964f88559d
The talent window, the Vanity and Wardrobe windows it switches between and the tab row along its bottom are one feature to the player, so they get one entry in the Skins tree and one master switch gating all three Initialize calls together. Skinning one of them without the others reads as a bug. Scale is a slider per window, 0.5 to 1.5, applied as a multiplier on the existing scale rather than an absolute -- the three don't ship at the same size (the vanity store's frame runs about 9% larger than the others), and that is the server's choice to keep. A setting of 1.0 leaves everything exactly as it was. The scale is set on Collections, not on the window itself. All three windows and the tab row are its children, and it is the only one of them with mouse enabled -- it is what the player drags. Scaling a window directly left the drag target at full size, so a shrunk window had to be grabbed by clicking outside itself, and the tab row, not being a child of any window, kept whichever size the first-opened one gave it. Scaling the container moves its hit area with it and the tabs follow as children.
150 lines
5.9 KiB
Lua
150 lines
5.9 KiB
Lua
local E, L, V, P, G = unpack(ElvUI)
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local S = E:GetModule("Skins")
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local CoA = E:GetModule("CoA")
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local Skin = CoA.Skin
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local FRAME_NAME = "AppearanceWardrobeFrame"
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-- Standard UIPanelButtonTemplate art, same as Vanity's action buttons --
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-- S:HandleButton's own texture clearing handles these directly.
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local function SkinActionButtons()
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S:HandleButton(_G[FRAME_NAME.."PlayerModelSaveOutfitButton"])
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S:HandleButton(_G[FRAME_NAME.."DisableTransmogButton"])
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S:HandleButton(_G[FRAME_NAME.."DisableSpellVisualsButton"])
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end
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local function SkinSearchBox()
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S:HandleEditBox(_G[FRAME_NAME.."CollectionSearchBox"])
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end
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-- suffix is "Filter" or "Sorting" -- both are CollectionX buttons with a
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-- matching CollectionXMenu popout (confirmed by probe), and both are the same
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-- widget as the vanity frame's single dropdown, so both go through the shared
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-- handler.
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local function SkinCollectionDropdown(suffix)
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Skin:Dropdown(_G[FRAME_NAME.."Collection"..suffix], _G[FRAME_NAME.."Collection"..suffix.."Menu"])
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end
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local function SkinPagerArrows()
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local prevButton = _G[FRAME_NAME.."CollectionPageLeftButton"]
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local nextButton = _G[FRAME_NAME.."CollectionPageRightButton"]
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if prevButton then S:HandleNextPrevButton(prevButton, "left") end
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if nextButton then S:HandleNextPrevButton(nextButton, "right") end
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end
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-- Same art naming as the talent frame's tabs (confirmed by probe), so they go
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-- through the same shared handler. No level parent is passed: these are proper
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-- descendants of Collection rather than separately-placed siblings, so normal
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-- parent/child z-order already puts them above the panel and the frame-level
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-- bump the talent tabs need doesn't apply.
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--
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-- Named PoolFrameAppearanceTypeTabTemplate1 through 8 (confirmed by probe),
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-- not pooled/created dynamically like the talent frame's spec choices, so a
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-- plain indexed loop is enough -- no OnShow hook needed to catch late pool
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-- fills.
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local TAB_COUNT = 8
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local function SkinCategoryTabs()
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for i = 1, TAB_COUNT do
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Skin:Tab(_G[FRAME_NAME.."CollectionPoolFrameAppearanceTypeTabTemplate"..i])
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end
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end
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local function SkinContents()
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-- Scale is set on the shared container while this window is the open one,
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-- which carries the tab row along with it (see Skinning.lua).
