393 lines
13 KiB
Lua
393 lines
13 KiB
Lua
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 = pairs
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local ipairs = ipairs
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local unpack = unpack
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local hooksecurefunc = hooksecurefunc
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local IsAddOnLoaded = IsAddOnLoaded
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local CreateFrame = CreateFrame
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local LFG_ICONS = [[Interface\LFGFrame\UI-LFG-ICONS-ROLEBACKGROUNDS]]
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local function SkinNavBarButtons(self)
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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
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return
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end
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local navButton = self.navList[#self.navList]
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if navButton and not navButton.isSkinned then
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S:HandleButton(navButton, true)
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navButton:GetFontString():SetTextColor(1, 1, 1)
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if navButton.MenuArrowButton then
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navButton.MenuArrowButton:StripTextures()
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if navButton.MenuArrowButton.Art then
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navButton.MenuArrowButton.Art:SetTexture(E.Media.Textures.ArrowUp)
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navButton.MenuArrowButton.Art:SetTexCoord(0, 1, 0, 1)
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navButton.MenuArrowButton.Art:SetRotation(3.14)
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end
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end
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navButton.xoffset = 1
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navButton.isSkinned = true
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end
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end
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function S:BlizzardMiscFrames()
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if not (E.private.skins.blizzard.enable and E.private.skins.blizzard.misc) then return end
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_G.QueueStatusFrame:StripTextures()
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-- Blizzard frame we want to reskin
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local skins = {
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'AutoCompleteBox',
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'ReadyCheckFrame',
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'QueueStatusFrame',
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'LFDReadyCheckPopup',
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}
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for i = 1, #skins do
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local frame = _G[skins[i]]
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frame:StripTextures()
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frame:CreateBackdrop('Transparent')
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end
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_G.AutoCompleteBox.backdrop:SetFrameLevel(_G.AutoCompleteBox:GetFrameLevel())
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S:HandleButton(_G.StaticPopup1ExtraButton)
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hooksecurefunc('QueueStatusEntry_SetFullDisplay', function(entry, _, _, _, isTank, isHealer, isDPS)
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if not entry then return end
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local nextRoleIcon = 1
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if isDPS then
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local icon = entry['RoleIcon'..nextRoleIcon]
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if icon then
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icon:SetTexture(LFG_ICONS)
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icon:SetTexCoord(_G.LFDQueueFrameRoleButtonDPS.background:GetTexCoord())
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nextRoleIcon = nextRoleIcon + 1
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end
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end
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if isHealer then
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local icon = entry['RoleIcon'..nextRoleIcon]
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if icon then
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icon:SetTexture(LFG_ICONS)
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icon:SetTexCoord(_G.LFDQueueFrameRoleButtonHealer.background:GetTexCoord())
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nextRoleIcon = nextRoleIcon + 1
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end
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end
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if isTank then
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local icon = entry['RoleIcon'..nextRoleIcon]
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if icon then
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icon:SetTexture(LFG_ICONS)
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icon:SetTexCoord(_G.LFDQueueFrameRoleButtonTank.background:GetTexCoord())
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end
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end
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end)
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hooksecurefunc('QueueStatusFrame_Update', function()
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for frame in _G.QueueStatusFrame.statusEntriesPool:EnumerateActive() do
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frame.HealersFound.Texture:SetTexture(LFG_ICONS)
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frame.TanksFound.Texture:SetTexture(LFG_ICONS)
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frame.DamagersFound.Texture:SetTexture(LFG_ICONS)
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frame.HealersFound.Texture:SetTexCoord(_G.LFDQueueFrameRoleButtonHealer.background:GetTexCoord())
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frame.TanksFound.Texture:SetTexCoord(_G.LFDQueueFrameRoleButtonTank.background:GetTexCoord())
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frame.DamagersFound.Texture:SetTexCoord(_G.LFDQueueFrameRoleButtonDPS.background:GetTexCoord())
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end
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end)
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if not IsAddOnLoaded('ConsolePortUI_Menu') then
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-- reskin all esc/menu buttons
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for _, Button in pairs({_G.GameMenuFrame:GetChildren()}) do
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if Button.IsObjectType and Button:IsObjectType('Button') then
