Files
ElvUI_CoA/Modules/Skinning.lua
T
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

534 lines
21 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local S = E:GetModule("Skins")
local CoA = E:GetModule("CoA")
-- Shared skinning helpers for the CoA frames (talent, vanity, wardrobe).
--
-- Those three are built from the same handful of widget templates, so every
-- element that appears in more than one of them lives here rather than being
-- copied per module. The copies had already drifted -- different backdrop
-- insets, different close button sizes, tabs grown in one frame and not the
-- other -- and the drift is exactly what reads as "the same control looks
-- different depending on which tab I'm on".
local Skin = {}
CoA.Skin = Skin
-- Every native close button on these frames is a different size (the vanity
-- store's is visibly larger than the talent frame's), and HandleCloseButton
-- keeps whatever size it's given -- it only centres a fixed 12px X inside the
-- box. Normalised here so the X lands on the same grid in all three, and the
-- click target is the same everywhere too.
local CLOSE_BUTTON_SIZE = 32
function Skin:CloseButton(close)
if not close then return end
-- Strictly once: HandleCloseButton strips the button on every call, which
-- blanks the X texture it added on the first pass, and its own guard won't
-- rebuild it because the field still points at that blanked texture.
if not close.CoASkinned then
close.CoASkinned = true
S:HandleCloseButton(close)
end
close:Size(CLOSE_BUTTON_SIZE)
end
-- Scale is a per-frame setting rather than one shared number: the three frames
-- don't ship at the same scale (the vanity store's is about 9% larger than the
-- other two, measured), and that's the server's choice, so the slider is a
-- multiplier on whatever each frame was given rather than an absolute. A
-- setting of 1 therefore leaves every frame exactly as it came.
--
-- Scale is applied to Collections, the container all three windows and the tab
-- row are children of (confirmed by probe), rather than to a window itself.
-- Collections is also the only one of them with mouse enabled -- it's what the
-- player drags -- so scaling a window directly shrank the art while leaving the
-- drag target at full size, which is why a shrunk window had to be grabbed by
-- clicking outside itself. Scaling the container moves its hit area with it,
-- and the tabs come along as its children.
--
-- The setting is still per-window: only one of them is ever open, and each
-- re-applies its own on show. The native scale is captured before anything here
-- has written one, so re-applying can't compound.
local CONTAINER_NAME = "Collections"
local scaleKey
local function GetScaleSetting(key)
local db = CoA.db and CoA.db.profile.skins.collections
return (db and db[key]) or 1
end
function Skin:ApplyWindowScale(key)
local container = _G[CONTAINER_NAME]
if not container then return end
if not container.CoANativeScale then
container.CoANativeScale = container:GetScale()
end
-- Remembered so the slider can re-apply for whichever window is open.
scaleKey = key
local scale = container.CoANativeScale * GetScaleSetting(key)
if container:GetScale() ~= scale then
container:SetScale(scale)
end
end
-- Live update from the slider: a window only re-runs its own skin pass on show,
-- and a scale change should land while one is open.
function CoA:UpdateFrameScales()
if scaleKey then
Skin:ApplyWindowScale(scaleKey)
end
end
-- The talent and wardrobe frames title in Arial Narrow, the vanity store in
-- Friz Quadrata (measured live). Arial Narrow is the one that matches the rest
-- of the layout, so it's pinned here rather than left to the frames -- and
-- pinned by name through LSM rather than as a raw path, so it stays the same
-- asset ElvUI itself would resolve.
--
-- Size is written straight through, with no correction for the frames running
-- at different scales: the vanity store's is about 9% larger than the other
-- two (measured), so its title renders slightly bigger than theirs. Left as the
-- server has it for now.
--
-- FontTemplate stashes the font and size it was handed on the fontstring, so an
-- ElvUI font change later re-applies these rather than resetting them.
local TITLE_FONT = "Arial Narrow"
local TITLE_SIZE = 13
function Skin:Title(title)
if not title then return end
title:FontTemplate(E.Libs.LSM:Fetch("font", TITLE_FONT), TITLE_SIZE, "OUTLINE")
end
-- Strip first, THEN template: SetTemplate adds its own backdrop as texture
-- regions on this same frame, so stripping afterwards wipes it straight back
-- off -- which is how the wardrobe's outer panel once came out fully invisible.
