Commit Graph

37 Commits

Author SHA1 Message Date
Narcasung cafc3ce28f Skin the Challenges frame's Rewards tab
The tab's twenty-nine children all exist on a cold reload, before it has
ever been opened, so this goes through SkinContents with the rest of the
window rather than needing a hook on the tab's own OnShow -- which a tab
switch would have wanted, since switching tabs fires nothing.

None of the Trials tab's naming carries over. Its search box is
TrialsTabSearch and its filter a FilterDropDown, where these are
StoreTabSearchBox and Filter, so every suffix was confirmed rather than
copied and the divergence is written down for the four tabs still to do.

The Filter is the one widget that had to be read twice. Structurally it
is a plain Button -- no Middle texture, no Button child, no Text
fontstring -- so the test the Interface Options sweep settled on says it
is not a dropdown. By art it plainly is: the same nine Silver-Button
slices and ChatFrameExpandArrow caret the Trials filter wears. Dropdown
matches on the art rather than on the naming, so it takes it unchanged;
the structural test is only ever a shortcut to that question and here it
answers it wrongly.

The grid is a fixed pool of twenty-one cards built up front, not one
built per page, so a single pass covers every card the tab will ever
show and nothing hangs off a page-change hook. The icon crop is the
exception and is re-applied from a hook on the texture's SetTexture: the
store refills the pool in place on every search, filter and page change,
and SetTexture resets a texture's coords, so a one-shot crop survives
exactly until the first page turn and then the native icon borders come
back on every card at once. The slot plate underneath needs no such
watch -- StripArtByFile noops its SetTexture, so a refill that re-arts it
writes nothing.

Cards take HandleButton's useCreateBackdrop path rather than its default
SetTemplate one, which is what makes their padding possible: a template
is drawn as regions of the button and can only ever match its rect, and
the rect is tight -- 140x32 around a 32px icon, so the icon met the top
and bottom edges and the name ran to the right one. A backdrop is a
child frame that can be set outside it. Same reasoning as the window
panel's, one level down. The hover colouring follows either way, since
it resolves button.backdrop before the button itself.

The two headings above the grid are Buttons by type but captions by
function, so their atlas art comes off and nothing goes back: a backdrop
would draw a box around a caption, and the HIGHLIGHT layer would light
it up under a cursor with nothing behind it. They are walked off the
layout rather than named, the set being one per reward vendor.

Left alone deliberately: the Currency button, which carries the trophy
icon and its counter as its only two regions and no frame art at all,
and PageText, which is a region of the tab itself -- the same trap as
the vanity store's counters. Nothing here blind-strips the tab. No
scroll bar is wired either; the grid pages rather than scrolls and has
no scroll frame to hang one off.

Everything reuses an existing helper, so the shared layer is unchanged.
2026-08-22 16:43:00 +02:00
Narcasung a8541fa1ee Skin the Challenges window, its tab row and the Trials tab
ChallengesFrame is a HIGH-strata window parented straight to UIParent and
mouse-enabled itself, not one of the three that hang off the Collections
container -- so it gets its own module and its own enable switch rather
than joining the collections group, and it deliberately skips
ApplyWindowScale and CollectionTabs: the first scales Collections, which
would resize the other three windows and not this one, and the second
skins the tab row those three share.

The panel is built as a backdrop instead of through SetTemplate. A
template's backdrop is drawn as regions of the frame and can only match
its rect, and the title sits above that rect -- the native art carries a
banner up there -- so a panel sized to the frame left the title floating
over the open world. A backdrop has points of its own, so its top edge is
pushed up over the title, measured live rather than hardcoded, with the
hit rect and the close button following it. The nine-slice is stripped
rather than run through HideArt for a related reason: the title is one of
its regions, and Hide() would take it down with the border.

The tab row is the first stock Blizzard flavour the plugin skins, so the
shared layer grows to cover it. TAB_TEXTURES picks up the Middle pieces
those name their body after, and the OnUpdate art re-check watches the
Disabled set as well -- that pair is how a stock tab draws its selected
state, so watching only the inactive half missed art returning on
whichever tab was open. Native panel tabs also interlock, each anchored
16px back into the one before it so the ornate end caps overlap, which
reads as one merged bar once the art is gone; the overlap is absorbed by
narrowing each tab rather than by spacing the row out, which would have
grown it 80px past a frame with 16px of slack. The row is pulled up flush
against the panel it belongs to, since the native tops that spanned that
gap went with the art.

