Files
ElvUI_CoA/core.lua
T
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

514 lines
15 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local EP = E.Libs.EP
local ACH = LibStub("LibAceConfigHelper")
local AceDB = LibStub("AceDB-3.0")
local AceDBOptions = LibStub("AceDBOptions-3.0")
local AddOnName = ...
BINDING_HEADER_COA = "Conquest of Azeroth"
-- TODO: hook up server restart frame (RestartTimerFrame)
local CoA = E:NewModule("CoA", "AceEvent-3.0", "AceTimer-3.0")
E.CoA = CoA
local defaults = {
profile = {
skins = {
extraActionButton = true,
instanceSwap = true,
collections = {
enable = true,
-- Multipliers on each frame's own scale, so 1 is "as the server
-- built it" rather than a fixed size.
advancementScale = 1,
vanityScale = 1,
wardrobeScale = 1,
},
interfaceOptions = true,
},
extraActionButtonSize = 52,
instanceButtonFont = "PT Sans Narrow",
instanceButtonFontSize = 12,
instanceButtonFontOutline = "OUTLINE",
dispelHighlightOnlyMine = false,
dispelHighlightDetectTalents = true,
hideResourceSegmentBar = false,
hideResourceOrb = false,
hideResourceBar = false,
hideMultiCastActionBar = false,
},
}
function CoA:RefreshConfig()
if self.UpdateExtraActionButtonSize then self:UpdateExtraActionButtonSize() end
if self.UpdateInstanceButtonFont then self:UpdateInstanceButtonFont() end
if self.UpdateDispelHighlight then self:UpdateDispelHighlight() end
if self.UpdateClassResourceVisibility then self:UpdateClassResourceVisibility() end
if self.UpdateFrameScales then self:UpdateFrameScales() end
end
CoA:RegisterEvent("ADDON_LOADED", function(_, addon)
if addon ~= AddOnName then return end
CoA:UnregisterEvent("ADDON_LOADED")
CoA.db = AceDB:New("ElvUI_CoADB", defaults)
-- One-time migration: earlier versions pinned every character to a single
-- shared "Default" profile. Move each character to its own name-based
-- profile (copying over the settings it already had) the first time it logs in.
if not CoA.db.char.migratedSharedProfile then
local charProfile = CoA.db.keys.char
if CoA.db:GetCurrentProfile() == "Default" and charProfile ~= "Default" then
CoA.db:SetProfile(charProfile)
CoA.db:CopyProfile("Default", true)
end
CoA.db.char.migratedSharedProfile = true
end
CoA.db.RegisterCallback(CoA, "OnProfileChanged", "RefreshConfig")
CoA.db.RegisterCallback(CoA, "OnProfileCopied", "RefreshConfig")
CoA.db.RegisterCallback(CoA, "OnProfileReset", "RefreshConfig")
end)
-- One slider per window rather than a single shared one: the three don't ship
-- at the same scale, so a shared value would only line them up by flattening
-- the difference the server built in.
local function scaleOption(order, name, key)
return {
order = order,
type = "range",
name = name,
min = 0.5,
max = 1.5,
step = 0.01,
get = function() return CoA.db.profile.skins.collections[key] end,
set = function(_, value)
CoA.db.profile.skins.collections[key] = value
if CoA.UpdateFrameScales then
CoA:UpdateFrameScales()
end
end,
}
end
local function getOptions()
local profiles = AceDBOptions:GetOptionsTable(CoA.db)
profiles.order = 5
local options = {
order = 55,
type = "group",
childGroups = "tab",
name = string.format("|cff1784d1%s|r", "Conquest of Azeroth"),
args = {
-- Frame skins live under their own tab, laid out as a vertical tree
-- rather than more horizontal tabs: one entry per skinned frame, and
-- there are a lot more of those coming.
skins = {
order = 1,
type = "group",
childGroups = "tree",
name = "Skins",
args = {
extraActionButton = {
order = 1,
type = "group",
name = "Extra Action Button",
args = {
header = {
order = 1,
type = "header",
name = "Extra Action Button",
},
-- Skinning is one-way: the native art is stripped and
-- replaced in place, so turning a skin off can only take
-- effect on the next load. Hence the reload prompt.
