cddfc7e7af
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.
429 lines
17 KiB
Lua
429 lines
17 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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-- Shared skinning helpers for the CoA frames (talent, vanity, wardrobe).
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--
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-- Those three are built from the same handful of widget templates, so every
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-- element that appears in more than one of them lives here rather than being
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-- copied per module. The copies had already drifted -- different backdrop
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-- insets, different close button sizes, tabs grown in one frame and not the
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-- other -- and the drift is exactly what reads as "the same control looks
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-- different depending on which tab I'm on".
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local Skin = {}
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CoA.Skin = Skin
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-- Every native close button on these frames is a different size (the vanity
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-- store's is visibly larger than the talent frame's), and HandleCloseButton
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-- keeps whatever size it's given -- it only centres a fixed 12px X inside the
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-- box. Normalised here so the X lands on the same grid in all three, and the
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-- click target is the same everywhere too.
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local CLOSE_BUTTON_SIZE = 32
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function Skin:CloseButton(close)
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if not close then return end
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-- Strictly once: HandleCloseButton strips the button on every call, which
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-- blanks the X texture it added on the first pass, and its own guard won't
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-- rebuild it because the field still points at that blanked texture.
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if not close.CoASkinned then
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close.CoASkinned = true
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S:HandleCloseButton(close)
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end
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close:Size(CLOSE_BUTTON_SIZE)
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end
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-- Scale is a per-frame setting rather than one shared number: the three frames
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-- don't ship at the same scale (the vanity store's is about 9% larger than the
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-- other two, measured), and that's the server's choice, so the slider is a
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-- multiplier on whatever each frame was given rather than an absolute. A
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-- setting of 1 therefore leaves every frame exactly as it came.
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--
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-- Scale is applied to Collections, the container all three windows and the tab
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-- row are children of (confirmed by probe), rather than to a window itself.
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-- Collections is also the only one of them with mouse enabled -- it's what the
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-- player drags -- so scaling a window directly shrank the art while leaving the
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-- drag target at full size, which is why a shrunk window had to be grabbed by
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-- clicking outside itself. Scaling the container moves its hit area with it,
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-- and the tabs come along as its children.
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--
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-- The setting is still per-window: only one of them is ever open, and each
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-- re-applies its own on show. The native scale is captured before anything here
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-- has written one, so re-applying can't compound.
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local CONTAINER_NAME = "Collections"
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local scaleKey
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local function GetScaleSetting(key)
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local db = CoA.db and CoA.db.profile.skins.collections
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return (db and db[key]) or 1
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end
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function Skin:ApplyWindowScale(key)
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local container = _G[CONTAINER_NAME]
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if not container then return end
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if not container.CoANativeScale then
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container.CoANativeScale = container:GetScale()
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end
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-- Remembered so the slider can re-apply for whichever window is open.
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scaleKey = key
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local scale = container.CoANativeScale * GetScaleSetting(key)
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if container:GetScale() ~= scale then
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container:SetScale(scale)
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end
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end
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-- Live update from the slider: a window only re-runs its own skin pass on show,
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-- and a scale change should land while one is open.
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function CoA:UpdateFrameScales()
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if scaleKey then
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Skin:ApplyWindowScale(scaleKey)
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end
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end
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-- The talent and wardrobe frames title in Arial Narrow, the vanity store in
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-- Friz Quadrata (measured live). Arial Narrow is the one that matches the rest
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-- of the layout, so it's pinned here rather than left to the frames -- and
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-- pinned by name through LSM rather than as a raw path, so it stays the same
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-- asset ElvUI itself would resolve.
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--
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-- Size is written straight through, with no correction for the frames running
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-- at different scales: the vanity store's is about 9% larger than the other
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-- two (measured), so its title renders slightly bigger than theirs. Left as the
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-- server has it for now.
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--
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-- FontTemplate stashes the font and size it was handed on the fontstring, so an
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-- ElvUI font change later re-applies these rather than resetting them.
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local TITLE_FONT = "Arial Narrow"
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local TITLE_SIZE = 13
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function Skin:Title(title)
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if not title then return end
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title:FontTemplate(E.Libs.LSM:Fetch("font", TITLE_FONT), TITLE_SIZE, "OUTLINE")
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end
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-- Strip first, THEN template: SetTemplate adds its own backdrop as texture
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-- regions on this same frame, so stripping afterwards wipes it straight back
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-- off -- which is how the wardrobe's outer panel once came out fully invisible.
