Files
ElvUI_CoA/Modules/WardrobeFrame.lua
T
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

301 lines
10 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local S = E:GetModule("Skins")
local CoA = E:GetModule("CoA")
local FRAME_NAME = "AppearanceWardrobeFrame"
local function SkinCloseButton(frame)
local close = _G[FRAME_NAME.."CloseButton"]
if not close then return end
-- Strictly once: HandleCloseButton strips the button every call, which
-- blanks the X texture it added on the first pass.
if not close.CoASkinned then
close.CoASkinned = true
S:HandleCloseButton(close)
end
end
-- Standard UIPanelButtonTemplate art, same as Vanity's action buttons --
-- S:HandleButton's own texture clearing handles these directly.
local function SkinActionButtons()
S:HandleButton(_G[FRAME_NAME.."PlayerModelSaveOutfitButton"])
S:HandleButton(_G[FRAME_NAME.."DisableTransmogButton"])
S:HandleButton(_G[FRAME_NAME.."DisableSpellVisualsButton"])
end
local function SkinSearchBox()
S:HandleEditBox(_G[FRAME_NAME.."CollectionSearchBox"])
end
-- Filter and Order By share Vanity's exact dropdown art -- same nine
-- anonymous "Silver-Button" slices, confirmed by probe, that S:HandleButton
-- can't reach on its own, plus the same native mouse-down re-art problem on
-- click (SetTexture noop'd per region after clearing, same trick).
local DROPDOWN_ART_PATTERNS = {"Silver%-Button"}
local function StripDropdownArt(dropdown)
for i = 1, dropdown:GetNumRegions() do
local region = select(i, dropdown:GetRegions())
local texture = region.GetTexture and region:GetTexture()
if texture then
for _, pattern in ipairs(DROPDOWN_ART_PATTERNS) do
if tostring(texture):find(pattern) then
region:SetTexture(nil)
region.SetTexture = E.noop
break
end
end
end
end
end
-- suffix is "Filter" or "Sorting" -- both are CollectionX buttons with a
-- matching CollectionXMenu popout (confirmed by probe), same shape as
-- Vanity's single dropdown.
local function SkinCollectionDropdown(suffix)
local dropdown = _G[FRAME_NAME.."Collection"..suffix]
if not dropdown or dropdown.CoASkinned then return end
dropdown.CoASkinned = true
StripDropdownArt(dropdown)
S:HandleButton(dropdown)
-- The caret is a plain OVERLAY texture on the dropdown itself, not a
-- separate button, so it can't go through HandleNextPrevButton -- it's
-- retextured directly instead.
for i = 1, dropdown:GetNumRegions() do
local region = select(i, dropdown:GetRegions())
local texture = region.GetTexture and region:GetTexture()
if texture and tostring(texture):find("ChatFrameExpandArrow") then
-- No ArrowDown asset exists -- every other direction in ElvUI is
-- ArrowUp rotated, so this matches that convention.
region:SetTexture(E.Media.Textures.ArrowUp)
region:SetVertexColor(1, 1, 1)
region:SetTexCoord(0, 1, 0, 1)
region:SetRotation(S.ArrowRotation.down)
region:SetSize(14, 14)
end
end
local menu = _G[FRAME_NAME.."Collection"..suffix.."Menu"]
if menu and not menu.CoASkinned then
menu.CoASkinned = true
-- Panel only, matching how Vanity's own popup menu is treated -- the
-- option rows inside are a later pass.
menu:StripTextures()
menu:SetTemplate("Transparent")
end
end
local function SkinPagerArrows()
local prevButton = _G[FRAME_NAME.."CollectionPageLeftButton"]
local nextButton = _G[FRAME_NAME.."CollectionPageRightButton"]
if prevButton then S:HandleNextPrevButton(prevButton, "left") end
if nextButton then S:HandleNextPrevButton(nextButton, "right") end
end
-- Same Left/Center/Right art naming as the talent frame's tabs (confirmed by
-- probe), but these are proper descendants of Collection rather than
-- separately-placed siblings, so the frame-level bump Talent needs to clear
-- its own frame's regions doesn't apply here -- normal parent/child z-order
-- already puts them on top.
local TAB_TEXTURES = {"Left", "Center", "Right"}
local function StripTab(tab)
local name = tab:GetName()
if name then
for _, suffix in ipairs(TAB_TEXTURES) do
local tex = _G[name..suffix]
if tex then tex:SetTexture(nil) end
end
end
local highlight = tab.GetHighlightTexture and tab:GetHighlightTexture()
if highlight then highlight:SetTexture(nil) end
local checked = tab.GetCheckedTexture and tab:GetCheckedTexture()
if checked then checked:SetTexture(nil) end
end
-- Only the tab being switched to gets any kind of hook fired -- the ones
-- switched away from never fire OnClick/OnShow/SetChecked again, but their
-- native art still comes back, so there's no event to catch it from. Same
-- fix as the talent frame's tabs: a cheap OnUpdate texture check, only pays
-- for the full strip when the native art has actually reappeared.
local function UpdateTabArt(tab)
local name = tab:GetName()
local tex = name and _G[name.."Left"]
if tex and tex:GetTexture() then
StripTab(tab)
end
end
local function SkinTab(tab)
if not tab.CoASkinned then
tab.CoASkinned = true
tab:CreateBackdrop("Default")
tab.backdrop:Point("TOPLEFT", 2, -2)
tab.backdrop:Point("BOTTOMRIGHT", -2, 2)
tab:HookScript("OnUpdate", UpdateTabArt)
end
StripTab(tab)
end
-- Named PoolFrameAppearanceTypeTabTemplate1 through 8 (confirmed by probe),
-- not pooled/created dynamically like the talent frame's spec choices, so a
-- plain indexed loop is enough -- no OnShow hook needed to catch late pool
-- fills.
