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.
The talent window, the Vanity and Wardrobe windows it switches between and
the tab row along its bottom are one feature to the player, so they get one
entry in the Skins tree and one master switch gating all three
Initialize calls together. Skinning one of them without the others reads as
a bug.
Scale is a slider per window, 0.5 to 1.5, applied as a multiplier on the
existing scale rather than an absolute -- the three don't ship at the same
size (the vanity store's frame runs about 9% larger than the others), and
that is the server's choice to keep. A setting of 1.0 leaves everything
exactly as it was.
The scale is set on Collections, not on the window itself. All three
windows and the tab row are its children, and it is the only one of them
with mouse enabled -- it is what the player drags. Scaling a window
directly left the drag target at full size, so a shrunk window had to be
grabbed by clicking outside itself, and the tab row, not being a child of
any window, kept whichever size the first-opened one gave it. Scaling the
container moves its hit area with it and the tabs follow as children.
The talent, vanity and wardrobe frames are built from the same handful of
widget templates, but each module carried its own copy of the handling:
close buttons, panels, dropdown pills, tabs and the ADDON_LOADED loader
were all written out three times. The copies had drifted -- tab backdrop
insets of 3 against 2, tabs grown in one frame and not the other, the
wardrobe clearing only three of the six tab textures -- and that drift is
what reads in-game as the same control looking different depending on which
tab you're on.
Modules/Skinning.lua now owns each of those behaviours once, and the three
modules call into it. Where the copies disagreed the values are unified;
tab growth is gated on the tab actually having a label, since growing an
icon-only tab just pushes its icon off the layout, and the SetChecked hook
is guarded because hooksecurefunc errors outright on a missing method.
Titles are pinned to Arial Narrow at 13: the vanity store titled in Friz
Quadrata while the other two used Arial Narrow. Frame scale is left as the
server set it, so the vanity title still renders slightly larger than the
others.
Two things deliberately not shared: the vanity frame still skips
StripTextures, since its currency counters are regions of the frame itself,
and the talent frame's bottom-bar dropdowns stay on their own path -- they
are a different widget, a native dropdown plus a separate caret button.
The CoA options were a flat row of tabs, one per feature, which doesn't
survive the number of frame skins now landing. Skins get their own tab,
first in the row, laid out as a vertical tree so each skinned frame is one
entry rather than one more horizontal tab. Extra Action Button and Instance
Swap move under it.
Each skin also gets a master enable toggle. Skinning is one-way -- the
native art is stripped and replaced in place -- so turning one off can only
take effect on the next load, hence the reload prompt and the gate in
CoA:Initialize rather than an attempt to undo the skin live. Existing users
see no change: both default to on.
LayerPicker's UIDropDownMenu_AddButton wrapper is hooked at file scope,
outside that gate, so it checks the toggle itself. That one does respect
the switch immediately.
Outer panel, close button, and the top-left portrait medallion get the
same first-pass treatment as Vanity/Talent, plus the item collection
panel: native background/border art stripped from Collection and its
InsetOverlay/ShadowOverlay decoration, the 3D model preview's vanilla
border removed, and the action buttons, search box, Filter/Order By
dropdowns, page arrows, and category tabs skinned to match.
Left native for a later pass: the icon grid contents, item slot
buttons, and character model itself.
The 0.5s ScheduleRepeatingTimer poll that caught these frames couldn't
catch them before their first-ever :Show() this session, since they're
created on-demand the instant the player opens them -- native art got
one frame of paint before the poll's next tick could skin it.
Switched to a generic ADDON_LOADED listener instead: it fires
synchronously (before control returns to whatever opens the frame)
the moment the owning addon finishes loading, so skinning now lands
before the frame is ever shown. Confirmed in-game via an ADDON_LOADED
probe on the talent frame's addon before implementing.
Also fixes a regression this introduced: TalentFrame's CropBackground
was caching the background texture's "original" tex coords on its
first-ever call for later crop math. That first call now happens
pre-Show, before Blizzard's own code sets the texture's real art-tile
region, so it was permanently baking in the XML-template default
(full 0..1) as the baseline. Moved the crop to run only from OnShow,
where the real coords are already set.
Bigger font and plate, tighter gap between tabs, taller tabs for real
vertical padding around the label. Selection now relies on Blizzard's
own white-text-on-checked behaviour instead of an ElvUI border/fill
swap, matching the Friends/Character tab rows elsewhere in ElvUI.
Growth and frame-level bump are self-healing from the tabs' OnUpdate
hook rather than one-shot: the tab's native height isn't settled yet
when it's first skinned, and something outside our control resets the
frame level on a plain tab switch, so both need to keep correcting
themselves rather than being set once behind a guard.
Skins the outer window, close button, search box, Filter dropdown
(and its arrow and popup panel), Purchase/Deliver buttons, and the
grid pager arrows. Removes nothing else -- the portrait originally
suspected at the top-left corner turned out not to exist as a
separate element, and the card grid/preview panel are left native.