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the Extra Action Button. Requires a UI reload.",
get = function() return CoA.db.profile.skins.extraActionButton end,
set = function(_, value)
CoA.db.profile.skins.extraActionButton = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
desc = {
order = 3,
type = "description",
name = "You can move this element with Toggle Anchors.\n",
},
size = {
order = 4,
disabled = function() return not CoA.db.profile.skins.extraActionButton end,
type = "range",
name = "Size",
desc = "Adjust the width/height of the Extra Action Button, in pixels.",
min = 30,
max = 100,
step = 1,
get = function() return CoA.db.profile.extraActionButtonSize end,
set = function(_, value)
CoA.db.profile.extraActionButtonSize = value
if CoA.UpdateExtraActionButtonSize then
CoA:UpdateExtraActionButtonSize()
end
end,
},
},
},
instanceSwap = {
order = 2,
type = "group",
name = "Instance Swap",
args = {
header = {
order = 1,
type = "header",
name = "Instance Swap",
},
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the Instance Swap button. Requires a UI reload.",
get = function() return CoA.db.profile.skins.instanceSwap end,
set = function(_, value)
CoA.db.profile.skins.instanceSwap = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
desc = {
order = 3,
type = "description",
name = "You can move this element with Toggle Anchors.\n",
},
instanceFont = {
order = 4,
disabled = function() return not CoA.db.profile.skins.instanceSwap end,
type = "group",
inline = true,
name = "Instance Font",
args = {
font = ACH:SharedMediaFont("Font", nil, 1, nil,
function() return CoA.db.profile.instanceButtonFont end,
function(_, value)
CoA.db.profile.instanceButtonFont = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
fontSize = {
order = 2,
type = "range",
name = "Font Size",
min = 8,
max = 32,
step = 1,
get = function() return CoA.db.profile.instanceButtonFontSize end,
set = function(_, value)
CoA.db.profile.instanceButtonFontSize = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end,
},
fontOutline = ACH:FontFlags("Font Outline", nil, 3, nil,
function() return CoA.db.profile.instanceButtonFontOutline end,
function(_, value)
CoA.db.profile.instanceButtonFontOutline = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
},
},
},
},
-- One entry for the whole talent window: its own frame, the
-- tab row along its bottom, and the Vanity and Wardrobe
-- windows those tabs open. They're separate frames but one
-- feature to the player, and they're skinned as a set --
-- named for Collections, the container they all hang off.
collections = {
order = 3,
type = "group",
name = "Advancement/Vanity/Wardrobe",
args = {
header = {
order = 1,
type = "header",
name = "Advancement/Vanity/Wardrobe",
},
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the talent window, its tabs, and the Vanity and Wardrobe windows. Requires a UI reload.",
get = function() return CoA.db.profile.skins.collections.enable end,
set = function(_, value)
CoA.db.profile.skins.collections.enable = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
scale = {
order = 3,
type = "group",
inline = true,
name = "Scale",
disabled = function() return not CoA.db.profile.skins.collections.enable end,
args = {
advancementScale = scaleOption(1, "Advancement", "advancementScale"),
vanityScale = scaleOption(2, "Vanity", "vanityScale"),
wardrobeScale = scaleOption(3, "Wardrobe", "wardrobeScale"),
},
},
},
},
interfaceOptions = {
order = 5,
type = "group",
name = "Interface Options",
args = {
header = {
order = 1,
type = "header",
name = "Interface Options",
},
enable = {
order = 2,
type = "toggle",
name = "Enable",
desc = "Skin the options the CoA client adds to the stock Interface, Video and Audio windows, which ElvUI's own pass doesn't cover. Requires a UI reload.",
get = function() return CoA.db.profile.skins.interfaceOptions end,
set = function(_, value)
CoA.db.profile.skins.interfaceOptions = value
E:StaticPopup_Show("CONFIG_RL")
end,
},
},
},
},
},
classResources = {
order = 2,
type = "group",
name = "Class Resources",
args = {
header = {
order = 1,
type = "header",
name = "Class Resources",
},
desc = {
order = 2,
type = "description",
name = "You can move these elements with Toggle Anchors.\n",
},
hideResourceSegmentBar = {
