mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-22 15:46:56 +00:00
194 lines
6.4 KiB
Lua
194 lines
6.4 KiB
Lua
local slots = {
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"HeadSlot",
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"NeckSlot",
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"ShoulderSlot",
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"BackSlot",
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"ChestSlot",
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"ShirtSlot",
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"TabardSlot",
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"WristSlot",
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"HandsSlot",
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"WaistSlot",
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"LegsSlot",
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"FeetSlot",
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"Finger0Slot",
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"Finger1Slot",
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"Trinket0Slot",
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"Trinket1Slot",
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"MainHandSlot",
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"SecondaryHandSlot",
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"RangedSlot",
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}
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pfUI:RegisterSkin("Inspect", function ()
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local rawborder, border = GetBorderSize()
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local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
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HookAddonOrVariable("Blizzard_InspectUI", function()
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local cache = {}
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CreateBackdrop(InspectFrame, nil, nil, .75)
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CreateBackdropShadow(InspectFrame)
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InspectFrame.backdrop:SetPoint("TOPLEFT", 10, -10)
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InspectFrame.backdrop:SetPoint("BOTTOMRIGHT", -30, 72)
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InspectFrame:SetHitRectInsets(10,30,10,72)
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EnableMovable("InspectFrame", "Blizzard_InspectUI", INSPECTFRAME_SUBFRAMES)
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SkinCloseButton(InspectFrameCloseButton, InspectFrame.backdrop, -6, -6)
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InspectFrame:DisableDrawLayer("ARTWORK")
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InspectNameText:ClearAllPoints()
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InspectNameText:SetPoint("TOP", InspectFrame.backdrop, "TOP", 0, -10)
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-- Turtle WoW has up to 4 inspect tabs: Character, Honor, Arena, Talents
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for i = 1, 4 do
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local tab = _G["InspectFrameTab"..i]
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if tab then
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local lastTab = _G["InspectFrameTab"..(i-1)]
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tab:ClearAllPoints()
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if lastTab then
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tab:SetPoint("LEFT", lastTab, "RIGHT", border*2 + 1, 0)
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else
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tab:SetPoint("TOPLEFT", InspectFrame.backdrop, "BOTTOMLEFT", bpad, -(border + (border == 1 and 1 or 2)))
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end
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SkinTab(tab)
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end
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end
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do -- Character Tab
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StripTextures(InspectPaperDollFrame)
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EnableClickRotate(InspectModelFrame)
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local rotL = InspectModelRotateLeftButton or InspectModelFrameRotateLeftButton
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if rotL then rotL:Hide() end
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local rotR = InspectModelRotateRightButton or InspectModelFrameRotateRightButton
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if rotR then rotR:Hide() end
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for _, slot in pairs(slots) do
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local frame = _G["Inspect"..slot]
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StripTextures(frame)
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CreateBackdrop(frame)
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SetAllPointsOffset(frame.backdrop, frame, 0)
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HandleIcon(frame.backdrop, _G["Inspect"..slot.."IconTexture"])
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local funce = frame:GetScript("OnEnter")
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frame:SetScript("OnEnter", function()
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local bid = this:GetID()
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if not GetInventoryItemLink(InspectFrame.unit, this:GetID()) and this.hasItem then
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GameTooltip:SetOwner(this, "ANCHOR_TOPRIGHT")
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GameTooltip:SetHyperlink("item:"..cache[bid]["id"])
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GameTooltip:Show()
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else
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funce()
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end
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end)
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end
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local function ColorSlot(slot, id, itemID, vslot)
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local item = Item:CreateFromItemID(itemID)
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if item:IsItemEmpty() then return end
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item:ContinueOnItemLoad(function()
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if not InspectFrame.unit then return end
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if GetInventoryItemID(InspectFrame.unit, id) ~= itemID then return end
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local quality = item:GetItemQuality()
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if not quality then return end
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local r, g, b = GetItemQualityColor(quality)
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slot.backdrop:SetBackdropBorderColor(r, g, b)
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if ShaguScore then
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if not slot.scoreText then
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slot.scoreText = slot:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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slot.scoreText:SetFont(pfUI.font_default, 12, "OUTLINE")
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slot.scoreText:SetPoint("TOPRIGHT", 0, 0)
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end
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local itemLevel = ShaguScore.Database[itemID] or 0
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local score = ShaguScore:Calculate(vslot, quality, itemLevel)
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if score and score > 0 then
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slot.scoreText:SetText(score)
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slot.scoreText:SetTextColor(r, g, b)
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else
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slot.scoreText:SetText("")
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end
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end
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end)
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end
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local function UpdateSlots()
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if not InspectFrame.unit then return end
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local guild, title = GetGuildInfo(InspectFrame.unit)
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if guild then
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InspectGuildText:SetPoint("TOP", InspectLevelText, "BOTTOM", 0, -1)
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InspectGuildText:SetText(format(TEXT(GUILD_TITLE_TEMPLATE), title, guild))
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InspectGuildText:Show()
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else
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InspectGuildText:SetText("")
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InspectGuildText:Hide()
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end
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for _, vslot in pairs(slots) do
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local id = GetInventorySlotInfo(vslot)
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local itemID = GetInventoryItemID(InspectFrame.unit, id)
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local slot = _G["Inspect" .. vslot]
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if itemID then
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ColorSlot(slot, id, itemID, vslot)
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elseif not slot.hasItem then
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-- genuinely empty slot: reset to a plain backdrop
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CreateBackdrop(slot)
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SetAllPointsOffset(slot.backdrop, slot, 0)
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if slot.scoreText then
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slot.scoreText:SetText("")
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end
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end
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end
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end
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hooksecurefunc("InspectPaperDollItemSlotButton_Update", function(button)
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local bid = button:GetID()
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local itemID = GetInventoryItemID(InspectFrame.unit, bid)
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if itemID then
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cache[bid] = cache[bid] or {}
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cache[bid]["id"] = itemID
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cache[bid]["tex"] = GetInventoryItemTexture(InspectFrame.unit, button:GetID())
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cache[bid]["count"] = GetInventoryItemCount(InspectFrame.unit, button:GetID())
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cache[bid]["name"] = UnitName(InspectFrame.unit)
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elseif cache[bid] and UnitName(InspectFrame.unit) == cache[bid].name then
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-- restore cache information
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SetItemButtonTexture(button, cache[bid]["tex"])
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SetItemButtonCount(button, cache[bid]["count"])
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button.hasItem = 1
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end
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UpdateSlots()
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end)
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end
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do -- Honor Tab
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StripTextures(InspectHonorFrame)
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if InspectArenaFrame then
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StripTextures(InspectArenaFrame)
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for i = 1, 3 do
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local team = _G["InspectArenaFrameTeam"..i]
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StripTextures(team)
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CreateBackdrop(team)
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end
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end
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CreateBackdrop(InspectHonorFrameProgressBar)
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InspectHonorFrameProgressBar:SetStatusBarTexture(pfUI.media["img:bar"])
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InspectHonorFrameProgressBar:SetHeight(24)
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end
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-- NOTE: Turtle WoW's Talent tab (InspectTalentsFrame / TWTalentFrame) is
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-- skinned in modules/turtle-wow.lua, which activates once this skin is
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-- registered (it gates on pfUI.skin["Inspect"]).
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end)
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end)
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