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')