local TAB_COUNT = 8
local function SkinCategoryTabs()
for i = 1, TAB_COUNT do
local tab = _G[FRAME_NAME.."CollectionPoolFrameAppearanceTypeTabTemplate"..i]
if tab then SkinTab(tab) end
end
end
local function SkinFrame(frame)
if not frame.CoASkinned then
frame.CoASkinned = true
-- The native NineSlice panel draws its own ornate border/background on
-- top of the Transparent template's border, doubling up. Same fix as
-- the talent frame: strip and hide it.
local nineSlice = _G[FRAME_NAME.."NineSlice"]
if nineSlice then
nineSlice:StripTextures()
nineSlice:Hide()
end
-- The round medallion overhangs the top-left corner (confirmed by
-- probe: 61x61, TOPLEFT -6,8 -- matches the frame's own corner, not a
-- counter badge elsewhere, unlike Vanity's same-named "Portrait2"
-- texture). No flat equivalent, so it goes rather than getting
-- reskinned, same treatment as the talent frame's portrait.
local portrait = _G[FRAME_NAME.."PortraitFrame"]
if portrait then
portrait:StripTextures()
portrait:Hide()
end
-- The frame's own regions (confirmed by probe: 4 total, all BACKGROUND/
-- BORDER/OVERLAY textures, none of them functional -- unlike Vanity's
-- frame, nothing here doubles as a counter badge) are the wood-panel
-- background art. Strip it first, THEN apply the template -- SetTemplate
-- adds its own backdrop as real texture regions on this same frame, so
-- stripping afterward wiped the backdrop right back off (outer panel
-- came out fully invisible).
frame:StripTextures()
frame:SetTemplate("Transparent")
-- InsetOverlay's NineSlice and the ShadowOverlay are separate decorative
-- art layered over the item grid area (8-piece atlas borders/shadow
-- edges, confirmed via probe), stripped outright -- no functional
-- content lives on either.
local insetOverlayNineSlice = _G[FRAME_NAME.."CollectionInsetOverlayNineSlice"]
if insetOverlayNineSlice then
insetOverlayNineSlice:StripTextures()
insetOverlayNineSlice:Hide()
end
-- The actual panel behind the grid: Collection itself (confirmed via
-- /fstack -- InsetOverlay was the wrong target, its own rect doesn't
-- match the visible panel). Collection is the grid's real parent, so
-- no frame-level/strata juggling needed -- children always draw above
-- their own parent.
--
-- 16 of its own regions turned out to hold real art -- a background
-- tile plus ~14 atlas border/corner pieces (the ornate corners
-- /fstack couldn't ever pick out, since loose regions aren't frames
-- and don't show up there) -- none of it functional (the "Collected
-- 50/2744" counter is a separate FontString region, untouched by
-- StripTextures). Painting an opaque/red template over it earlier
-- just masked it; it was still there underneath, which is why
-- Transparent let it bleed back through. Strip first, then template,
-- same order as the outer frame -- SetTemplate's own WHITE8X8 backdrop
-- pieces land as regions on this same frame too, so stripping after
-- would wipe them right back off.
local collection = _G[FRAME_NAME.."Collection"]
if collection then
collection:StripTextures()
collection:SetTemplate("Transparent")
end
-- The 3D model preview's vanilla border is an anonymous child (first
-- of PlayerModel's own, confirmed by probe: 8-piece "UIFrame" atlas
-- border, sized to match the model panel). No name to key off of, same
-- as Vanity's pager arrows -- picked out positionally instead. The
-- race-specific scenic backdrop texture is PlayerModel's own region,
-- not this child's, so it's untouched.
local playerModel = _G[FRAME_NAME.."PlayerModel"]
local modelBorder = playerModel and select(1, playerModel:GetChildren())
if modelBorder and modelBorder:GetObjectType() == "Frame" then
modelBorder:StripTextures()
modelBorder:Hide()
end
local shadowOverlay = _G[FRAME_NAME.."CollectionShadowOverlay"]
if shadowOverlay then
shadowOverlay:StripTextures()
shadowOverlay:Hide()
end
frame:HookScript("OnShow", function(self)
SkinCloseButton(self)
SkinActionButtons()
SkinSearchBox()
SkinCollectionDropdown("Filter")
SkinCollectionDropdown("Sorting")
SkinPagerArrows()
SkinCategoryTabs()
end)
end
SkinCloseButton(frame)
SkinActionButtons()
SkinSearchBox()
SkinCollectionDropdown("Filter")
SkinCollectionDropdown("Sorting")
SkinPagerArrows()
SkinCategoryTabs()
end
local function TryHook()
local frame = _G[FRAME_NAME]
if not frame then return false end
SkinFrame(frame)
return true
end
function CoA:InitializeWardrobeFrame()
if not E.private.skins.blizzard.enable then return end
if TryHook() then return end
-- Frame is created on-demand by its owning addon, the instant the player
-- first opens it -- a poll can't catch that before native art gets a
-- paint. ADDON_LOADED fires (synchronously, before control returns to
-- whatever code calls :Show()) the moment that addon finishes loading, so
-- skinning here lands before the first-ever :Show(). Confirmed in-game on
-- the talent frame's identical pattern; see TalentFrame.lua.
local loader = CreateFrame("Frame")
loader:RegisterEvent("ADDON_LOADED")
loader:SetScript("OnEvent", function(self)
if TryHook() then
self:UnregisterEvent("ADDON_LOADED")
end
end)
end