--
-- keepTextures is for frames whose own regions aren't all decorative: the
-- vanity store draws its currency counters as regions of the frame itself, and
-- a blind strip blanks the counters along with the panel art.
function Skin:Panel(frame, keepTextures)
if not frame or frame.CoAPanelSkinned then return end
frame.CoAPanelSkinned = true
if not keepTextures then
frame:StripTextures()
end
frame:SetTemplate("Transparent")
end
-- Ornate art with no flat equivalent (portrait medallions, nine-slice borders,
-- shadow overlays): it goes rather than getting reskinned. Hidden as well as
-- stripped, since some of these put their own art back.
function Skin:HideArt(frame)
if not frame then return end
frame:StripTextures()
frame:Hide()
end
-- Buttons ---------------------------------------------------------------------
--
-- IsEnabled hands back 0 and 1 on this client rather than false and true
-- (probed), and 0 is truthy in Lua, so every enabled check has to normalise
-- what it gets back before comparing it.
function Skin:IsEnabled(button)
local state = button.IsEnabled and button:IsEnabled()
return state ~= nil and state ~= false and state ~= 0
end
-- The target is resolved the way ElvUI's own SetModifiedBackdrop and
-- SetOriginalBackdrop resolve it -- the backdrop when the button has one, the
-- button itself otherwise -- or the colour lands on something that isn't the
-- object drawing the border.
local function SetButtonBorder(button, lit)
local backdrop = button.backdrop or button
if not backdrop.SetBackdropBorderColor then return end
backdrop:SetBackdropBorderColor(unpack(lit and E.media.rgbvaluecolor or E.media.bordercolor))
end
-- S:HandleButton ends with an unconditional pair of OnEnter/OnLeave hooks that
-- swap the border to the value colour and back, and neither of them looks at
-- IsEnabled. A disabled button still fires both scripts on this client, so a
-- dead button lights up under the cursor and reads as clickable -- the greyed
-- Activate button, Save changes with nothing pending, Purchase with nothing
-- selected. 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.
--
-- This one deliberately doesn't consult IsMouseOver: OnEnter can fire a pixel
-- before IsMouseOver turns true (ElvUI's own aura code pads around the same
-- quirk), and reading it here would drop the highlight off a live button.
local function OnButtonEnter(button)
if Skin:IsEnabled(button) then return end
SetButtonBorder(button, false)
end
-- For a button that can be disabled while the cursor is already on it: OnEnter
-- has been and gone by then, so nothing corrects the border until the pointer
-- leaves. Only worth wiring up where something already watches the button's
-- state -- it does not justify an OnUpdate of its own.
function Skin:RefreshButtonBorder(button)
SetButtonBorder(button, self:IsEnabled(button) and button:IsMouseOver())
end
-- Every S:HandleButton call site in the plugin goes through here, so the
-- disabled-hover correction is inherited rather than repeated per module. The
-- extra arguments are HandleButton's own (strip, isDeclineButton,
-- useCreateBackdrop, noSetTemplate) and are passed straight through.
function Skin:Button(button, ...)
if not button then return end
S:HandleButton(button, ...)
-- Unguarded: a pass over a handful of regions is cheap, and re-running it
-- catches a region added to the button after the first skin pass.
self:StripHighlightArt(button)
-- Guarded separately from HandleButton's own isSkinned flag: these frames
-- re-run their skin pass on every show, and HookScript stacks handlers
-- rather than replacing them, so an unguarded re-hook adds another copy
-- per show for the life of the session.
if not button.CoAButtonSkinned then
button.CoAButtonSkinned = true
button:HookScript("OnEnter", OnButtonEnter)
end
end
-- Several of these controls draw their art as anonymous regions of one atlas
-- file rather than through the named Left/Middle/Right fields or the Normal/
-- Pushed/Disabled set S:HandleButton knows how to clear, so its own clearing
-- can't reach them -- and a blind StripTextures would take the caret or the
-- label with it. Those are cleared by file instead.