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--
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-- keepTextures is for frames whose own regions aren't all decorative: the
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-- vanity store draws its currency counters as regions of the frame itself, and
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-- a blind strip blanks the counters along with the panel art.
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function Skin:Panel(frame, keepTextures)
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if not frame or frame.CoAPanelSkinned then return end
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frame.CoAPanelSkinned = true
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if not keepTextures then
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frame:StripTextures()
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end
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frame:SetTemplate("Transparent")
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end
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-- Ornate art with no flat equivalent (portrait medallions, nine-slice borders,
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-- shadow overlays): it goes rather than getting reskinned. Hidden as well as
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-- stripped, since some of these put their own art back.
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function Skin:HideArt(frame)
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if not frame then return end
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frame:StripTextures()
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frame:Hide()
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end
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-- Several of these controls draw their art as anonymous regions of one atlas
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-- file rather than through the named Left/Middle/Right fields or the Normal/
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-- Pushed/Disabled set S:HandleButton knows how to clear, so its own clearing
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-- can't reach them -- and a blind StripTextures would take the caret or the
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-- label with it. Those are cleared by file instead.
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--
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-- SetTexture is noop'd per region rather than just cleared: whatever re-arts
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-- the control on a state change (a mouse-down swapping in the pressed variant,
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-- a tex coord swap between two variants of the same file) is free to re-set the
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-- file as well, and a cleared texture would come straight back.
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function Skin:StripArtByFile(frame, pattern)
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if not frame then return end
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for i = 1, frame:GetNumRegions() do
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local region = select(i, frame:GetRegions())
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local texture = region.GetTexture and region:GetTexture()
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if texture and tostring(texture):find(pattern) then
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region:SetTexture(nil)
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region.SetTexture = E.noop
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end
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end
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end
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-- The pill behind the talent frame's Activate button and the wardrobe's Apply
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-- and Cancel buttons. Two files rather than one: "128GoldRedButton" carries the
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-- green and grey variants as tex coords, and Cancel alone is drawn from
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-- "128RedButton" (probed) -- including its HIGHLIGHT region, which is what left
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-- a red glow under the cursor while only the gold file was being cleared. The
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-- shared suffix matches both, and nothing else on these frames uses either.
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Skin.RedButtonArt = "RedButton"
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-- The dropdown pills on the vanity and wardrobe frames are the same widget:
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-- nine anonymous "Silver-Button" slices.
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local DROPDOWN_ART = "Silver%-Button"
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local CARET_ART = "ChatFrameExpandArrow"
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local CARET_SIZE = 14
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-- The caret is retextured after HandleButton, not before: HandleButton strips
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-- the pill, and a caret replaced ahead of that gets cleared straight back off.
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local function SkinDropdownCaret(dropdown)
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for i = 1, dropdown:GetNumRegions() do
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local region = select(i, dropdown:GetRegions())
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local texture = region.GetTexture and region:GetTexture()
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if texture and tostring(texture):find(CARET_ART) then
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-- The caret is a plain OVERLAY texture on the dropdown itself rather
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-- than a separate button, so it can't go through
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-- HandleNextPrevButton and is retextured directly. No ArrowDown
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-- asset exists -- every other direction in ElvUI is ArrowUp rotated.
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region:SetTexture(E.Media.Textures.ArrowUp)
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region:SetVertexColor(1, 1, 1)
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region:SetTexCoord(0, 1, 0, 1)
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region:SetRotation(S.ArrowRotation.down)
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region:SetSize(CARET_SIZE, CARET_SIZE)
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end
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end
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end
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-- menu is the popout list this dropdown owns; it gets the panel only, matching
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-- how the talent frame's own popup menus are treated. The option rows inside
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-- are a later pass.
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function Skin:Dropdown(dropdown, menu)
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if not dropdown or dropdown.CoASkinned then return end
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dropdown.CoASkinned = true
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self:StripArtByFile(dropdown, DROPDOWN_ART)
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S:HandleButton(dropdown)
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SkinDropdownCaret(dropdown)
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self:Panel(menu)
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end
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-- Tabs -----------------------------------------------------------------------
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--
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-- S:HandleTab can't be used on any of these: it clears the tab body by name,
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-- looking for a "Middle" piece, and every CoA tab names theirs "Center", so the
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-- body survives and the ElvUI backdrop just lands behind the old art.