Inside the Trials tab: the search box, the filter dropdown and the scroll
bar. The dropdown is the same widget as the vanity and wardrobe ones and
takes the existing handler unchanged. The search box needs its border
cleared by file, not stripped -- an EditBox draws its caret and selection
highlight as plain textures of its own, and a blind strip leaves a box
you can type in with no cursor in it.

The scroll bar needed a handler of its own. HandleScrollBar reaches for
the thumb through GetThumbTexture and then calls SetTexture on it, but
these bars are hand-built: the thumb is a Button with art of its own, and
the arrows are named off the scroll frame rather than off the bar, so it
finds neither. Both pieces are also arted lazily -- at skin time their
textures read back nil, which is why clearing them, noop'ing their
SetTexture and alpha'ing them all failed in turn -- so the art is
suppressed from OnUpdate, the same answer the tab art needed. Colours
follow ElvUI's own proportional scroll bars, and the track is left empty
rather than given a backdrop.
2026-08-22 16:32:37 +02:00
Narcasung 1a62b4ed1f Skin the options the CoA client adds to Interface, Video and Audio
ElvUI skins the stock options windows from four hardcoded name lists, so
every widget the client added since upstream last synced stays native --
53 of them here, 39 in four panels upstream never enumerated at all
(Battlenet, RaidEffects, Stereo, Voice). Reported cases were the Auto
Accept Trades checkbox and the Spell Queue Window slider.

Sweep the three panel containers on show and skin by object type instead
of carrying a parallel name list that would go stale the same way.

Panels belonging to other addons are skipped by matching frames against
INTERFACEOPTIONS_ADDONCATEGORIES, rebuilt on every sweep so a
load-on-demand addon that registers late is still caught.

Two guards worth naming. Sliders are gated on frame.template because
HandleSliderFrame has no idempotence check of its own and HookScript
stacks, so a second pass over one ElvUI already skinned would run its
OnDisable/OnEnable handlers twice. Dropdowns are detected structurally,
by a Middle texture plus a Button, because HandleDropDownBox uses that
button unguarded and a false positive is a Lua error rather than a
cosmetic miss.

No Button branch: nothing needs one, and it would flatten other addons'
panel tabs into ElvUI pill buttons.
2026-08-22 15:57:21 +02:00
Narcasung 13f36e7817 Skin the Clear invalid slots button and grey the dead ones
A third button sits on the wardrobe model alongside Apply and Cancel and
appears under the same condition: Clear invalid slots, shown with the warning
that an appearance has not been unlocked yet. It was simply not in the list,
so it kept its native green pill against the two now-flat buttons beside it.

It is drawn from the same atlas as Apply -- the green variant of the gold file
-- so Skin.RedButtonArt already matches it and the existing path covers it
whole; probing its regions after the pass comes back nil for all of them. With
three names the list is read in a loop rather than repeated call by call.

Apply is disabled for as long as an invalid slot is pending, and with the pill
gone nothing said so any more: the ElvUI panel is drawn the same either way,
and the atlas was the only thing carrying the distinction. The label is greyed
instead, the same yellow/grey pair the specialization menu's Activate button
uses. There is no event for the state change -- clearing the invalid slots
enables Apply on the spot -- so it is driven from the button's update and
compared against the cached state, again as Activate does it, and the border
goes with it: Apply comes alive under the very cursor that just clicked Clear
invalid slots, and OnEnter has been and gone by then.
2026-08-18 16:44:09 +02:00
Narcasung 919feed322 Strip the native hover glow from every skinned button
HandleButton clears a button's own Normal/Highlight/Pushed/Disabled textures
and the named Left/Middle/Right pieces, so a native highlight drawn as a plain
region of the button survives it and lights up under the cursor against the
flat backdrop. Clearing the wardrobe Cancel button's by file fixed that one
button and nothing else: probing the HIGHLIGHT layer across everything the
plugin skins turned up Save outfit wearing the same red file, and Disable
transmog and Disable spell visuals wearing the dialog-box glow, none of which
any clear-by-file call site was ever going to reach.

The whole layer goes rather than named files. On these frames it only ever
carries native hover art -- every button probed has exactly one HIGHLIGHT
region, blank on the ones that already looked right, so there is nothing else
there to lose. ElvUI's own hover treatment is untouched: it is the backdrop
border swap HandleButton hooks, and a backdrop is drawn through SetBackdrop
plus two child border frames rather than as a region of the button.

