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