ElvUI/Modules/Skins/Blizzard/Character.lua

504 lines
16 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local S = E:GetModule('Skins')
local _G = _G
local unpack, select = unpack, select
local pairs, ipairs, type = pairs, ipairs, type
local EquipmentManager_GetItemInfoByLocation = EquipmentManager_GetItemInfoByLocation
local FauxScrollFrame_GetOffset = FauxScrollFrame_GetOffset
local GetFactionInfo = GetFactionInfo
local GetNumFactions = GetNumFactions
local hooksecurefunc = hooksecurefunc
local IsAddOnLoaded = IsAddOnLoaded
local ITEM_QUALITY_COLORS = ITEM_QUALITY_COLORS
local FLYOUT_LOCATIONS = {
[0xFFFFFFFF] = 'PLACEINBAGS',
[0xFFFFFFFE] = 'IGNORESLOT',
[0xFFFFFFFD] = 'UNIGNORESLOT'
}
local function UpdateAzeriteItem(self)
if not self.styled then
self.styled = true
self.AzeriteTexture:SetAlpha(0)
self.RankFrame.Texture:SetTexture()
self.RankFrame.Label:FontTemplate(nil, nil, 'OUTLINE')
end
end
local function UpdateAzeriteEmpoweredItem(self)
self.AzeriteTexture:SetAtlas('AzeriteIconFrame')
self.AzeriteTexture:SetInside()
self.AzeriteTexture:SetTexCoord(unpack(E.TexCoords))
self.AzeriteTexture:SetDrawLayer('BORDER', 1)
end
local function ColorizeStatPane(frame)
if frame.leftGrad then return end
local r, g, b = 0.8, 0.8, 0.8
frame.leftGrad = frame:CreateTexture(nil, 'BORDER')
frame.leftGrad:Size(80, frame:GetHeight())
frame.leftGrad:Point('LEFT', frame, 'CENTER')
frame.leftGrad:SetTexture(E.Media.Textures.White8x8)
frame.leftGrad:SetGradientAlpha('Horizontal', r, g, b, 0.25, r, g, b, 0)
frame.rightGrad = frame:CreateTexture(nil, 'BORDER')
frame.rightGrad:Size(80, frame:GetHeight())
frame.rightGrad:Point('RIGHT', frame, 'CENTER')
frame.rightGrad:SetTexture(E.Media.Textures.White8x8)
frame.rightGrad:SetGradientAlpha('Horizontal', r, g, b, 0, r, g, b, 0.25)
end
local function StatsPane(which)
local CharacterStatsPane = _G.CharacterStatsPane
CharacterStatsPane[which]:StripTextures()
CharacterStatsPane[which]:CreateBackdrop('Transparent')
CharacterStatsPane[which].backdrop:ClearAllPoints()
CharacterStatsPane[which].backdrop:Point('CENTER')
CharacterStatsPane[which].backdrop:Size(150, 18)
end
local function EquipmentUpdateItems()
local anchor = _G.EquipmentFlyoutFrame.buttonFrame
if not anchor.backdrop then
anchor:StripTextures()
anchor:CreateBackdrop('Transparent')
end
local width, height = anchor:GetSize()
anchor:Size(width+3, height)
end
local function EquipmentDisplayButton(button)
local location, border = button.location, button.IconBorder
if not location or not border then return end
local id = button.id or button:GetID()
if not id then return end
if not button.isHooked then
local oldTex = button.icon:GetTexture()
button:StripTextures()
button:StyleButton(false)
button:GetNormalTexture():SetTexture()
button.icon:SetInside()
button.icon:SetTexCoord(unpack(E.TexCoords))
button.icon:SetTexture(oldTex)
if not button.backdrop then
button:CreateBackdrop()
button.backdrop:SetAllPoints()
S:HandleIconBorder(button.IconBorder)
end
button.isHooked = true
end
local r, g, b, a = unpack(E.media.bordercolor)
if FLYOUT_LOCATIONS[location] then -- special slots
button.backdrop:SetBackdropBorderColor(r, g, b, a)
else
local quality = select(13, EquipmentManager_GetItemInfoByLocation(location))
if not quality or quality == 0 then
button.backdrop:SetBackdropBorderColor(r, g, b, a)
else
local color = ITEM_QUALITY_COLORS[quality]
button.backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
end
end
end
local function FixSidebarTabCoords()
for i=1, #_G.PAPERDOLL_SIDEBARS do
local tab = _G['PaperDollSidebarTab'..i]
if tab and not tab.backdrop then
tab:CreateBackdrop()
tab.Icon:SetAllPoints()
tab.Highlight:SetColorTexture(1, 1, 1, 0.3)
tab.Highlight:SetAllPoints()
-- Check for DejaCharacterStats. Lets hide the Texture if the AddOn is loaded.