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S:HandleButton(Button)
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end
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end
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_G.GameMenuFrame:StripTextures()
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_G.GameMenuFrame:CreateBackdrop('Transparent')
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_G.GameMenuFrame.Header:StripTextures()
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_G.GameMenuFrame.Header:ClearAllPoints()
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_G.GameMenuFrame.Header:Point('TOP', _G.GameMenuFrame, 0, 7)
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end
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if IsAddOnLoaded('OptionHouse') then
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S:HandleButton(_G.GameMenuButtonOptionHouse)
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end
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-- since we cant hook `CinematicFrame_OnShow` or `CinematicFrame_OnEvent` directly
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-- we can just hook onto this function so that we can get the correct `self`
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-- this is called through `CinematicFrame_OnShow` so the result would still happen where we want
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hooksecurefunc('CinematicFrame_OnDisplaySizeChanged', function(s)
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if s and s.closeDialog and not s.closeDialog.template then
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s.closeDialog:StripTextures()
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s.closeDialog:CreateBackdrop('Transparent')
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s.closeDialog.backdrop:SetFrameLevel(s.closeDialog:GetFrameLevel())
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s:SetScale(_G.UIParent:GetScale())
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local dialogName = s.closeDialog.GetName and s.closeDialog:GetName()
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local closeButton = s.closeDialog.ConfirmButton or (dialogName and _G[dialogName..'ConfirmButton'])
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local resumeButton = s.closeDialog.ResumeButton or (dialogName and _G[dialogName..'ResumeButton'])
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if closeButton then S:HandleButton(closeButton) end
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if resumeButton then S:HandleButton(resumeButton) end
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end
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end)
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-- same as above except `MovieFrame_OnEvent` and `MovieFrame_OnShow`
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-- cant be hooked directly so we can just use this
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-- this is called through `MovieFrame_OnEvent` on the event `PLAY_MOVIE`
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hooksecurefunc('MovieFrame_PlayMovie', function(s)
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if s and s.CloseDialog and not s.CloseDialog.template then
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s:SetScale(_G.UIParent:GetScale())
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s.CloseDialog:StripTextures()
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s.CloseDialog:CreateBackdrop('Transparent')
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s.CloseDialog.backdrop:SetFrameLevel(s.CloseDialog:GetFrameLevel())
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S:HandleButton(s.CloseDialog.ConfirmButton)
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S:HandleButton(s.CloseDialog.ResumeButton)
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end
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end)
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do
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local ChatMenus = {
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_G.ChatMenu,
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_G.EmoteMenu,
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_G.LanguageMenu,
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_G.VoiceMacroMenu,
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}
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local menuBackdrop = function(s)
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s:SetTemplate('Transparent')
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end
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local chatMenuBackdrop = function(s)
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s:SetTemplate('Transparent')
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s:ClearAllPoints()
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s:Point('BOTTOMLEFT', _G.ChatFrame1, 'TOPLEFT', 0, 30)
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end
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for index, menu in ipairs(ChatMenus) do
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menu:StripTextures()
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if index == 1 then -- ChatMenu
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menu:HookScript('OnShow', chatMenuBackdrop)
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else
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menu:HookScript('OnShow', menuBackdrop)
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end
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end
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end
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--LFD Role Picker frame
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local roleButtons = {
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_G.LFDRoleCheckPopupRoleButtonTank,
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_G.LFDRoleCheckPopupRoleButtonDPS,
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_G.LFDRoleCheckPopupRoleButtonHealer,
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}
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_G.LFDRoleCheckPopup:StripTextures()
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_G.LFDRoleCheckPopup:CreateBackdrop('Transparent')
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S:HandleButton(_G.LFDRoleCheckPopupAcceptButton)
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S:HandleButton(_G.LFDRoleCheckPopupDeclineButton)
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for _, roleButton in pairs(roleButtons) do
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S:HandleCheckBox(roleButton.checkButton or roleButton.CheckButton, true)
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roleButton:DisableDrawLayer('OVERLAY')
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end
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-- reskin popup buttons
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for i = 1, 4 do
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local StaticPopup = _G['StaticPopup'..i]
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StaticPopup:HookScript('OnShow', function() -- UpdateRecapButton is created OnShow