Cleared from Skin:Button, so every call site in the plugin inherits it, and
unguarded so a region added after the first skin pass is caught too. SetTexture
is noop'd per region as StripArtByFile does, or a state change that re-arts the
button would bring the glow straight back.
2026-08-18 16:43:31 +02:00
Narcasung d2e55eb3cb Stop disabled buttons taking the hover border colour
S:HandleButton ends with an unconditional OnEnter/OnLeave pair that swaps
the border to the value colour and back, and neither handler looks at
IsEnabled. A disabled button still fires both scripts on this client, so
the greyed Activate button, Save changes with nothing pending and Purchase
with nothing selected all lit up under the cursor and read as clickable.

HookScript can't be undone, but handlers fire in registration order, so a
hook registered after HandleButton runs last and has the final say on the
colour. Skin:Button wraps HandleButton with that hook, and every call site
in the plugin now goes through it, so the correction is inherited rather
than repeated per module.

The Activate button carries the border from its own update as well:
activating a spec disables it under the very cursor that just clicked it,
and OnEnter has been and gone by then, so nothing else would put the border
back until the pointer moved off.

Skin:IsEnabled hoists the 0/1-to-boolean normalisation this client needs
out of UpdateActivateState, which held the only copy of it.
2026-08-18 16:30:27 +02:00
Narcasung cddfc7e7af Skin the Apply and Cancel buttons on the wardrobe model
Both only exist while a transmog change is pending, which is why every
earlier pass over the frame missed them -- it was always skinned in its idle
state -- so they still wore their native green and red pills against an
otherwise flat window.

They are the same widget as the specialization menu's Activate button: no
Normal/Pushed texture for HandleButton to clear, the pill drawn across plain
regions from an atlas. Two files, not one -- Apply takes the green variant of
128GoldRedButton, Cancel is drawn from 128RedButton, HIGHLIGHT region and all,
which is what left a red glow under the cursor once only the gold file was
being cleared. The shared "RedButton" suffix matches both. Their labels take
ElvUI's yellow rather than carrying the atlas's green/red split over: the two
sit side by side and read apart by their text.

The buttons exist from the start rather than being created on the first
pending change, so the normal skin pass reaches them, but the art is only
there to be cleared once a change is pending -- and nothing fires the frame's
OnShow at that point, since the window is already open. The buttons' own
OnShow catches it instead.

The clear-by-file loop the Activate button and the dropdown pills had a copy
of each now lives in Skinning.lua as Skin:StripArtByFile, with the atlas name
alongside it.
2026-08-18 16:29:12 +02:00
Narcasung 58fae4418a Skin the Activate button in the specialization menu
The one button in the Character Advancement frame the skin never reached:
the Activate button inside an expanded specialization row still wore its
native pill against otherwise flat rows.

It has no Normal/Pushed/Disabled textures for HandleButton to clear -- the
pill is three BACKGROUND regions plus a HIGHLIGHT one, all drawn from the
128GoldRedButton atlas, switching between the green and grey variant by tex
coord with the vertex colour left white throughout. So the art is cleared by
file and the regions' SetTexture noop'd, as the dropdown pills already are,
and the enabled/disabled distinction the atlas was carrying is re-created on
the label: ElvUI's yellow when live, grey when dead.

The expanded content exists from the moment the menu is built rather than
being created when its row is expanded, so it is picked up with the rest of
the row.
2026-08-18 16:15:05 +02:00
Narcasung cc6cd4028b Create movers eagerly so they always show in Toggle Anchors
The Extra Action Button, Instance Swap, and class resource frame
movers only got built once their native frame had already appeared
on screen with a resolvable position -- so if the frame never showed
up in a session (e.g. a class resource bar the current class doesn't
use), Toggle Anchors had nothing to display for it. Movers are now
created up front from a default size/position, and just get resized
and anchored once the real frame shows up. Also fixes each mover's
right-click config shortcut, which pointed at a pre-restructure
options path.
2026-08-18 16:00:49 +02:00
Narcasung 6bf3864891 Refresh the dispel talents when the specialization changes
Switching to another saved specialization never confirms a build, so
CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT doesn't fire for it and the
cached talent state stayed stale for the rest of the session. That path
only fires PENDING_BUILD_UPDATED and SUGGESTIONS_UPDATED, so listen to
both. PENDING_BUILD_UPDATED also fires on every click inside the talent
UI, so the handler recomputes the cached rank and rebuilds the
unitframes only when the answer actually changed.