if IsAddOnLoaded('DejaCharacterStats') then
tab.Hider:SetTexture()
else
tab.Hider:SetColorTexture(0, 0, 0, 0.8)
end
tab.Hider:SetAllPoints(tab.backdrop)
tab.TabBg:Kill()
if i == 1 then
for x=1, tab:GetNumRegions() do
local region = select(x, tab:GetRegions())
region:SetTexCoord(0.16, 0.86, 0.16, 0.86)
hooksecurefunc(region, 'SetTexCoord', function(self, x1)
if x1 ~= 0.16001 then
self:SetTexCoord(0.16001, 0.86, 0.16, 0.86)
end
end)
end
end
end
end
end
local function UpdateFactionSkins()
_G.ReputationListScrollFrame:StripTextures()
_G.ReputationFrame:StripTextures(true)
local factionOffset = FauxScrollFrame_GetOffset(_G.ReputationListScrollFrame)
local numFactions = GetNumFactions()
for i = 1, _G.NUM_FACTIONS_DISPLAYED, 1 do
local statusbar = _G['ReputationBar'..i..'ReputationBar']
local button = _G['ReputationBar'..i..'ExpandOrCollapseButton']
local factionIndex = factionOffset + i
local _, _, _, _, _, _, _, _, _, isCollapsed = GetFactionInfo(factionIndex)
if factionIndex <= numFactions then
if button then
if isCollapsed then
button:SetNormalTexture(E.Media.Textures.PlusButton)
else
button:SetNormalTexture(E.Media.Textures.MinusButton)
end
end
end
if statusbar then
statusbar:SetStatusBarTexture(E.media.normTex)
if not statusbar.backdrop then
statusbar:CreateBackdrop()
E:RegisterStatusBar(statusbar)
end
_G['ReputationBar'..i..'Background']:SetTexture()
_G['ReputationBar'..i..'ReputationBarHighlight1']:SetTexture()
_G['ReputationBar'..i..'ReputationBarHighlight2']:SetTexture()
_G['ReputationBar'..i..'ReputationBarAtWarHighlight1']:SetTexture()
_G['ReputationBar'..i..'ReputationBarAtWarHighlight2']:SetTexture()
_G['ReputationBar'..i..'ReputationBarLeftTexture']:SetTexture()
_G['ReputationBar'..i..'ReputationBarRightTexture']:SetTexture()
end
end
local ReputationDetailFrame = _G.ReputationDetailFrame
ReputationDetailFrame:StripTextures()
ReputationDetailFrame:ClearAllPoints()
ReputationDetailFrame:Point('TOPLEFT', _G.ReputationFrame, 'TOPRIGHT', 4, -28)
if not ReputationDetailFrame.backdrop then
ReputationDetailFrame:CreateBackdrop('Transparent')
end
end
local function UpdateCurrencySkins()
local TokenFramePopup = _G.TokenFramePopup
if TokenFramePopup then
TokenFramePopup:StripTextures()
TokenFramePopup:ClearAllPoints()
TokenFramePopup:Point('TOPLEFT', _G.TokenFrame, 'TOPRIGHT', 4, -28)
if not TokenFramePopup.backdrop then
TokenFramePopup:CreateBackdrop('Transparent')
end
end
local TokenFrameContainer = _G.TokenFrameContainer
if not TokenFrameContainer.buttons then return end
local buttons = TokenFrameContainer.buttons
local numButtons = #buttons
for i=1, numButtons do
local button = buttons[i]
if button then
if button.highlight then button.highlight:Kill() end
if button.categoryLeft then button.categoryLeft:Kill() end
if button.categoryRight then button.categoryRight:Kill() end
if button.categoryMiddle then button.categoryMiddle:Kill() end
if not button.backdrop then