AceDB:New was passed true as defaultProfile, which the library resolves to the
literal profile name "Default", so profile selection fell back to a single
shared profile for every character instead of to the character key. Changing a
setting on one character changed it everywhere.
Dropping the argument restores AceDB's per-character fallback. Characters
already sitting on the shared profile are moved to their own on next login,
with the shared settings copied across so nothing is lost.
Flattens the custom talent window into the ElvUI look: frame chrome, close
buttons, tabs, bottom bar, dropdowns and their popups, the list scrollbars,
and the spec choice cards' action buttons. The talent tree itself is left
alone -- its node borders encode rank and availability.
Most of the work is in keeping the skin applied. The frames restore their
native art on refresh in three different ways, and none of them fire an
event to hook:
- The scroll arrows re-show a region StripTextures had hidden, so the arrow
buttons re-hide it from their own update, matching by file so ElvUI's
panel pieces (which are regions of the same button on this client) survive.
- The pooled menu rows put their hover and selection art back when a scroll
refills them, without firing OnShow, so the strip runs from the row update
behind a cheap texture compare.
- The talent frame's close button keeps its absolute frame level while
TreeView rides along when the frame is raised, so the level bump re-applies
on every show.
Row fills and the selection edge are textures on the row rather than an ElvUI
backdrop: the backdrop is a child frame and covered the row's icon and text at
every frame level available to it.
Registers a COA entry into ElvUI's config-mode dropdown (General/ActionBars/etc.) and tags the Class Resources, Extra Action Bar, and Instance Swap movers with it, so they no longer surface mixed into ElvUI's General/ActionBars anchor filters.
CoA.db was created at file-load time, racing ahead of this client's
SavedVariables restoration and silently orphaning the profile table
from the real global before it ever got populated from disk.
Replace the "Drag to move" tooltip hint on class resource frames instead
of removing it wholesale, so text sharing the same line (e.g. "Right-click
for options") survives; match by substring rather than exact text and scope
by IsMouseOver since GameTooltip's owner can be a child region.
Guard against force-showing a class resource frame the game has never
naturally displayed: its underlying data (powerType, maxValue, ...) is
never populated for a class that doesn't use it, and forcing Show() on it
renders as a garbage white bar texture. Same fix as HideCoAUI's
seenNaturalShow guard.
Rename the Class Resources tab's checkboxes to the frames' actual global
names, stack them vertically, and add Hide All / Show All buttons below them.
Dragging is now permanently disabled on these frames, so the native
Lock/Unlock Frame option is meaningless. Reuses the UIDropDownMenu_AddButton
override pattern already used for LayerPickerFrameDropDown, generalized to
match any of the tracked frames' dropdowns by name convention or parent.
Move CoA settings from E.global/E.private into a proper AceDB-3.0 database
(CoA.db, SavedVariables ElvUI_CoADB) with a Profiles options tab, since
ElvUI doesn't ship AceDBOptions-3.0 (vendored under Libraries/).
Add ClassResources.lua: hooks the custom-class resource frames (segment
bar, orb, bar, multi-cast bar) into ElvUI's Toggle Anchors, with a
per-frame hide checkbox in a new "Class Resources" options tab.
Add DispelHighlight.lua: highlights dispellable debuffs on unitframes,
with talent-aware filtering for custom classes.
Fix mover/anchor reliability for Class Resources and the Instance
(LayerPicker) button:
- Movers were only retried until the target frame existed, not until the
mover was actually created, so frames that start at zero size (e.g. a
resource bar before that resource is ever active) permanently lost
their mover.
- Class resource frames re-anchor themselves on refresh, stomping the
mover's anchor; hook SetPoint to snap back to the mover holder whenever
something else repositions the frame.
- Native click-drag on these frames ends with the engine calling SetPoint
directly, severing the mover anchor entirely. Permanently block drag
(script and RegisterForDrag) instead of clearing it once.
The vanilla border baked into the icon texture grew visible again at
large button sizes since the covering rim used a fixed edge thickness.
Both the rim edge and the hotkey's corner inset now scale with the
button size to keep the border hidden and the hotkey clear of the rim
at any size.
Skinning of both the ExtraActionBar and LayerPickerFrame buttons is no longer opt-in. Replaces the old single Skins tab and its toggles with two empty tabs, Extra Action Button and Instance Swap, for future per-frame settings.
Adds the button to ElvUI's anchor/mover system, disables native dragging so it doesn't conflict, filters the now-broken "Reset Position" dropdown entry (scoped to this menu only), and raises the mover overlay above the minimap so it's grabbable in config mode.
Strips the native tooltip-style backdrop pieces off the LayerPickerFrame button and applies the ElvUI backdrop/button style, gated by a new Instance checkbox in the Skins tab.