Also fall back to matching the talent by name among the learned entries
when the entry ID reports nothing, so an ID gone stale after a server
rebalance doesn't silently switch the feature off.
2026-08-18 15:59:29 +02:00
Narcasung d2005c4725 Detect the dispel talents instead of asking for them
The three talents that grant an extra dispel type were gated behind
manual checkboxes because the talent state looked unreadable on this
server. It isn't: C_CharacterAdvancement.GetTalentRankByID reports a
live rank for the player, entry IDs are shared across every class tree
so querying a foreign one just reports rank 0, and
CHARACTER_ADVANCEMENT_UPDATE_ENTRIES_RESULT fires when a build is
confirmed.

Key the talents to their entry IDs and read them instead. The lookup is
cached, since PostUpdate_DebuffHighlight runs once per aura per frame,
and refreshed on build confirmation plus the existing delayed refresh
after login. Every call is guarded, so a missing API reads as "talent
not taken" and behaves as it did before.

The three checkboxes are gone, replaced by a single Detect Talents
switch that turns the whole lookup off.
2026-08-18 15:41:13 +02:00
Narcasung 76413b6828 update readme for the talent tab implementation 2026-08-18 13:29:23 +02:00
Narcasung 01f1f5c7c3 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.
2026-08-17 22:41:25 +02:00
Narcasung 964f88559d Add a Talents skin entry with an enable switch and per-window scale
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.
2026-08-17 22:37:53 +02:00
Narcasung 766e561839 Share one skinning path across the three CoA frames
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.
2026-08-17 22:19:50 +02:00
Narcasung 083cbcbf9c Group frame skins under their own settings tab
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.
2026-08-17 22:19:39 +02:00
Narcasung dc263a2419 Skin the CoA Wardrobe tab (AppearanceWardrobeFrame)
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.
2026-08-17 21:54:30 +02:00
Narcasung 7862871e3f Kill first-render flicker on Talent/Vanity Blizzard-frame skins
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.
2026-08-17 21:24:42 +02:00
Narcasung 62a6a2cc57 Restyle CoA talent frame tabs to match ElvUI's flat tab rows
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.
2026-08-17 20:59:11 +02:00
Narcasung b14753491c Skin the CoA Vanity tab (StoreCollectionFrame)
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.
2026-08-17 20:17:25 +02:00
Narcasung 2736cc0065 Give each character its own settings profile
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.
2026-08-17 17:20:26 +02:00
Narcasung 0b9b0c5afa Skin the CoA talent frame's Character Advancement tab
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.
2026-08-17 17:15:29 +02:00
Narcasung 948ac29aaf Fix README installation path formatting 2026-07-19 01:41:41 +02:00
Narcasung 015891449e Group CoA anchors under a dedicated CoA category in Toggle Anchors
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.
2026-07-19 01:41:04 +02:00
Narcasung 284f26b8b4 Update README with implemented features and install instructions 2026-07-18 16:17:50 +02:00
Narcasung fd2ee1903c Defer AceDB initialization until ADDON_LOADED to fix settings not persisting
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.
2026-07-16 16:26:18 +02:00
Narcasung bf9972e624 Fix tooltip drag hint, force-show crash, and Class Resources tab layout
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.
2026-07-16 15:46:55 +02:00
Narcasung 50824cc0e1 Strip Lock/Unlock Frame entry from class resource frames' right-click menu
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.
2026-07-16 15:34:06 +02:00
Narcasung 97c4defa51 Add Class Resources and Debuff Highlighting modules; migrate settings to AceDB profiles
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.
2026-07-16 15:24:12 +02:00
Narcasung 3a5344e31f Scale Extra Action Button rim border and hotkey inset with button size
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.
2026-07-13 20:16:12 +02:00
Narcasung d769cebbbe Add Instance button font options and increase padding; store CoA settings account-wide via E.global 2026-07-13 18:27:51 +02:00
Narcasung d5b67920a6 Add Extra Action Button keybind with hotkey text, resizable size slider, and recentered anchor 2026-07-13 18:11:07 +02:00
Narcasung db6c7d79b0 Make skinning baseline behavior, restructure options into empty tabs
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.
2026-07-13 15:43:18 +02:00
Narcasung 64a310bc80 Add mover, drag-disable, and reset-position filter for LayerPickerFrame
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.
2026-07-13 15:42:37 +02:00
Narcasung 619c913d1e Add LayerPickerFrame skinning with Instance toggle
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.
2026-07-13 15:22:39 +02:00
Narcasung a5a63eede0 Trim README description and fix ElvUI link 2026-07-13 15:05:01 +02:00
Narcasung 8beb36e57e Initial commit: ElvUI_CoA plugin
Skins/hides custom CoA-server frames not covered by stock ElvUI, starting with the ExtraActionBar.
2026-07-13 15:03:05 +02:00