Centre wardrobe tab labels and name the skin for what it covers

The label nudge in the shared tab handler exists to clear the icon on the
talent window's tabs, where the native anchor sits tight against it and
grown text would collide. The wardrobe's category tabs carry no icon and
centre their label, so the same nudge pushed every one of them off to the
right. It's now applied only to tabs that actually have a visible icon.

The settings entry covers three windows, so it's named for all three:
Advancement/Vanity/Wardrobe. The keys behind it move with it -- the db
table is skins.collections, after Collections, the container the three
windows and the tab row all hang off, and talentScale becomes
advancementScale. Nothing here has been released, so there's no stored
setting to migrate.
This commit is contained in:
2026-08-17 22:41:25 +02:00
parent 964f88559d
commit 01f1f5c7c3
3 changed files with 34 additions and 23 deletions
+18 -8
View File
@@ -57,7 +57,7 @@ local CONTAINER_NAME = "Collections"
local scaleKey
local function GetScaleSetting(key)
local db = CoA.db and CoA.db.profile.skins.talentFrames
local db = CoA.db and CoA.db.profile.skins.collections
return (db and db[key]) or 1
end
@@ -362,13 +362,23 @@ function Skin:Tab(tab, levelParent)
fontString:SetFont(font, size + TAB_FONT_GROWTH, flags)
end
-- The label's native anchor sits right off the icon, sized for the
-- smaller native font, so grown text collides with the icon. Nudged
-- off whatever point the native layout gave it rather than a
-- hardcoded anchor that would fight that layout.
local point, relTo, relPoint, x, y = fontString:GetPoint(1)
if point then
fontString:SetPoint(point, relTo, relPoint, x + TAB_LABEL_OFFSET, y)
-- Only for tabs that actually carry an icon. On those (the talent
-- window's) the label's native anchor sits right off the icon, sized
-- for the smaller native font, so grown text collides with it, and
-- the label is nudged off whatever point the native layout gave it
-- rather than a hardcoded anchor that would fight that layout. The
-- wardrobe's category tabs have no icon and centre their label, so
-- the same nudge just pushed every one of them off-centre to the
-- right.
local name = tab:GetName()
local icon = name and _G[name.."Icon"]
if icon and icon.GetTexture and icon:GetTexture() and icon:IsShown() then
local point, relTo, relPoint, x, y = fontString:GetPoint(1)
if point then
fontString:SetPoint(point, relTo, relPoint, x + TAB_LABEL_OFFSET, y)
end
end
end
+2 -2
View File
@@ -648,7 +648,7 @@ local function SkinFrame(frame)
-- run again on every show rather than once at hook time. The isSkinned
-- / backdrop guards inside ElvUI's handlers make re-runs cheap.
frame:HookScript("OnShow", function(self)
Skin:ApplyWindowScale("talentScale")
Skin:ApplyWindowScale("advancementScale")
Skin:Title(_G[FRAME_NAME.."TitleText"])
SkinCloseButton(self)
SkinBottomBar()
@@ -659,7 +659,7 @@ local function SkinFrame(frame)
end)
end
Skin:ApplyWindowScale("talentScale")
Skin:ApplyWindowScale("advancementScale")
Skin:Title(_G[FRAME_NAME.."TitleText"])
SkinCloseButton(frame)
SkinBottomBar()
+14 -13
View File
@@ -18,11 +18,11 @@ local defaults = {
skins = {
extraActionButton = true,
instanceSwap = true,
talentFrames = {
collections = {
enable = true,
-- Multipliers on each frame's own scale, so 1 is "as the server
-- built it" rather than a fixed size.
talentScale = 1,
advancementScale = 1,
vanityScale = 1,
wardrobeScale = 1,
},
@@ -86,9 +86,9 @@ local function scaleOption(order, name, key)
min = 0.5,
max = 1.5,
step = 0.01,
get = function() return CoA.db.profile.skins.talentFrames[key] end,
get = function() return CoA.db.profile.skins.collections[key] end,
set = function(_, value)
CoA.db.profile.skins.talentFrames[key] = value
CoA.db.profile.skins.collections[key] = value
if CoA.UpdateFrameScales then
CoA:UpdateFrameScales()
@@ -239,25 +239,26 @@ local function getOptions()
-- One entry for the whole talent window: its own frame, the
-- tab row along its bottom, and the Vanity and Wardrobe
-- windows those tabs open. They're separate frames but one
-- feature to the player, and they're skinned as a set.
talents = {
-- feature to the player, and they're skinned as a set --
-- named for Collections, the container they all hang off.
collections = {
order = 3,
type = "group",
name = "Talents",
name = "Advancement/Vanity/Wardrobe",
args = {
header = {
order = 1,
type = "header",
name = "Talents",
name = "Advancement/Vanity/Wardrobe",
},
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the talent window, its tabs, and the Vanity and Wardrobe windows. Requires a UI reload.",
get = function() return CoA.db.profile.skins.talentFrames.enable end,
get = function() return CoA.db.profile.skins.collections.enable end,
set = function(_, value)
CoA.db.profile.skins.talentFrames.enable = value
CoA.db.profile.skins.collections.enable = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
@@ -266,9 +267,9 @@ local function getOptions()
type = "group",
inline = true,
name = "Scale",
disabled = function() return not CoA.db.profile.skins.talentFrames.enable end,
disabled = function() return not CoA.db.profile.skins.collections.enable end,
args = {
talentScale = scaleOption(1, "Talents", "talentScale"),
advancementScale = scaleOption(1, "Advancement", "advancementScale"),
vanityScale = scaleOption(2, "Vanity", "vanityScale"),
wardrobeScale = scaleOption(3, "Wardrobe", "wardrobeScale"),
},
@@ -499,7 +500,7 @@ function CoA:Initialize()
-- One switch for all three: the vanity and wardrobe windows are the talent
-- frame's own tabs, so skinning one without the others reads as a bug.
if skins.talentFrames.enable then
if skins.collections.enable then
if self.InitializeTalentFrame then
self:InitializeTalentFrame()
end