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 hooksecurefunc = hooksecurefunc function S:Blizzard_InspectUI() if not (E.private.skins.blizzard.enable and E.private.skins.blizzard.inspect) then return end local InspectFrame = _G.InspectFrame S:HandlePortraitFrame(InspectFrame) S:HandleButton(_G.InspectPaperDollFrame.ViewButton) _G.SpecializationRing:Hide() S:HandleIcon(_G.SpecializationSpecIcon, true) _G.SpecializationSpecIcon:Size(55, 55) -- 70, 70 default size --Create portrait element for the PvP Frame so we can see prestige local InspectPVPFrame = _G.InspectPVPFrame local portrait = InspectPVPFrame:CreateTexture(nil, 'OVERLAY') portrait:Size(55, 55) portrait:Point('CENTER', InspectPVPFrame.PortraitBackground) InspectPVPFrame.PortraitBackground:Kill() InspectPVPFrame.PortraitBackground:ClearAllPoints() InspectPVPFrame.PortraitBackground:Point('TOPLEFT', 5, -5) InspectPVPFrame.SmallWreath:ClearAllPoints() InspectPVPFrame.SmallWreath:Point('TOPLEFT', -2, -25) -- PVE Talents for i = 1, 7 do for j = 1, 3 do local button = _G['TalentsTalentRow'..i..'Talent'..j] button:StripTextures() S:HandleIcon(button.icon, true) end end -- PVP Talents local function SkinPvpTalents(slot) local icon = slot.Texture slot:StripTextures() S:HandleIcon(icon, true) slot.Border:Hide() end for i = 1, 3 do SkinPvpTalents(InspectPVPFrame['TalentSlot'..i]) end for i = 1, 4 do S:HandleTab(_G['InspectFrameTab'..i]) end local InspectModelFrame = _G.InspectModelFrame InspectModelFrame:StripTextures() InspectModelFrame:CreateBackdrop() InspectModelFrame.backdrop:Point('TOPLEFT', E.PixelMode and -1 or -2, E.PixelMode and 1 or 2) InspectModelFrame.backdrop:Point('BOTTOMRIGHT', E.PixelMode and 1 or 2, E.PixelMode and -2 or -3) _G.InspectModelFrameBorderTopLeft:Kill() _G.InspectModelFrameBorderTopRight:Kill() _G.InspectModelFrameBorderTop:Kill() _G.InspectModelFrameBorderLeft:Kill() _G.InspectModelFrameBorderRight:Kill() _G.InspectModelFrameBorderBottomLeft:Kill() _G.InspectModelFrameBorderBottomRight:Kill() _G.InspectModelFrameBorderBottom:Kill() _G.InspectModelFrameBorderBottom2:Kill() --Re-add the overlay texture which was removed via StripTextures InspectModelFrame.BackgroundOverlay:SetColorTexture(0, 0, 0) -- Give inspect frame model backdrop it's color back for _, corner in pairs({'TopLeft','TopRight','BotLeft','BotRight'}) do local bg = _G['InspectModelFrameBackground'..corner]; if bg then bg:SetDesaturated(false); bg.ignoreDesaturated = true; -- so plugins can prevent this if they want. hooksecurefunc(bg, 'SetDesaturated', function(bckgnd, value) if value and bckgnd.ignoreDesaturated then bckgnd:SetDesaturated(false); end end) end end for _, Slot in pairs({_G.InspectPaperDollItemsFrame:GetChildren()}) do if Slot:IsObjectType('Button') or Slot:IsObjectType('ItemButton') then S:HandleIcon(Slot.icon, true) Slot.icon.backdrop:SetFrameLevel(Slot:GetFrameLevel()) Slot.icon:SetInside() Slot:StripTextures() Slot:StyleButton() S:HandleIconBorder(Slot.IconBorder, Slot.icon.backdrop) end end InspectPVPFrame.BG:Kill() _G.InspectGuildFrameBG:Kill() _G.InspectTalentFrame:StripTextures() end S:AddCallbackForAddon('Blizzard_InspectUI')