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--
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-- One list covers both tab flavours: the talent frame's tabs carry the
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-- Disabled variants as well, the wardrobe's category tabs don't, and the
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-- lookups for the ones that don't exist simply come back nil.
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local TAB_TEXTURES = {"Left", "Center", "Right", "LeftDisabled", "CenterDisabled", "RightDisabled"}
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-- Blizzard's own tab code re-sets these textures both when a frame reopens and,
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-- separately, on every tab switch -- and a switch never fires the owning
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-- frame's OnShow, only SetChecked. So this has to be idempotent and re-run from
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-- everywhere rather than skinned once behind a guard.
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function Skin:StripTabArt(tab)
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local name = tab:GetName()
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if name then
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for _, suffix in ipairs(TAB_TEXTURES) do
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local tex = _G[name..suffix]
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if tex then tex:SetTexture(nil) end
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end
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end
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local highlight = tab.GetHighlightTexture and tab:GetHighlightTexture()
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if highlight then highlight:SetTexture(nil) end
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local checked = tab.GetCheckedTexture and tab:GetCheckedTexture()
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if checked then checked:SetTexture(nil) end
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end
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local TAB_BACKDROP_INSET = 3
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-- Native tab sizing is a retail leftover -- every other ElvUI tab row in this
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-- client reads bigger -- so labelled tabs are grown, off the font's own current
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-- size rather than a hardcoded number, and stay in step with the user's font
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-- settings. Icon-only tabs (the wardrobe's category strip) have no label to
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-- grow around and keep their native size; growing them would only push the
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-- icons off their own layout.
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local TAB_GROWTH = 8
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local TAB_FONT_GROWTH = 3
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local TAB_LABEL_OFFSET = 12
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-- Grown height self-heals: on a plain /reload a tab's native height isn't
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-- settled yet at skin time (Blizzard lays it out asynchronously), so a one-shot
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-- SetHeight caught a stale value and left a shorter tab until something let the
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-- native layout finish.
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--
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-- Compared by equality rather than "did it shrink": the late layout can land on
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-- a height larger than the stale one this grew from, and a shrink-only check
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-- would then see current > target and never regrow. GetHeight doesn't read back
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-- byte-exact after SetHeight either -- UI scale rounds it to a slightly
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-- different float -- so a strict ~= compare never held and this grew every tick
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-- without bound. Half a pixel of slack absorbs the rounding while still
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-- catching a genuine Blizzard-driven change, which is always a full tab's worth
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-- of height.
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local TAB_HEIGHT_EPSILON = 0.5
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local function UpdateTabSize(tab)
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if not tab.CoAGrowTab then return end
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local height = tab:GetHeight()
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if not tab.CoAGrownHeight or math.abs(height - tab.CoAGrownHeight) > TAB_HEIGHT_EPSILON then
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tab.CoAGrownHeight = height + TAB_GROWTH
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tab:SetHeight(tab.CoAGrownHeight)
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end
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end
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-- Tabs that aren't children of the frame they belong to (the talent frame's
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-- are separately-placed siblings) sit behind its panel art once grown, so they
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-- get bumped above it. Re-applied every tick rather than on show or on select:
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-- bumping from those two alone still left them behind the panel, so whatever
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-- resets their level isn't either of those events.
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local function BumpTabLevel(tab)
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local parent = tab.CoALevelParent
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if not parent then return end
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tab:SetFrameStrata(parent:GetFrameStrata())
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tab:SetFrameLevel(parent:GetFrameLevel() + 20)
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end
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-- Only the tab being switched to fires anything at all -- the ones switched
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-- away from never fire OnClick/OnShow/SetChecked again, yet their native art
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-- still comes back, so there's no event to catch it from. Checked from OnUpdate
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-- instead: a cheap GetTexture() compare that only pays for the full strip when
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-- the art has actually reappeared.
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local function UpdateTabArt(tab)
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BumpTabLevel(tab)
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UpdateTabSize(tab)
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local name = tab:GetName()
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local tex = name and _G[name.."Left"]
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if tex and tex:GetTexture() then
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Skin:StripTabArt(tab)
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end
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end
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-- No fill or border swap marks the open tab: the native tab code already turns
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-- the label white on the checked one and leaves the rest their normal colour,
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-- same as the Friends/Character tab rows. Only the art strip has to re-run.
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local function OnTabChecked(tab)
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Skin:StripTabArt(tab)
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end
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-- The tab row along the bottom of the talent window is one set of buttons
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-- shared by all three windows it switches between, not one row per window,
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-- which is why it lives here rather than in any single frame's module. It
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-- doesn't need scaling of its own -- it's a child of Collections, so it follows
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-- whatever ApplyWindowScale sets.
