cddfc7e7af337dd05183487cd126c3975f6e81e7
Both only exist while a transmog change is pending, which is why every earlier pass over the frame missed them -- it was always skinned in its idle state -- so they still wore their native green and red pills against an otherwise flat window. They are the same widget as the specialization menu's Activate button: no Normal/Pushed texture for HandleButton to clear, the pill drawn across plain regions from an atlas. Two files, not one -- Apply takes the green variant of 128GoldRedButton, Cancel is drawn from 128RedButton, HIGHLIGHT region and all, which is what left a red glow under the cursor once only the gold file was being cleared. The shared "RedButton" suffix matches both. Their labels take ElvUI's yellow rather than carrying the atlas's green/red split over: the two sit side by side and read apart by their text. The buttons exist from the start rather than being created on the first pending change, so the normal skin pass reaches them, but the art is only there to be cleared once a change is pending -- and nothing fires the frame's OnShow at that point, since the window is already open. The buttons' own OnShow catches it instead. The clear-by-file loop the Activate button and the dropdown pills had a copy of each now lives in Skinning.lua as Skin:StripArtByFile, with the atlas name alongside it.
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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