13f36e78173d87755c20f4a2aa76548aae6df29d
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.
ElvUI_CoA (WIP)
ElvUI plugin that hides and skins the custom CoA (3.3.5) frames not covered by stock ElvUI.
Implemented
- Character advancement, vanity, wardrobe frames: skin, scale
- Class resource frames: hiding
- Extra action button frame: skin, anchor, size
- Instance swap frame: skin, anchor, font settings
- Only highlight unitframes if dispellable by your CoA class.
Installation
Download the repo as .zip, extract in Interface\AddOns, remove -master from the folder name.
Requirements
- ElvUI (3.3.5 backport)
Description
Languages
Lua
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