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if StaticPopup.UpdateRecapButton and (not StaticPopup.UpdateRecapButtonHooked) then
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StaticPopup.UpdateRecapButtonHooked = true -- we should only hook this once
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hooksecurefunc(_G['StaticPopup'..i], 'UpdateRecapButton', S.UpdateRecapButton)
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end
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end)
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StaticPopup:StripTextures()
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StaticPopup:CreateBackdrop('Transparent')
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for j = 1, 4 do
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local button = StaticPopup['button'..j]
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S:HandleButton(button)
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button.Flash:Hide()
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button:CreateShadow(5)
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button.shadow:SetAlpha(0)
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button.shadow:SetBackdropBorderColor(unpack(E.media.rgbvaluecolor))
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button:SetFrameLevel(button:GetFrameLevel() + 1)
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local anim1, anim2 = button.PulseAnim:GetAnimations()
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anim1:SetTarget(button.shadow)
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anim2:SetTarget(button.shadow)
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end
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_G['StaticPopup'..i..'EditBox']:SetFrameLevel(_G['StaticPopup'..i..'EditBox']:GetFrameLevel()+1)
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S:HandleEditBox(_G['StaticPopup'..i..'EditBox'])
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S:HandleEditBox(_G['StaticPopup'..i..'MoneyInputFrameGold'])
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S:HandleEditBox(_G['StaticPopup'..i..'MoneyInputFrameSilver'])
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S:HandleEditBox(_G['StaticPopup'..i..'MoneyInputFrameCopper'])
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_G['StaticPopup'..i..'EditBox'].backdrop:Point('TOPLEFT', -2, -4)
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_G['StaticPopup'..i..'EditBox'].backdrop:Point('BOTTOMRIGHT', 2, 4)
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_G['StaticPopup'..i..'ItemFrameNameFrame']:Kill()
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_G['StaticPopup'..i..'ItemFrame']:CreateBackdrop()
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_G['StaticPopup'..i..'ItemFrame']:StyleButton()
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S:HandleIconBorder(_G['StaticPopup'..i..'ItemFrame'].IconBorder)
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_G['StaticPopup'..i..'ItemFrameIconTexture']:SetTexCoord(unpack(E.TexCoords))
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_G['StaticPopup'..i..'ItemFrameIconTexture']:SetInside()
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local normTex = _G['StaticPopup'..i..'ItemFrame']:GetNormalTexture()
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if normTex then
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normTex:SetTexture()
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hooksecurefunc(normTex, 'SetTexture', function(s, tex)
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if tex ~= nil then s:SetTexture() end
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end)
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end
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end
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-- skin return to graveyard button
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do
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_G.GhostFrameMiddle:SetAlpha(0)
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_G.GhostFrameRight:SetAlpha(0)
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_G.GhostFrameLeft:SetAlpha(0)
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_G.GhostFrame:StripTextures()
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_G.GhostFrame:ClearAllPoints()
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_G.GhostFrame:Point('TOP', E.UIParent, 'TOP', 0, -150)
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_G.GhostFrameContentsFrame:CreateBackdrop('Transparent')
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_G.GhostFrameContentsFrameText:Point('TOPLEFT', 53, 0)
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_G.GhostFrameContentsFrameIcon:SetTexCoord(unpack(E.TexCoords))
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_G.GhostFrameContentsFrameIcon:Point('RIGHT', _G.GhostFrameContentsFrameText, 'LEFT', -12, 0)
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local b = CreateFrame('Frame', nil, _G.GhostFrameContentsFrameIcon:GetParent(), 'BackdropTemplate')
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local p = E.PixelMode and 1 or 2
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b:Point('TOPLEFT', _G.GhostFrameContentsFrameIcon, -p, p)
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b:Point('BOTTOMRIGHT', _G.GhostFrameContentsFrameIcon, p, -p)
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_G.GhostFrameContentsFrameIcon:Size(37,38)
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_G.GhostFrameContentsFrameIcon:SetParent(b)
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b:CreateBackdrop()
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end
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_G.OpacityFrame:StripTextures()
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_G.OpacityFrame:CreateBackdrop('Transparent')
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--DropDownMenu
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hooksecurefunc('UIDropDownMenu_CreateFrames', function(level, index)
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local listFrame = _G['DropDownList'..level];
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local listFrameName = listFrame:GetName();
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local expandArrow = _G[listFrameName..'Button'..index..'ExpandArrow'];
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if expandArrow then
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local normTex = expandArrow:GetNormalTexture()
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expandArrow:SetNormalTexture(E.Media.Textures.ArrowUp)
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normTex:SetVertexColor(unpack(E.media.rgbvaluecolor))
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normTex:SetRotation(S.ArrowRotation.right)
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expandArrow:Size(12, 12)
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end
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local Backdrop = _G[listFrameName..'Backdrop']
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if not Backdrop.template then Backdrop:StripTextures() end
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Backdrop:CreateBackdrop('Transparent')
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local menuBackdrop = _G[listFrameName..'MenuBackdrop']