button:CreateBackdrop(nil, nil, nil, true)
end
if button.icon then
button.icon:SetTexCoord(unpack(E.TexCoords))
button.icon:Size(17, 17)
button.backdrop:SetOutside(button.icon, 1, 1)
button.backdrop:Show()
else
button.backdrop:Hide()
end
if button.expandIcon then
if not button.highlightTexture then
button.highlightTexture = button:CreateTexture(button:GetName()..'HighlightTexture', 'HIGHLIGHT')
button.highlightTexture:SetTexture([[Interface\Buttons\UI-PlusButton-Hilight]])
button.highlightTexture:SetBlendMode('ADD')
button.highlightTexture:SetInside(button.expandIcon)
-- these two only need to be called once
-- adding them here will prevent additional calls
button.expandIcon:Point('LEFT', 4, 0)
button.expandIcon:Size(15, 15)
end
if button.isHeader then
button.backdrop:Hide()
if button.isExpanded then
button.expandIcon:SetTexture(E.Media.Textures.MinusButton)
button.expandIcon:SetTexCoord(0,1,0,1)
else
button.expandIcon:SetTexture(E.Media.Textures.PlusButton)
button.expandIcon:SetTexCoord(0,1,0,1)
end
button.highlightTexture:Show()
else
button.highlightTexture:Hide()
end
end
end
end
end
function S:CharacterFrame()
if not (E.private.skins.blizzard.enable and E.private.skins.blizzard.character) then return end
-- General
local CharacterFrame = _G.CharacterFrame
S:HandlePortraitFrame(CharacterFrame)
S:HandleScrollBar(_G.ReputationListScrollFrameScrollBar)
S:HandleScrollBar(_G.TokenFrameContainerScrollBar)
S:HandleScrollBar(_G.GearManagerDialogPopupScrollFrameScrollBar)
for _, Slot in pairs({_G.PaperDollItemsFrame:GetChildren()}) do
if Slot:IsObjectType('Button') or Slot:IsObjectType('ItemButton') then
S:HandleIcon(Slot.icon)
Slot:StripTextures()
Slot:CreateBackdrop()
Slot.backdrop:SetAllPoints()
Slot.backdrop:SetFrameLevel(Slot:GetFrameLevel())
Slot:StyleButton(Slot)
Slot.icon:SetInside()
Slot.ignoreTexture:SetTexture([[Interface\PaperDollInfoFrame\UI-GearManager-LeaveItem-Transparent]])
S:HandleIconBorder(Slot.IconBorder)
if Slot.popoutButton:GetPoint() == 'TOP' then
Slot.popoutButton:Point('TOP', Slot, 'BOTTOM', 0, 2)
else
Slot.popoutButton:Point('LEFT', Slot, 'RIGHT', -2, 0)
end
E:RegisterCooldown(_G[Slot:GetName()..'Cooldown'])
hooksecurefunc(Slot, 'DisplayAsAzeriteItem', UpdateAzeriteItem)
hooksecurefunc(Slot, 'DisplayAsAzeriteEmpoweredItem', UpdateAzeriteEmpoweredItem)
end
end
hooksecurefunc('PaperDollItemSlotButton_Update', function(slot)
local highlight = slot:GetHighlightTexture()
highlight:SetTexture(E.Media.Textures.White8x8)
highlight:SetVertexColor(1, 1, 1, .25)
highlight:SetInside()
end)
--Give character frame model backdrop it's color back
for _, corner in pairs({'TopLeft','TopRight','BotLeft','BotRight'}) do
local bg = _G['CharacterModelFrameBackground'..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
_G.CharacterLevelText:FontTemplate()
_G.CharacterStatsPane.ItemLevelFrame.Value:FontTemplate(nil, 20)
_G.CharacterStatsPane.ItemLevelFrame.Background:SetAlpha(0)
