fix: item mark icon

This commit is contained in:
Vati
2026-02-28 01:58:57 +04:00
parent 184d461e3e
commit 7b87c7f5a0
7 changed files with 137 additions and 154 deletions
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+23 -1
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@@ -1032,8 +1032,9 @@ function CategoryManager:CategorizeItem(itemData, bagID, slotID, isOtherChar)
cacheMisses = cacheMisses + 1 cacheMisses = cacheMisses + 1
-- Check item overrides first (flat map: itemID -> categoryId) -- Check item overrides first (flat map: itemID -> categoryId)
local itemID
if itemData and itemData.link then if itemData and itemData.link then
local itemID = addon.Modules.Utils:ExtractItemID(itemData.link) itemID = addon.Modules.Utils:ExtractItemID(itemData.link)
if itemID then if itemID then
local cats = self:GetCategories() local cats = self:GetCategories()
if cats.itemOverrides then if cats.itemOverrides then
@@ -1051,6 +1052,27 @@ function CategoryManager:CategorizeItem(itemData, bagID, slotID, isOtherChar)
end end
end end
-- Equipment set categories (higher priority than rule-based matching)
if itemID and addon.Modules.EquipmentSets then
local showEquipSets = addon.Modules.DB:GetSetting("showEquipSetCategories")
if showEquipSets ~= false then
if addon.Modules.EquipmentSets:IsInSet(itemID) then
local setNames = addon.Modules.EquipmentSets:GetSetNames(itemID)
if setNames and table.getn(setNames) > 0 then
table.sort(setNames)
local catId = "EquipSet:" .. setNames[1]
local catDef = self:GetCategory(catId)
if catDef and catDef.enabled then
if cacheKey then
categoryCache[cacheKey] = catId
end
return catId
end
end
end
end
end
local sortedCats = self:GetCategoriesByPriority() local sortedCats = self:GetCategoriesByPriority()
-- Debug: show white item categorization -- Debug: show white item categorization
+92 -146
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@@ -148,6 +148,41 @@ local function HideInnerShadow(shadow)
shadow.right:Hide() shadow.right:Hide()
end end
--=====================================================
-- Quality/Quest Border — uses a second UI-EmptySlot
-- texture (QualityRing) placed slightly larger behind
-- the normal EmptySlotBg. The 2px gap between them
-- creates a thin rounded border ring, since both share
-- the same rounded corner artwork.
--=====================================================
local QUALITY_RING_EXTEND = 11 -- QualityRing extends 11px past button
local SLOT_BG_EXTEND = 9 -- EmptySlotBg extends 9px past button (2px visible border)
-- Show quality ring with color
local function TintSlotBorder(button, r, g, b)
local ring = getglobal(button:GetName().."_QualityRing")
if ring then
ring:ClearAllPoints()
ring:SetPoint("TOPLEFT", button, "TOPLEFT", -QUALITY_RING_EXTEND, QUALITY_RING_EXTEND)
ring:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", QUALITY_RING_EXTEND, -QUALITY_RING_EXTEND)
ring:SetTexCoord(0, 1, 0, 1)
ring:SetVertexColor(r, g, b)
ring:SetAlpha(1)
ring:Show()
button._borderTinted = true
end
end
-- Hide quality ring
local function ResetSlotBorder(button)
if not button._borderTinted then return end
local ring = getglobal(button:GetName().."_QualityRing")
if ring then
ring:Hide()
button._borderTinted = false
end
end
--===================================================== --=====================================================
-- Junk Icon Pool (Baganator-inspired memory optimization) -- Junk Icon Pool (Baganator-inspired memory optimization)
-- Uses frame pooling to avoid creating new frames per button -- Uses frame pooling to avoid creating new frames per button
@@ -448,22 +483,6 @@ function Guda_ItemButton_OnLoad(self)
self.isBank = false self.isBank = false
self.otherChar = nil self.otherChar = nil
-- Create backdrop for quality border with rounded corners
-- Will be positioned relative to icon later
if not self.qualityBorder then
local backdrop = CreateFrame("Frame", nil, self)
backdrop:SetFrameLevel(self:GetFrameLevel() + 5)
backdrop:SetBackdrop({
bgFile = nil,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
edgeSize = 12,
insets = {left = 4, right = 4, top = 4, bottom = 4}
})
backdrop:SetBackdropBorderColor(0, 0, 0, 0) -- Hidden by default
backdrop:Hide()
self.qualityBorder = backdrop
end
-- Create inner shadow for quality color glow (anchored to icon texture) -- Create inner shadow for quality color glow (anchored to icon texture)