order = 3,
type = "toggle",
name = "Hide CoAResourceSegmentBar",
width = "full",
get = function() return CoA.db.profile.hideResourceSegmentBar end,
set = function(_, value)
CoA.db.profile.hideResourceSegmentBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideResourceOrb = {
order = 4,
type = "toggle",
name = "Hide CoAResourceOrb",
width = "full",
get = function() return CoA.db.profile.hideResourceOrb end,
set = function(_, value)
CoA.db.profile.hideResourceOrb = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideResourceBar = {
order = 5,
type = "toggle",
name = "Hide CoAResourceBar",
width = "full",
get = function() return CoA.db.profile.hideResourceBar end,
set = function(_, value)
CoA.db.profile.hideResourceBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideMultiCastActionBar = {
order = 6,
type = "toggle",
name = "Hide CoAMultiCastActionBarFrame",
width = "full",
get = function() return CoA.db.profile.hideMultiCastActionBar end,
set = function(_, value)
CoA.db.profile.hideMultiCastActionBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideAll = {
order = 7,
type = "execute",
name = "Hide All",
func = function()
CoA.db.profile.hideResourceSegmentBar = true
CoA.db.profile.hideResourceOrb = true
CoA.db.profile.hideResourceBar = true
CoA.db.profile.hideMultiCastActionBar = true
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
showAll = {
order = 8,
type = "execute",
name = "Show All",
func = function()
CoA.db.profile.hideResourceSegmentBar = false
CoA.db.profile.hideResourceOrb = false
CoA.db.profile.hideResourceBar = false
CoA.db.profile.hideMultiCastActionBar = false
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
},
},
dispelHighlight = {
order = 3,
type = "group",
name = "Debuff Highlighting",
args = {
header = {
order = 1,
type = "header",
name = "Debuff Highlighting",
},
onlyMine = {
order = 2,
type = "toggle",
name = "Only Highlight If Dispellable By Me",
desc = "Suppress the debuff highlight on unitframes for debuff types your class cannot dispel.",
get = function() return CoA.db.profile.dispelHighlightOnlyMine end,
set = function(_, value)
CoA.db.profile.dispelHighlightOnlyMine = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
detectTalents = {
order = 3,
type = "toggle",
name = "Detect Talents",
desc = "Read the talents that grant extra dispel types from your current build. Turn this off to fall back to what your class can dispel without any talent.",
disabled = function() return not CoA.db.profile.dispelHighlightOnlyMine end,
get = function() return CoA.db.profile.dispelHighlightDetectTalents end,
set = function(_, value)
CoA.db.profile.dispelHighlightDetectTalents = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
},
},
profiles = profiles,
},
}
E.Options.args.CoA = options
end
local function RegisterMoverCategory()
for _, layout in ipairs(E.ConfigModeLayouts) do
if layout == "COA" then return end
end
tinsert(E.ConfigModeLayouts, "COA")
E.ConfigModeLocalizedStrings.COA = "CoA"
end
function CoA:Initialize()
RegisterMoverCategory()
EP:RegisterPlugin(AddOnName, getOptions)
-- ADDON_LOADED normally beats module init, but fall back to the defaults
-- rather than error out if a skin gets initialized before the DB exists.
local skins = self.db and self.db.profile.skins or defaults.profile.skins
if self.InitializeExtraActionBar and skins.extraActionButton then
self:InitializeExtraActionBar()
end
if self.InitializeLayerPicker and skins.instanceSwap then
self:InitializeLayerPicker()
end
if self.InitializeDispelHighlight then
self:InitializeDispelHighlight()
end
if self.InitializeClassResources then
self:InitializeClassResources()
end
-- One switch for all three: the vanity and wardrobe windows are the talent
-- frame's own tabs, so skinning one without the others reads as a bug.
if skins.collections.enable then
if self.InitializeTalentFrame then
self:InitializeTalentFrame()
end
if self.InitializeVanityFrame then
self:InitializeVanityFrame()
end
if self.InitializeWardrobeFrame then
self:InitializeWardrobeFrame()
end
end
if self.InitializeInterfaceOptions and skins.interfaceOptions then
self:InitializeInterfaceOptions()
end
end
local function InitializeCallback()
CoA:Initialize()
end
E:RegisterModule(CoA:GetName(), InitializeCallback)