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if not menuBackdrop.template then menuBackdrop:StripTextures() end
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menuBackdrop:CreateBackdrop('Transparent')
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end)
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hooksecurefunc('UIDropDownMenu_SetIconImage', function(icon, texture)
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if texture:find('Divider') then
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local r, g, b = unpack(E.media.rgbvaluecolor)
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icon:SetColorTexture(r, g, b, 0.45)
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icon:Height(1)
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end
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end)
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hooksecurefunc('ToggleDropDownMenu', function(level)
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if not level then
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level = 1;
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end
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local r, g, b = unpack(E.media.rgbvaluecolor)
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for i = 1, _G.UIDROPDOWNMENU_MAXBUTTONS do
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local button = _G['DropDownList'..level..'Button'..i]
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local check = _G['DropDownList'..level..'Button'..i..'Check']
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local uncheck = _G['DropDownList'..level..'Button'..i..'UnCheck']
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local highlight = _G['DropDownList'..level..'Button'..i..'Highlight']
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highlight:SetTexture(E.Media.Textures.Highlight)
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highlight:SetBlendMode('BLEND')
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highlight:SetDrawLayer('BACKGROUND')
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highlight:SetVertexColor(r, g, b)
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if not button.backdrop then
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button:CreateBackdrop()
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end
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button.backdrop:Hide()
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if not button.notCheckable then
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uncheck:SetTexture()
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local _, co = check:GetTexCoord()
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if co == 0 then
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check:SetTexture([[Interface\Buttons\UI-CheckBox-Check]])
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check:SetVertexColor(r, g, b, 1)
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check:Size(20, 20)
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check:SetDesaturated(true)
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button.backdrop:SetInside(check, 4, 4)
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else
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check:SetTexture(E.media.normTex)
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check:SetVertexColor(r, g, b, 1)
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check:Size(10, 10)
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check:SetDesaturated(false)
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button.backdrop:SetOutside(check)
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end
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button.backdrop:Show()
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check:SetTexCoord(0, 1, 0, 1)
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else
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check:Size(16, 16)
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end
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end
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end)
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local SideDressUpFrame = _G.SideDressUpFrame
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S:HandleCloseButton(_G.SideDressUpFrameCloseButton)
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S:HandleButton(_G.SideDressUpFrame.ResetButton)
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_G.SideDressUpFrame.ResetButton:SetFrameLevel(_G.SideDressUpFrame.ResetButton:GetFrameLevel()+1)
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SideDressUpFrame:StripTextures()
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SideDressUpFrame.BGTopLeft:Hide()
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SideDressUpFrame.BGBottomLeft:Hide()
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SideDressUpFrame:CreateBackdrop('Transparent')
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-- StackSplit
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local StackSplitFrame = _G.StackSplitFrame
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StackSplitFrame:StripTextures()
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StackSplitFrame:CreateBackdrop('Transparent')
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StackSplitFrame.bg1 = CreateFrame('Frame', nil, StackSplitFrame, 'BackdropTemplate')
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StackSplitFrame.bg1:SetTemplate('Transparent')
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StackSplitFrame.bg1:Point('TOPLEFT', 10, -15)
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StackSplitFrame.bg1:Point('BOTTOMRIGHT', -10, 55)
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StackSplitFrame.bg1:SetFrameLevel(StackSplitFrame.bg1:GetFrameLevel() - 1)
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S:HandleButton(StackSplitFrame.OkayButton)
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S:HandleButton(StackSplitFrame.CancelButton)
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local buttons = {StackSplitFrame.LeftButton, StackSplitFrame.RightButton}
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for _, btn in pairs(buttons) do
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btn:Size(14, 18)
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btn:ClearAllPoints()
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if btn == StackSplitFrame.LeftButton then
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btn:Point('LEFT', StackSplitFrame.bg1, 'LEFT', 4, 0)
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else
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btn:Point('RIGHT', StackSplitFrame.bg1, 'RIGHT', -4, 0)
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end
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S:HandleNextPrevButton(btn, nil, nil, true)
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end
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--NavBar Buttons (Used in WorldMapFrame, EncounterJournal and HelpFrame)
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hooksecurefunc('NavBar_AddButton', SkinNavBarButtons)
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end
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S:AddCallback('BlizzardMiscFrames')
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