if not self.innerShadow then if not self.innerShadow then
local iconTex = getglobal(self:GetName() .. "IconTexture") local iconTex = getglobal(self:GetName() .. "IconTexture")
@@ -472,21 +491,6 @@ function Guda_ItemButton_OnLoad(self)
end end
end end
-- Create quest item border (golden, higher priority than quality border)
if not self.questBorder then
local questBackdrop = CreateFrame("Frame", nil, self)
questBackdrop:SetFrameLevel(self:GetFrameLevel() + 6) -- Higher than quality border
questBackdrop:SetBackdrop({
bgFile = nil,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
edgeSize = 12,
insets = {left = 4, right = 4, top = 4, bottom = 4}
})
questBackdrop:SetBackdropBorderColor(1.0, 0.82, 0, 1) -- Golden color
questBackdrop:Hide()
self.questBorder = questBackdrop
end
-- Create quest icon overlay (exclamation mark in corner) -- Create quest icon overlay (exclamation mark in corner)
if not self.questIcon then if not self.questIcon then
local iconFrame = CreateFrame("Frame", nil, self) local iconFrame = CreateFrame("Frame", nil, self)
@@ -633,9 +637,8 @@ end
-- Reset all visual state on a button (for reuse from pool) -- Reset all visual state on a button (for reuse from pool)
local function ResetButtonVisualState(self) local function ResetButtonVisualState(self)
if self.questBorder then self.questBorder:Hide() end
if self.questIcon then self.questIcon:Hide() end if self.questIcon then self.questIcon:Hide() end
if self.qualityBorder then self.qualityBorder:Hide() end ResetSlotBorder(self)
HideInnerShadow(self.innerShadow) HideInnerShadow(self.innerShadow)
if self.unusableOverlay then self.unusableOverlay:Hide() end if self.unusableOverlay then self.unusableOverlay:Hide() end
HideJunkIcon(self) HideJunkIcon(self)
@@ -739,10 +742,12 @@ end
local function UpdateEmptySlotBackground(self, emptySlotBg, iconSize) local function UpdateEmptySlotBackground(self, emptySlotBg, iconSize)
if not emptySlotBg then return end if not emptySlotBg then return end
-- Extend 9px past button edges so the rounded corners of UI-EmptySlot
-- cover the square corners of the icon texture (same as GudaBags)
emptySlotBg:ClearAllPoints() emptySlotBg:ClearAllPoints()
emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", 0, 0) emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -9, 9)
emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 0, 0) emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 9, -9)
emptySlotBg:SetTexCoord(0.17, 0.83, 0.17, 0.83) emptySlotBg:SetTexCoord(0, 1, 0, 1)
end end
-- Resize texture elements to match button size -- Resize texture elements to match button size
@@ -800,23 +805,9 @@ local function PositionIconAndBorders(self, iconSize)
iconTexture:SetPoint("CENTER", self, "CENTER", 0, 0) iconTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
iconTexture:SetWidth(iconDisplaySize) iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize) iconTexture:SetHeight(iconDisplaySize)
iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92) iconTexture:SetTexCoord(0, 1, 0, 1)
iconTexture:Show() iconTexture:Show()
-- Position quality border around the icon
if self.qualityBorder then
self.qualityBorder:ClearAllPoints()
self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
end
-- Position quest border around the icon
if self.questBorder then
self.questBorder:ClearAllPoints()
self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
end
-- Position quest icon in top-right corner -- Position quest icon in top-right corner
if self.questIcon then if self.questIcon then
local questIconSize = math.max(12, math.min(20, iconSize * 0.35)) local questIconSize = math.max(12, math.min(20, iconSize * 0.35))
@@ -827,12 +818,10 @@ local function PositionIconAndBorders(self, iconSize)
end end
end end
-- Update quality border display -- Update quality border display (tints the EmptySlotBg)
local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils) local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils)
if not self.qualityBorder then return end
if not itemQuality then if not itemQuality then
self.qualityBorder:Hide() ResetSlotBorder(self)
HideInnerShadow(self.innerShadow) HideInnerShadow(self.innerShadow)
return return
end end
@@ -869,11 +858,10 @@ local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils)