--
-- SetTexture is noop'd per region rather than just cleared: whatever re-arts
-- the control on a state change (a mouse-down swapping in the pressed variant,
-- a tex coord swap between two variants of the same file) is free to re-set the
-- file as well, and a cleared texture would come straight back.
function Skin:StripArtByFile(frame, pattern)
if not frame then return end
for i = 1, frame:GetNumRegions() do
local region = select(i, frame:GetRegions())
local texture = region.GetTexture and region:GetTexture()
if texture and tostring(texture):find(pattern) then
region:SetTexture(nil)
region.SetTexture = E.noop
end
end
end
-- S:HandleButton clears the button's own Normal/Highlight/Pushed/Disabled
-- textures and the named Left/Middle/Right pieces, and nothing else -- so a
-- native highlight drawn as a plain region of the button survives it and lights
-- up under the cursor against the flat ElvUI backdrop. That was the wardrobe
-- Cancel button's red glow, and clearing it by file there fixed exactly that
-- one button: probing the layer across everything the plugin skins turned up
-- the Save outfit button 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, because on these frames it only
-- ever carries native hover art. Every button probed has exactly one HIGHLIGHT
-- region, and on the ones that already looked right it is blank -- so there is
-- nothing else living there to lose. ElvUI's own hover treatment isn't caught:
-- it's the backdrop border swap HandleButton hooks, and a backdrop is drawn
-- through SetBackdrop plus two child border frames, not as a region of the
-- button at all.
--
-- Noop'd rather than only cleared, as in StripArtByFile: a state change that
-- re-arts the button would otherwise bring the glow straight back.
function Skin:StripHighlightArt(frame)
if not frame then return end
for i = 1, frame:GetNumRegions() do
local region = select(i, frame:GetRegions())
if region:GetObjectType() == "Texture" and region:GetDrawLayer() == "HIGHLIGHT" then
region:SetTexture(nil)
region.SetTexture = E.noop
end
end
end
-- The pill behind the talent frame's Activate button and the wardrobe's Apply
-- and Cancel buttons. Two files rather than one: "128GoldRedButton" carries the
-- green and grey variants as tex coords, and Cancel alone is drawn from
-- "128RedButton" (probed). The shared suffix matches both, and nothing else on
-- these frames uses either. Only the pill itself is this pattern's job now --
-- the hover art on both files goes with the rest of the HIGHLIGHT layer.
Skin.RedButtonArt = "RedButton"
-- The dropdown pills on the vanity and wardrobe frames are the same widget:
-- nine anonymous "Silver-Button" slices.
local DROPDOWN_ART = "Silver%-Button"
local CARET_ART = "ChatFrameExpandArrow"
local CARET_SIZE = 14
-- The caret is retextured after HandleButton, not before: HandleButton strips
-- the pill, and a caret replaced ahead of that gets cleared straight back off.
local function SkinDropdownCaret(dropdown)
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(CARET_ART) then
-- The caret is a plain OVERLAY texture on the dropdown itself rather
-- than a separate button, so it can't go through
-- HandleNextPrevButton and is retextured directly. No ArrowDown
-- asset exists -- every other direction in ElvUI is ArrowUp rotated.
region:SetTexture(E.Media.Textures.ArrowUp)
region:SetVertexColor(1, 1, 1)
region:SetTexCoord(0, 1, 0, 1)
region:SetRotation(S.ArrowRotation.down)
region:SetSize(CARET_SIZE, CARET_SIZE)
end
end
end
-- menu is the popout list this dropdown owns; it gets the panel only, matching
-- how the talent frame's own popup menus are treated. The option rows inside
-- are a later pass.
function Skin:Dropdown(dropdown, menu)
if not dropdown or dropdown.CoASkinned then return end
dropdown.CoASkinned = true
self:StripArtByFile(dropdown, DROPDOWN_ART)
self:Button(dropdown)
SkinDropdownCaret(dropdown)
self:Panel(menu)
end
-- Tabs -----------------------------------------------------------------------
--
-- S:HandleTab can't be used on any of these: it clears the tab body by name,
-- looking for a "Middle" piece, and every CoA tab names theirs "Center", so the
-- body survives and the ElvUI backdrop just lands behind the old art.
