Files
ElvUI_CoA/Modules/VanityFrame.lua
T
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

95 lines
3.0 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local S = E:GetModule("Skins")
local CoA = E:GetModule("CoA")
local Skin = CoA.Skin
local FRAME_NAME = "StoreCollectionFrame"
-- Confirmed live by probing size/position: these two OVERLAY "Portrait2"
-- regions sit at the currency counters (aligned with SPCounterHintButton and
-- DPCounterHintButton), not at the top-left corner. An earlier version of
-- this matched them as the portrait and stripped them, which blanked the
-- counter badges instead. Whatever the real top-left portrait is hasn't been
-- identified yet -- it isn't among StoreCollectionFrame's own regions or
-- children -- so nothing removes it for now.
-- Standard UIPanelButtonTemplate art (FontString + Normal/Pushed/Disabled/
-- Highlight textures), confirmed by probe -- S:HandleButton's own texture
-- clearing handles these directly, no manual stripping needed.
local function SkinActionButtons()
S:HandleButton(_G[FRAME_NAME.."ActivateStoreButton"])
S:HandleButton(_G[FRAME_NAME.."BuyStoreButton"])
end
local function SkinSearchBox()
S:HandleEditBox(_G[FRAME_NAME.."SearchBox"])
end
-- The filter pill and its popout are the shared dropdown widget; see
-- Skinning.lua for why S:HandleButton alone can't clear it.
local function SkinDropdown()
Skin:Dropdown(_G[FRAME_NAME.."Dropdown"], _G[FRAME_NAME.."DropdownMenu"])
end
-- Neither pager button is named (both are anonymous children of
-- CollectionList), so direction is worked out from their own anchor offset
-- rather than a name match, and re-checked on every pass instead of cached --
-- cheap, and self-corrects if the two ever come back in a different order.
local function SkinPagerArrows()
local list = _G[FRAME_NAME.."CollectionList"]
if not list then return end
local a, b = select(3, list:GetChildren()), select(4, list:GetChildren())
if not (a and b and a:GetObjectType() == "Button" and b:GetObjectType() == "Button") then return end
local _, _, _, ax = a:GetPoint()
local _, _, _, bx = b:GetPoint()
local prevButton, nextButton = a, b
if bx and ax and bx < ax then
prevButton, nextButton = b, a
end
S:HandleNextPrevButton(prevButton, "left")
S:HandleNextPrevButton(nextButton, "right")
end
local function SkinContents()
Skin:Title(_G[FRAME_NAME.."TitleText"])
Skin:CloseButton(_G[FRAME_NAME.."CloseButton"])
SkinActionButtons()
SkinSearchBox()
SkinDropdown()
SkinPagerArrows()
end
local function SkinFrame(frame)
if not frame.CoASkinned then
frame.CoASkinned = true
-- Templated without stripping, unlike the talent and wardrobe frames:
-- the currency counters are drawn as regions of the frame itself (see
-- the note at the top of this file), so a strip blanks them.
Skin:Panel(frame, true)
frame:HookScript("OnShow", SkinContents)
end
SkinContents()
end
local function TryHook()
local frame = _G[FRAME_NAME]
if not frame then return false end
SkinFrame(frame)
return true
end
function CoA:InitializeVanityFrame()
if not E.private.skins.blizzard.enable then return end
Skin:OnFrameAvailable(TryHook)
end