r, g, b = 1, 1, 1 r, g, b = 1, 1, 1
end end
end end
self.qualityBorder:SetBackdropBorderColor(r, g, b, 1) TintSlotBorder(self, r, g, b)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, r, g, b) ShowInnerShadow(self.innerShadow, r, g, b)
else else
self.qualityBorder:Hide() ResetSlotBorder(self)
HideInnerShadow(self.innerShadow) HideInnerShadow(self.innerShadow)
end end
end end
@@ -933,13 +921,10 @@ local function ClearItemButton(self, emptySlotBg, countText, bagID)
if countText then countText:Hide() end if countText then countText:Hide() end
if self.qualityBorder then ResetSlotBorder(self)
self.qualityBorder:Hide() HideInnerShadow(self.innerShadow)
HideInnerShadow(self.innerShadow)
end
-- Hide quest elements -- Hide quest elements
if self.questBorder then self.questBorder:Hide() end
if self.questIcon then self.questIcon:Hide() end if self.questIcon then self.questIcon:Hide() end
end end
@@ -1014,7 +999,6 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
-- Set count -- Set count
if SetItemButtonCount then SetItemButtonCount(self, displayCount or 1) end if SetItemButtonCount then SetItemButtonCount(self, displayCount or 1) end
if emptySlotBg then emptySlotBg:Hide() end
-- Update cooldown overlay for live items -- Update cooldown overlay for live items
if not self.isReadOnly and not self.otherChar and Guda_ItemButton_UpdateCooldown then if not self.isReadOnly and not self.otherChar and Guda_ItemButton_UpdateCooldown then
@@ -1055,12 +1039,12 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
end end
end end
-- Resize empty slot background to fill the full button -- Extend empty slot bg 9px past button edges for rounded corner coverage
if emptySlotBg then if emptySlotBg then
emptySlotBg:ClearAllPoints() emptySlotBg:ClearAllPoints()
emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", 0, 0) emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -9, 9)
emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 0, 0) emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 9, -9)
emptySlotBg:SetTexCoord(0.17, 0.83, 0.17, 0.83) emptySlotBg:SetTexCoord(0, 1, 0, 1)
end end
-- Also resize the underlying slot textures so the border/background scale with the button. -- Also resize the underlying slot textures so the border/background scale with the button.
@@ -1212,19 +1196,10 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
normalBorder:SetTexture("") normalBorder:SetTexture("")
end end
-- Show bag pattern background behind items as well -- Always show slot background so rounded corners cover the icon
if emptySlotBg then if emptySlotBg then
local slotAlpha = 0.3 emptySlotBg:Show()
if addon.Modules and addon.Modules.Theme then emptySlotBg:SetAlpha(1)
local sa = addon.Modules.Theme:GetValue("slotBgAlpha")
if sa then slotAlpha = sa.filled end
end
if slotAlpha > 0 then
emptySlotBg:Show()
emptySlotBg:SetAlpha(slotAlpha)
else
emptySlotBg:Hide()
end
end end
-- Check if item is junk and get category mark using the CategoryManager -- Check if item is junk and get category mark using the CategoryManager
@@ -1253,16 +1228,16 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
self.categoryMarkIcon = self:CreateTexture(nil, "OVERLAY") self.categoryMarkIcon = self:CreateTexture(nil, "OVERLAY")
end end
-- Size relative to icon (roughly 40% of icon display size) -- Size relative to icon (roughly 40% of icon display size)
local markSize = math.max(10, math.floor(iconSize * 0.3)) local markSize = math.max(10, math.floor(iconSize * 0.3)) + 1
local shadowSize = markSize + 2 local shadowSize = markSize + 2
self.categoryMarkShadow:SetWidth(shadowSize) self.categoryMarkShadow:SetWidth(shadowSize)
self.categoryMarkShadow:SetHeight(shadowSize) self.categoryMarkShadow:SetHeight(shadowSize)
self.categoryMarkShadow:ClearAllPoints() self.categoryMarkShadow:ClearAllPoints()
self.categoryMarkShadow:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", -1, -1) self.categoryMarkShadow:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 1, 1)
self.categoryMarkIcon:SetWidth(markSize) self.categoryMarkIcon:SetWidth(markSize)
self.categoryMarkIcon:SetHeight(markSize) self.categoryMarkIcon:SetHeight(markSize)
self.categoryMarkIcon:ClearAllPoints() self.categoryMarkIcon:ClearAllPoints()
self.categoryMarkIcon:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 0, 0) self.categoryMarkIcon:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 2, 2)
