Commit Graph

6 Commits

Author SHA1 Message Date
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 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 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