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Skin:ApplyWindowScale("wardrobeScale")
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Skin:CollectionTabs(_G[FRAME_NAME])
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Skin:Title(_G[FRAME_NAME.."TitleText"])
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Skin:CloseButton(_G[FRAME_NAME.."CloseButton"])
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SkinActionButtons()
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SkinSearchBox()
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SkinCollectionDropdown("Filter")
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SkinCollectionDropdown("Sorting")
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SkinPagerArrows()
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SkinCategoryTabs()
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end
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local function SkinFrame(frame)
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if not frame.CoASkinned then
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frame.CoASkinned = true
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-- The native NineSlice panel draws its own ornate border/background on
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-- top of the Transparent template's border, doubling up. Same fix as
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-- the talent frame: strip and hide it.
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Skin:HideArt(_G[FRAME_NAME.."NineSlice"])
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-- The round medallion overhangs the top-left corner (confirmed by
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-- probe: 61x61, TOPLEFT -6,8 -- matches the frame's own corner, not a
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-- counter badge elsewhere, unlike Vanity's same-named "Portrait2"
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-- texture). No flat equivalent, so it goes rather than getting
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-- reskinned, same treatment as the talent frame's portrait.
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Skin:HideArt(_G[FRAME_NAME.."PortraitFrame"])
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-- The frame's own regions (confirmed by probe: 4 total, all BACKGROUND/
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-- BORDER/OVERLAY textures, none of them functional -- unlike Vanity's
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-- frame, nothing here doubles as a counter badge) are the wood-panel
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-- background art, so this one is safe to strip before templating.
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Skin:Panel(frame)
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-- InsetOverlay's NineSlice and the ShadowOverlay are separate decorative
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-- art layered over the item grid area (8-piece atlas borders/shadow
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-- edges, confirmed via probe), stripped outright -- no functional
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-- content lives on either.
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Skin:HideArt(_G[FRAME_NAME.."CollectionInsetOverlayNineSlice"])
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-- The actual panel behind the grid: Collection itself (confirmed via
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-- /fstack -- InsetOverlay was the wrong target, its own rect doesn't
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-- match the visible panel). Collection is the grid's real parent, so
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-- no frame-level/strata juggling needed -- children always draw above
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-- their own parent.
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--
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-- 16 of its own regions turned out to hold real art -- a background
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-- tile plus ~14 atlas border/corner pieces (the ornate corners
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-- /fstack couldn't ever pick out, since loose regions aren't frames
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-- and don't show up there) -- none of it functional (the "Collected
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-- 50/2744" counter is a separate FontString region, untouched by
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-- StripTextures). Painting an opaque/red template over it earlier
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-- just masked it; it was still there underneath, which is why
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-- Transparent let it bleed back through. Strip first, then template,
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-- same order as the outer frame -- SetTemplate's own WHITE8X8 backdrop
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-- pieces land as regions on this same frame too, so stripping after
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-- would wipe them right back off.
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Skin:Panel(_G[FRAME_NAME.."Collection"])
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-- The 3D model preview's vanilla border is an anonymous child (first
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-- of PlayerModel's own, confirmed by probe: 8-piece "UIFrame" atlas
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-- border, sized to match the model panel). No name to key off of, same
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-- as Vanity's pager arrows -- picked out positionally instead. The
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-- race-specific scenic backdrop texture is PlayerModel's own region,
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-- not this child's, so it's untouched.
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local playerModel = _G[FRAME_NAME.."PlayerModel"]
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local modelBorder = playerModel and select(1, playerModel:GetChildren())
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if modelBorder and modelBorder:GetObjectType() == "Frame" then
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Skin:HideArt(modelBorder)
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end
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Skin:HideArt(_G[FRAME_NAME.."CollectionShadowOverlay"])
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frame:HookScript("OnShow", SkinContents)
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end
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SkinContents()
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end
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local function TryHook()
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local frame = _G[FRAME_NAME]
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if not frame then return false end
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SkinFrame(frame)
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return true
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end
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function CoA:InitializeWardrobeFrame()
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if not E.private.skins.blizzard.enable then return end
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Skin:OnFrameAvailable(TryHook)
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end
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