self.categoryMarkShadow:SetTexture(categoryMarkTexture) self.categoryMarkShadow:SetTexture(categoryMarkTexture)
self.categoryMarkShadow:Show() self.categoryMarkShadow:Show()
self.categoryMarkIcon:SetTexture(categoryMarkTexture) self.categoryMarkIcon:SetTexture(categoryMarkTexture)
@@ -1301,8 +1276,9 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
countText:Hide() countText:Hide()
end end
-- Set quality border and inner shadow -- Set quality border (tint slot bg) and inner shadow
if self.qualityBorder then do
local borderApplied = false
if itemQuality then if itemQuality then
-- Check settings to determine if we should show borders -- Check settings to determine if we should show borders
local showEquipmentBorder, showOtherBorder local showEquipmentBorder, showOtherBorder
@@ -1311,13 +1287,8 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther") showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther")
end end
-- Default to true if settings not found if showEquipmentBorder == nil then showEquipmentBorder = true end
if showEquipmentBorder == nil then if showOtherBorder == nil then showOtherBorder = true end
showEquipmentBorder = true
end
if showOtherBorder == nil then
showOtherBorder = true
end
-- Check if item is equipment -- Check if item is equipment
local isEquipment = false local isEquipment = false
@@ -1325,11 +1296,9 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
isEquipment = Utils:IsEquipment(itemLink) isEquipment = Utils:IsEquipment(itemLink)
end end
-- Determine if we should show the border based on item type and settings
local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder) local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder)
if shouldShowBorder then if shouldShowBorder then
-- Use the item link's title color directly (matches what the player sees)
local r, g, b local r, g, b
if itemLink and Utils and Utils.GetLinkColor then if itemLink and Utils and Utils.GetLinkColor then
r, g, b = Utils:GetLinkColor(itemLink) r, g, b = Utils:GetLinkColor(itemLink)
@@ -1341,38 +1310,34 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
r, g, b = 1, 1, 1 r, g, b = 1, 1, 1
end end
end end
self.qualityBorder:SetBackdropBorderColor(r, g, b, 1) TintSlotBorder(self, r, g, b)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, r, g, b) ShowInnerShadow(self.innerShadow, r, g, b)
else borderApplied = true
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
end end
else end
self.qualityBorder:Hide()
-- Quest items override with golden border
if not self.otherChar and not self.isReadOnly then
local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData)
Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
if isQuest then
TintSlotBorder(self, 1.0, 0.82, 0)
ShowInnerShadow(self.innerShadow, 1.0, 0.82, 0)
borderApplied = true
end
if self.questIcon then
if isQuest then
self.questIcon:Show()
else
self.questIcon:Hide()
end
end
end
if not borderApplied then
ResetSlotBorder(self)
HideInnerShadow(self.innerShadow) HideInnerShadow(self.innerShadow)
end end
end
if not self.otherChar and not self.isReadOnly then
local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData)
-- Update quest icon with the appropriate texture
Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
if self.questBorder then
if isQuest then
self.questBorder:Show()
else
self.questBorder:Hide()
end
end
if self.questIcon then
if isQuest then
self.questIcon:Show()
else
self.questIcon:Hide()
end
end
end end
-- Handle tracking toggle on click -- Handle tracking toggle on click
@@ -1418,16 +1383,11 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
countText:Hide() countText:Hide()
-- Show border for empty keyring slots -- Reset slot border and hide inner shadow for empty slots
if self.qualityBorder then ResetSlotBorder(self)
self.qualityBorder:Hide() HideInnerShadow(self.innerShadow)
HideInnerShadow(self.innerShadow)
end
-- Hide quest border and icon for empty slots -- Hide quest icon for empty slots
if self.questBorder then
self.questBorder:Hide()
end
if self.questIcon then if self.questIcon then
self.questIcon:Hide() self.questIcon:Hide()
end end
@@ -1451,23 +1411,9 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
iconTexture:SetWidth(iconDisplaySize) iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize) iconTexture:SetHeight(iconDisplaySize)