--
-- One list covers both tab flavours: the talent frame's tabs carry the
-- Disabled variants as well, the wardrobe's category tabs don't, and the
-- lookups for the ones that don't exist simply come back nil.
local TAB_TEXTURES = {"Left", "Center", "Right", "LeftDisabled", "CenterDisabled", "RightDisabled"}
-- Blizzard's own tab code re-sets these textures both when a frame reopens and,
-- separately, on every tab switch -- and a switch never fires the owning
-- frame's OnShow, only SetChecked. So this has to be idempotent and re-run from
-- everywhere rather than skinned once behind a guard.
function Skin:StripTabArt(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
local TAB_BACKDROP_INSET = 3
-- Native tab sizing is a retail leftover -- every other ElvUI tab row in this
-- client reads bigger -- so labelled tabs are grown, off the font's own current
-- size rather than a hardcoded number, and stay in step with the user's font
-- settings. Icon-only tabs (the wardrobe's category strip) have no label to
-- grow around and keep their native size; growing them would only push the
-- icons off their own layout.
local TAB_GROWTH = 8
local TAB_FONT_GROWTH = 3
local TAB_LABEL_OFFSET = 12
-- Grown height self-heals: on a plain /reload a tab's native height isn't
-- settled yet at skin time (Blizzard lays it out asynchronously), so a one-shot
-- SetHeight caught a stale value and left a shorter tab until something let the
-- native layout finish.
--
-- Compared by equality rather than "did it shrink": the late layout can land on
-- a height larger than the stale one this grew from, and a shrink-only check
-- would then see current > target and never regrow. GetHeight doesn't read back
-- byte-exact after SetHeight either -- UI scale rounds it to a slightly
-- different float -- so a strict ~= compare never held and this grew every tick
-- without bound. Half a pixel of slack absorbs the rounding while still
-- catching a genuine Blizzard-driven change, which is always a full tab's worth
-- of height.
local TAB_HEIGHT_EPSILON = 0.5
local function UpdateTabSize(tab)
if not tab.CoAGrowTab then return end
local height = tab:GetHeight()
if not tab.CoAGrownHeight or math.abs(height - tab.CoAGrownHeight) > TAB_HEIGHT_EPSILON then
tab.CoAGrownHeight = height + TAB_GROWTH
tab:SetHeight(tab.CoAGrownHeight)
end
end
-- Tabs that aren't children of the frame they belong to (the talent frame's
-- are separately-placed siblings) sit behind its panel art once grown, so they
-- get bumped above it. Re-applied every tick rather than on show or on select:
-- bumping from those two alone still left them behind the panel, so whatever
-- resets their level isn't either of those events.
local function BumpTabLevel(tab)
local parent = tab.CoALevelParent
if not parent then return end
tab:SetFrameStrata(parent:GetFrameStrata())
tab:SetFrameLevel(parent:GetFrameLevel() + 20)
end
-- Only the tab being switched to fires anything at all -- the ones switched
-- away from never fire OnClick/OnShow/SetChecked again, yet their native art
-- still comes back, so there's no event to catch it from. Checked from OnUpdate
-- instead: a cheap GetTexture() compare that only pays for the full strip when
-- the art has actually reappeared.
local function UpdateTabArt(tab)
BumpTabLevel(tab)
UpdateTabSize(tab)
local name = tab:GetName()
local tex = name and _G[name.."Left"]
if tex and tex:GetTexture() then
Skin:StripTabArt(tab)
end
end
-- No fill or border swap marks the open tab: the native tab code already turns
-- the label white on the checked one and leaves the rest their normal colour,
-- same as the Friends/Character tab rows. Only the art strip has to re-run.