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local COLLECTION_TAB = "CollectionsPoolFrameCollectionTabTemplate%d"
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local MAX_COLLECTION_TABS = 10
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function Skin:CollectionTabs(owner)
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for i = 1, MAX_COLLECTION_TABS do
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local tab = _G[COLLECTION_TAB:format(i)]
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if not tab then break end
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self:Tab(tab, owner)
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end
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end
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-- levelParent is the frame the tab must draw above, and is only needed for tabs
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-- that aren't its children (see BumpTabLevel). Pass nil for tabs parented to
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-- the frame they belong to -- normal parent/child z-order already covers those.
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function Skin:Tab(tab, levelParent)
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if not tab then return end
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-- Set on every call rather than only the first: the collection tabs are
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-- shared, so the frame they have to draw above is whichever window is open.
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if levelParent then
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tab.CoALevelParent = levelParent
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end
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if not tab.CoASkinned then
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tab.CoASkinned = true
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self:StripTabArt(tab)
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-- Default rather than Transparent: tabs sit below their frame over the
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-- open world, so a see-through panel reads as washed out instead of as
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-- the solid tabs the retail layout has.
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--
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-- The backdrop's own level is left alone. CreateBackdrop keeps it level
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-- with the tab, and regions render fine on top of a same-level child;
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-- forcing it a level above the tab reproduces the
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-- child-frame-covers-its-parent's-own-regions quirk (see StripRowArt in
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-- TalentFrame), which blanks the label.
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tab:CreateBackdrop("Default")
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tab.backdrop:Point("TOPLEFT", TAB_BACKDROP_INSET, -TAB_BACKDROP_INSET)
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tab.backdrop:Point("BOTTOMRIGHT", -TAB_BACKDROP_INSET, TAB_BACKDROP_INSET)
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tab:SetHitRectInsets(TAB_BACKDROP_INSET, TAB_BACKDROP_INSET, TAB_BACKDROP_INSET, TAB_BACKDROP_INSET)
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local fontString = tab.GetFontString and tab:GetFontString()
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if fontString then
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tab.CoAGrowTab = true
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local font, size, flags = fontString:GetFont()
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if font then
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fontString:SetFont(font, size + TAB_FONT_GROWTH, flags)
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end
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-- Only for tabs that actually carry an icon. On those (the talent
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-- window's) the label's native anchor sits right off the icon, sized
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-- for the smaller native font, so grown text collides with it, and
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-- the label is nudged off whatever point the native layout gave it
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-- rather than a hardcoded anchor that would fight that layout. The
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-- wardrobe's category tabs have no icon and centre their label, so
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-- the same nudge just pushed every one of them off-centre to the
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-- right.
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local name = tab:GetName()
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local icon = name and _G[name.."Icon"]
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if icon and icon.GetTexture and icon:GetTexture() and icon:IsShown() then
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local point, relTo, relPoint, x, y = fontString:GetPoint(1)
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if point then
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fontString:SetPoint(point, relTo, relPoint, x + TAB_LABEL_OFFSET, y)
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end
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end
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end
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-- Guarded: the talent frame's tabs are CheckButtons, the wardrobe's
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-- category tabs aren't guaranteed to be, and hooksecurefunc errors
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-- outright on a method that doesn't exist.
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if tab.SetChecked then
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hooksecurefunc(tab, "SetChecked", OnTabChecked)
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end
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tab:HookScript("OnUpdate", UpdateTabArt)
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end
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self:StripTabArt(tab)
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BumpTabLevel(tab)
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end
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-- These frames are created on-demand by their owning addon, the instant the
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-- player first opens one -- a poll can't catch that before the native art gets
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-- a paint. ADDON_LOADED fires (synchronously, before control returns to
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-- whatever code calls :Show()) the moment that addon finishes loading, so
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-- skinning from it lands before the first-ever :Show(), killing the one-frame
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-- flicker a poll-based catch can't avoid. Confirmed in-game.
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function Skin:OnFrameAvailable(tryHook)
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if tryHook() then return end
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local loader = CreateFrame("Frame")
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loader:RegisterEvent("ADDON_LOADED")
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loader:SetScript("OnEvent", function(self)
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if tryHook() then
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self:UnregisterEvent("ADDON_LOADED")
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end
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end)
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end
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