-- Crop icon edges slightly -- Crop icon edges slightly
iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92) iconTexture:SetTexCoord(0, 1, 0, 1)
iconTexture:Show() iconTexture:Show()
-- Position quality border around the icon
if self.qualityBorder then
self.qualityBorder:ClearAllPoints()
self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
end
-- Position quest border around the icon
if self.questBorder then
self.questBorder:ClearAllPoints()
self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
end
-- Position quest icon in top-right corner -- Position quest icon in top-right corner
if self.questIcon then if self.questIcon then
-- Scale icon size based on button size -- Scale icon size based on button size
+10 -1
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@@ -7,7 +7,16 @@
</Size> </Size>
<Layers> <Layers>
<!-- Empty slot background texture (classic bag pattern) --> <!-- Quality color ring (slightly larger UI-EmptySlot behind the normal one) -->
<Layer level="BACKGROUND" textureSubLevel="-1">
<Texture name="$parent_QualityRing" file="Interface\Buttons\UI-EmptySlot" hidden="true">
<Anchors>
<Anchor point="TOPLEFT"/>
<Anchor point="BOTTOMRIGHT"/>
</Anchors>
</Texture>
</Layer>
<!-- Empty slot background texture (classic bag pattern, covers center of quality ring) -->
<Layer level="BACKGROUND"> <Layer level="BACKGROUND">
<Texture name="$parent_EmptySlotBg" file="Interface\Buttons\UI-EmptySlot" hidden="false"> <Texture name="$parent_EmptySlotBg" file="Interface\Buttons\UI-EmptySlot" hidden="false">
<Anchors> <Anchors>
+6 -1
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@@ -298,7 +298,12 @@ function MailboxFrame:DisplayItems(items, charFullName, totalMails)
icon:SetTexCoord(0.08, 0.92, 0.08, 0.92) icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
icon:Show() icon:Show()
end end
if itemButton.qualityBorder then itemButton.qualityBorder:Hide() end -- Hide quality ring for mail items
if itemButton._borderTinted then
local ring = getglobal(itemButton:GetName().."_QualityRing")
if ring then ring:Hide() end
itemButton._borderTinted = false
end
end end
row:Show() row:Show()
+2 -1
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@@ -1611,6 +1611,7 @@ local MARK_ICONS = {
"Interface\\AddOns\\Guda\\Assets\\fav", "Interface\\AddOns\\Guda\\Assets\\fav",
"Interface\\AddOns\\Guda\\Assets\\combat", "Interface\\AddOns\\Guda\\Assets\\combat",
"Interface\\AddOns\\Guda\\Assets\\Cog", "Interface\\AddOns\\Guda\\Assets\\Cog",
"Interface\\AddOns\\Guda\\Assets\\guild",
} }
local RULE_ROW_HEIGHT = 28 local RULE_ROW_HEIGHT = 28
local MAX_RULES = 22 local MAX_RULES = 22
@@ -1686,7 +1687,7 @@ function Guda_CategoryEditor_OnLoad(self)
local MARK_BTN_SPACING = 6 local MARK_BTN_SPACING = 6
local markLabel = self:CreateFontString("Guda_CategoryEditor_MarkLabel", "OVERLAY", "GameFontNormalSmall") local markLabel = self:CreateFontString("Guda_CategoryEditor_MarkLabel", "OVERLAY", "GameFontNormalSmall")
markLabel:SetPoint("TOPLEFT", self, "TOPLEFT", 20, -68) markLabel:SetPoint("TOPLEFT", self, "TOPLEFT", 20, -78)
markLabel:SetText("Mark:") markLabel:SetText("Mark:")
markLabel:SetTextColor(0.7, 0.7, 0.7) markLabel:SetTextColor(0.7, 0.7, 0.7)
+4 -4
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@@ -946,7 +946,7 @@
<Anchors> <Anchors>
<Anchor point="TOPLEFT"> <Anchor point="TOPLEFT">
<Offset> <Offset>
<AbsDimension x="100" y="-97"/> <AbsDimension x="100" y="-107"/>
</Offset> </Offset>
</Anchor> </Anchor>
</Anchors> </Anchors>
@@ -979,12 +979,12 @@
<!-- Rules ScrollFrame --> <!-- Rules ScrollFrame -->
<ScrollFrame name="Guda_CategoryEditor_RulesScrollFrame" inherits="FauxScrollFrameTemplate"> <ScrollFrame name="Guda_CategoryEditor_RulesScrollFrame" inherits="FauxScrollFrameTemplate">
<Size> <Size>
<AbsDimension x="335" y="260"/> <AbsDimension x="335" y="250"/>
</Size> </Size>
<Anchors> <Anchors>
<Anchor point="TOPLEFT"> <Anchor point="TOPLEFT">
<Offset> <Offset>
<AbsDimension x="20" y="-150"/> <AbsDimension x="20" y="-160"/>
</Offset> </Offset>
</Anchor> </Anchor>
</Anchors> </Anchors>
@@ -1013,7 +1013,7 @@
<Anchors> <Anchors>
<Anchor point="TOPRIGHT"> <Anchor point="TOPRIGHT">
<Offset> <Offset>
<AbsDimension x="-20" y="-132"/> <AbsDimension x="-20" y="-142"/>
</Offset> </Offset>
</Anchor> </Anchor>
</Anchors> </Anchors>