ColorizeStatPane(_G.CharacterStatsPane.ItemLevelFrame)
hooksecurefunc('PaperDollFrame_UpdateStats', function()
if IsAddOnLoaded('DejaCharacterStats') then return end
for _, Table in ipairs({_G.CharacterStatsPane.statsFramePool:EnumerateActive()}) do
if type(Table) == 'table' then
for statFrame in pairs(Table) do
ColorizeStatPane(statFrame)
if statFrame.Background:IsShown() then
statFrame.leftGrad:Show()
statFrame.rightGrad:Show()
else
statFrame.leftGrad:Hide()
statFrame.rightGrad:Hide()
end
end
end
end
end)
if not IsAddOnLoaded('DejaCharacterStats') then
StatsPane('EnhancementsCategory')
StatsPane('ItemLevelCategory')
StatsPane('AttributesCategory')
end
--Strip Textures
local charframe = {
'CharacterModelFrame',
'CharacterFrameInset',
'CharacterStatsPane',
'CharacterFrameInsetRight',
'PaperDollSidebarTabs',
'PaperDollEquipmentManagerPane',
}
S:HandleCloseButton(_G.ReputationDetailCloseButton)
S:HandleCloseButton(_G.TokenFramePopupCloseButton)
S:HandleCheckBox(_G.ReputationDetailAtWarCheckBox)
S:HandleCheckBox(_G.ReputationDetailMainScreenCheckBox)
S:HandleCheckBox(_G.ReputationDetailInactiveCheckBox)
--S:HandleCheckBox(_G.ReputationDetailLFGBonusReputationCheckBox)
S:HandleCheckBox(_G.TokenFramePopupInactiveCheckBox)
S:HandleCheckBox(_G.TokenFramePopupBackpackCheckBox)
_G.EquipmentFlyoutFrameHighlight:StripTextures()
_G.EquipmentFlyoutFrameButtons.bg1:SetAlpha(0)
_G.EquipmentFlyoutFrameButtons:DisableDrawLayer('ARTWORK')
_G.EquipmentFlyoutFrame.NavigationFrame:StripTextures()
_G.EquipmentFlyoutFrame.NavigationFrame:CreateBackdrop('Transparent')
_G.EquipmentFlyoutFrame.NavigationFrame:Point('TOPLEFT', _G.EquipmentFlyoutFrameButtons, 'BOTTOMLEFT', 0, -E.Border - E.Spacing)
_G.EquipmentFlyoutFrame.NavigationFrame:Point('TOPRIGHT', _G.EquipmentFlyoutFrameButtons, 'BOTTOMRIGHT', 0, -E.Border - E.Spacing)
S:HandleNextPrevButton(_G.EquipmentFlyoutFrame.NavigationFrame.PrevButton)
S:HandleNextPrevButton(_G.EquipmentFlyoutFrame.NavigationFrame.NextButton)
--Swap item flyout frame (shown when holding alt over a slot)
hooksecurefunc('EquipmentFlyout_UpdateItems', EquipmentUpdateItems)
hooksecurefunc('EquipmentFlyout_DisplayButton', EquipmentDisplayButton)
--Icon in upper right corner of character frame
_G.CharacterFramePortrait:Kill()
local scrollbars = {
'PaperDollTitlesPaneScrollBar',
'PaperDollEquipmentManagerPaneScrollBar',
}
for _, scrollbar in pairs(scrollbars) do
S:HandleScrollBar(_G[scrollbar], 5)
end
for _, object in pairs(charframe) do
_G[object]:StripTextures()
end
--Re-add the overlay texture which was removed right above via StripTextures
_G.CharacterModelFrameBackgroundOverlay:SetColorTexture(0, 0, 0)
_G.CharacterModelFrame:CreateBackdrop()
_G.CharacterModelFrame.backdrop:Point('TOPLEFT', E.PixelMode and -1 or -2, E.PixelMode and 1 or 2)
_G.CharacterModelFrame.backdrop:Point('BOTTOMRIGHT', E.PixelMode and 1 or 2, E.PixelMode and -2 or -3)
local controlButtons = {
