
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minimize.tex:SetTexture(E.Media.Textures.MinusButton)
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minimize.tex:SetInside()
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hooksecurefunc('ObjectiveTracker_Expand',TrackerStateChanged)
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hooksecurefunc('ObjectiveTracker_Collapse',TrackerStateChanged)
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hooksecurefunc('QuestObjectiveSetupBlockButton_Item', HandleItemButton)
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hooksecurefunc('BonusObjectiveTrackerProgressBar_SetValue',ColorProgressBars) --[Color]: Bonus Objective Progress Bar
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hooksecurefunc('ObjectiveTrackerProgressBar_SetValue',ColorProgressBars) --[Color]: Quest Progress Bar
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hooksecurefunc('ScenarioTrackerProgressBar_SetValue',ColorProgressBars) --[Color]: Scenario Progress Bar
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hooksecurefunc('QuestObjectiveSetupBlockButton_AddRightButton',PositionFindGroupButton) --[Move]: The eye & quest item to the left of the eye
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hooksecurefunc('ObjectiveTracker_Update',SkinOjectiveTrackerHeaders) --[Skin]: Module Headers
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hooksecurefunc('QuestObjectiveSetupBlockButton_FindGroup',SkinFindGroupButton) --[Skin]: The eye
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hooksecurefunc(_G.BONUS_OBJECTIVE_TRACKER_MODULE,'AddProgressBar',SkinProgressBars) --[Skin]: Bonus Objective Progress Bar
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hooksecurefunc(_G.WORLD_QUEST_TRACKER_MODULE,'AddProgressBar',SkinProgressBars) --[Skin]: World Quest Progress Bar
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hooksecurefunc(_G.DEFAULT_OBJECTIVE_TRACKER_MODULE,'AddProgressBar',SkinProgressBars) --[Skin]: Quest Progress Bar
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hooksecurefunc(_G.SCENARIO_TRACKER_MODULE,'AddProgressBar',SkinProgressBars) --[Skin]: Scenario Progress Bar
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hooksecurefunc(_G.CAMPAIGN_QUEST_TRACKER_MODULE,'AddProgressBar',SkinProgressBars) --[Skin]: Campaign Progress Bar
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hooksecurefunc(_G.QUEST_TRACKER_MODULE,'AddProgressBar',SkinProgressBars) --[Skin]: Quest Progress Bar
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hooksecurefunc(_G.QUEST_TRACKER_MODULE,'AddTimerBar',SkinTimerBars) --[Skin]: Quest Timer Bar
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hooksecurefunc(_G.SCENARIO_TRACKER_MODULE,'AddTimerBar',SkinTimerBars) --[Skin]: Scenario Timer Bar
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hooksecurefunc(_G.ACHIEVEMENT_TRACKER_MODULE,'AddTimerBar',SkinTimerBars) --[Skin]: Achievement Timer Bar
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for _, header in pairs(headers) do
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local button = header.MinimizeButton
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if button then
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button:GetNormalTexture():SetAlpha(0)
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button:GetPushedTexture():SetAlpha(0)
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button.tex = button:CreateTexture(nil, 'OVERLAY')
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button.tex:SetTexture(E.Media.Textures.MinusButton)
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button.tex:SetInside()
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hooksecurefunc(button, 'SetCollapsed', UpdateMinimizeButton)
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end
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end
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end
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S:AddCallback('ObjectiveTrackerFrame')
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