local function OnTabChecked(tab)
Skin:StripTabArt(tab)
end
-- The tab row along the bottom of the talent window is one set of buttons
-- shared by all three windows it switches between, not one row per window,
-- which is why it lives here rather than in any single frame's module. It
-- doesn't need scaling of its own -- it's a child of Collections, so it follows
-- whatever ApplyWindowScale sets.
local COLLECTION_TAB = "CollectionsPoolFrameCollectionTabTemplate%d"
local MAX_COLLECTION_TABS = 10
function Skin:CollectionTabs(owner)
for i = 1, MAX_COLLECTION_TABS do
local tab = _G[COLLECTION_TAB:format(i)]
if not tab then break end
self:Tab(tab, owner)
end
end
-- levelParent is the frame the tab must draw above, and is only needed for tabs
-- that aren't its children (see BumpTabLevel). Pass nil for tabs parented to
-- the frame they belong to -- normal parent/child z-order already covers those.
function Skin:Tab(tab, levelParent)
if not tab then return end
-- Set on every call rather than only the first: the collection tabs are
-- shared, so the frame they have to draw above is whichever window is open.
if levelParent then
tab.CoALevelParent = levelParent
end
if not tab.CoASkinned then
tab.CoASkinned = true
self:StripTabArt(tab)
-- Default rather than Transparent: tabs sit below their frame over the
-- open world, so a see-through panel reads as washed out instead of as
-- the solid tabs the retail layout has.
--
-- The backdrop's own level is left alone. CreateBackdrop keeps it level
-- with the tab, and regions render fine on top of a same-level child;
-- forcing it a level above the tab reproduces the
-- child-frame-covers-its-parent's-own-regions quirk (see StripRowArt in
-- TalentFrame), which blanks the label.
tab:CreateBackdrop("Default")
tab.backdrop:Point("TOPLEFT", TAB_BACKDROP_INSET, -TAB_BACKDROP_INSET)
tab.backdrop:Point("BOTTOMRIGHT", -TAB_BACKDROP_INSET, TAB_BACKDROP_INSET)
tab:SetHitRectInsets(TAB_BACKDROP_INSET, TAB_BACKDROP_INSET, TAB_BACKDROP_INSET, TAB_BACKDROP_INSET)
local fontString = tab.GetFontString and tab:GetFontString()
if fontString then
tab.CoAGrowTab = true
local font, size, flags = fontString:GetFont()
if font then
fontString:SetFont(font, size + TAB_FONT_GROWTH, flags)
end
-- Only for tabs that actually carry an icon. On those (the talent
-- window's) the label's native anchor sits right off the icon, sized
-- for the smaller native font, so grown text collides with it, and
-- the label is nudged off whatever point the native layout gave it
-- rather than a hardcoded anchor that would fight that layout. The
-- wardrobe's category tabs have no icon and centre their label, so
-- the same nudge just pushed every one of them off-centre to the
-- right.
local name = tab:GetName()
local icon = name and _G[name.."Icon"]
if icon and icon.GetTexture and icon:GetTexture() and icon:IsShown() then
local point, relTo, relPoint, x, y = fontString:GetPoint(1)
if point then
fontString:SetPoint(point, relTo, relPoint, x + TAB_LABEL_OFFSET, y)
end
end
end
-- Guarded: the talent frame's tabs are CheckButtons, the wardrobe's
-- category tabs aren't guaranteed to be, and hooksecurefunc errors
-- outright on a method that doesn't exist.
if tab.SetChecked then
hooksecurefunc(tab, "SetChecked", OnTabChecked)
end
tab:HookScript("OnUpdate", UpdateTabArt)
end
self:StripTabArt(tab)
BumpTabLevel(tab)
end
-- These frames are created on-demand by their owning addon, the instant the
-- player first opens one -- a poll can't catch that before the 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 from it lands before the first-ever :Show(), killing the one-frame
-- flicker a poll-based catch can't avoid. Confirmed in-game.
function Skin:OnFrameAvailable(tryHook)
if tryHook() then return end
local loader = CreateFrame("Frame")
loader:RegisterEvent("ADDON_LOADED")
loader:SetScript("OnEvent", function(self)
if tryHook() then
self:UnregisterEvent("ADDON_LOADED")
end
end)
end