'CharacterModelFrameControlFrameZoomInButton',
'CharacterModelFrameControlFrameZoomOutButton',
'CharacterModelFrameControlFrameRotateLeftButton',
'CharacterModelFrameControlFrameRotateRightButton',
'CharacterModelFrameControlFrameRotateResetButton',
}
_G.CharacterModelFrameControlFrame:StripTextures()
for _, button in pairs(controlButtons) do
S:HandleButton(_G[button])
end
--Titles
_G.PaperDollTitlesPane:HookScript('OnShow', function()
for _, object in pairs(_G.PaperDollTitlesPane.buttons) do
object.BgTop:SetTexture()
object.BgBottom:SetTexture()
object.BgMiddle:SetTexture()
object.text:FontTemplate()
if not object.text.hooked then
object.text.hooked = true
hooksecurefunc(object.text, 'SetFont', function(txt, font)
if font ~= E.media.normFont then
txt:FontTemplate()
end
end)
end
end
end)
--Equipement Manager
S:HandleButton(_G.PaperDollEquipmentManagerPaneEquipSet)
S:HandleButton(_G.PaperDollEquipmentManagerPaneSaveSet)
_G.PaperDollEquipmentManagerPaneEquipSet:Width(_G.PaperDollEquipmentManagerPaneEquipSet:GetWidth() - 8)
_G.PaperDollEquipmentManagerPaneSaveSet:Width(_G.PaperDollEquipmentManagerPaneSaveSet:GetWidth() - 8)
_G.PaperDollEquipmentManagerPaneEquipSet:Point('TOPLEFT', _G.PaperDollEquipmentManagerPane, 'TOPLEFT', 8, 0)
_G.PaperDollEquipmentManagerPaneSaveSet:Point('LEFT', _G.PaperDollEquipmentManagerPaneEquipSet, 'RIGHT', 4, 0)
--Itemset buttons
for _, object in pairs(_G.PaperDollEquipmentManagerPane.buttons) do
object.BgTop:SetTexture()
object.BgBottom:SetTexture()
object.BgMiddle:SetTexture()
object.icon:Size(36, 36)
object.icon:SetTexCoord(unpack(E.TexCoords))
--Making all icons the same size and position because otherwise BlizzardUI tries to attach itself to itself when it refreshes
object.icon:Point('LEFT', object, 'LEFT', 4, 0)
hooksecurefunc(object.icon, 'SetPoint', function(icn, _, _, _, _, _, forced)
if forced ~= true then
icn:Point('LEFT', object, 'LEFT', 4, 0, true)
end
end)
hooksecurefunc(object.icon, 'SetSize', function(icn, width, height)
if width == 30 or height == 30 then
icn:Size(36, 36)
end
end)
end
--Icon selection frame
S:HandleIconSelectionFrame(_G.GearManagerDialogPopup, _G.NUM_GEARSET_ICONS_SHOWN, 'GearManagerDialogPopupButton')
S:HandleButton(_G.GearManagerDialogPopupOkay)
S:HandleButton(_G.GearManagerDialogPopupCancel)
S:HandleEditBox(_G.GearManagerDialogPopupEditBox)
--Handle Tabs at bottom of character frame
for i=1, 4 do
S:HandleTab(_G['CharacterFrameTab'..i])
end
hooksecurefunc('ExpandFactionHeader', UpdateFactionSkins)
hooksecurefunc('CollapseFactionHeader', UpdateFactionSkins)
hooksecurefunc('ReputationFrame_Update', UpdateFactionSkins)
--Buttons used to toggle between equipment manager, titles, and character stats
hooksecurefunc('PaperDollFrame_UpdateSidebarTabs', FixSidebarTabCoords)
--Currency
hooksecurefunc('TokenFrame_Update', UpdateCurrencySkins)
hooksecurefunc(_G.TokenFrameContainer, 'update', UpdateCurrencySkins)
end
S:AddCallback('CharacterFrame')