Files
pfUI/skins/blizzard/character.lua
T
Brues 001e09c1b7 Pick cooldown timers per feature with one dropdown
Each feature's settings page now picks its own timers - None, Numbers,
Sweep, or Numbers And Sweep - in place of the "Show Numbers On", "Show
Sweep On" and "Reverse Sweep On" lists on Settings -> Cooldown. Unit
frames get theirs per frame again ("Buff And Debuff Timers" and
"Indicator Timers"), so party and pet can drop their numbers while the
target keeps them. The other dropdowns sit on Action Bars, Bags & Bank,
Buff/Debuff Icons, Totem Icons, Tooltip and Nameplates.

Settings -> Cooldown keeps the shared font, size, threshold, tenths and
colors, plus the timers of Spellbook And Character, Loss Of Control and
Other Addons, which have no page of their own.

CreateCooldown(parent, kind, config, key, name) reads its mode from
config[key]. The kind says only what it times: "spell" hides numbers on
the global cooldown, "aura" drains its sweep, "timer" fills it. The
reverse option is gone; the direction follows the kind.

The migration carries every old setting into its timers: the
C.cooldown kind tables, appearance.cd's foreign and Blizzard toggles,
the buff frame's sweep, the nameplate debuff options, and each unit
frame's timer text, sweep and "Show Time Left" from before the kinds,
so frames that had their own settings keep them. Reverse options are
dropped.
2026-11-02 16:07:41 -06:00

401 lines
14 KiB
Lua

pfUI:RegisterSkin("Character", function ()
local rawborder, border = GetBorderSize()
local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
-- Honor Tab
StripTextures(HonorFrame)
if ArenaFrame then
StripTextures(ArenaFrame)
for _, frame in pairs({'Arena', 'Honor'}) do
for i = 1, 2 do
local tab = _G[frame.."FrameTab"..i]
local lastTab = _G[frame.."FrameTab"..(i-1)]
if lastTab and lastTab:IsShown() then
tab:ClearAllPoints()
tab:SetPoint("LEFT", lastTab, "RIGHT", border*2 + 1, 0)
end
SkinTab(tab)
end
end
for i = 1, 3 do
local team = _G["ArenaFrameTeam"..i]
StripTextures(team)
CreateBackdrop(team)
end
end
HonorFrameProgressBar:SetStatusBarTexture(pfUI.media["img:bar"])
CreateBackdrop(HonorFrameProgressBar)
HonorFrameProgressBar:SetHeight(24)
local magicResTextureCords = {
{0.21875, 0.78125, 0.25, 0.3203125},
{0.21875, 0.78125, 0.0234375, 0.09375},
{0.21875, 0.78125, 0.13671875, 0.20703125},
{0.21875, 0.78125, 0.36328125, 0.43359375},
{0.21875, 0.78125, 0.4765625, 0.546875}
}
CreateBackdrop(CharacterFrame, nil, nil, .75)
CreateBackdropShadow(CharacterFrame)
CharacterFrame.backdrop:SetPoint("TOPLEFT", 10, -10)
CharacterFrame.backdrop:SetPoint("BOTTOMRIGHT", -30, 72)
CharacterFrame:SetHitRectInsets(10,30,10,72)
EnableMovable("CharacterFrame", CHARACTERFRAME_SUBFRAMES)
SkinCloseButton(CharacterFrameCloseButton, CharacterFrame.backdrop, -6, -6)
CharacterFrame:DisableDrawLayer("ARTWORK")
CharacterNameText:ClearAllPoints()
CharacterNameText:SetPoint("TOP", CharacterFrame.backdrop, "TOP", 0, -10)
CharacterFrameTab1:ClearAllPoints()
CharacterFrameTab1:SetPoint("TOPLEFT", CharacterFrame.backdrop, "BOTTOMLEFT", bpad, -(border + (border == 1 and 1 or 2)))
for i = 1, 5 do
local tab = _G["CharacterFrameTab"..i]
local lastTab = _G["CharacterFrameTab"..(i-1)]
if lastTab and lastTab:IsShown() then
tab:ClearAllPoints()
tab:SetPoint("LEFT", lastTab, "RIGHT", border*2 + 1, 0)
end
SkinTab(tab)
end
do -- Character Tab
local slots = {
"HeadSlot",
"NeckSlot",
"ShoulderSlot",
"BackSlot",
"ChestSlot",
"ShirtSlot",
"TabardSlot",
"WristSlot",
"HandsSlot",
"WaistSlot",
"LegsSlot",
"FeetSlot",
"Finger0Slot",
"Finger1Slot",
"Trinket0Slot",
"Trinket1Slot",
"MainHandSlot",
"SecondaryHandSlot",
"RangedSlot",
"AmmoSlot"
}
local function RefreshPetPosition()
CharacterFrameTab3:ClearAllPoints()
CharacterFrameTab3:SetPoint("LEFT", HasPetUI() and CharacterFrameTab2 or CharacterFrameTab1, "RIGHT", border*2 + 1, 0)
end
local function RefreshCharacterSlot(slot)
local slotId = slot:GetID()
local itemID = GetInventoryItemID("player", slotId)
if slot and slot.backdrop then
if itemID then
local isBroken = GetInventoryItemBroken("player", slotId)
local quality = GetInventoryItemQuality("player", slotId)
if isBroken then
slot.backdrop:SetBackdropBorderColor(0.9, 0, 0, 1)
elseif quality and quality > 0 then
local r, g, b = GetItemQualityColor(quality)
slot.backdrop:SetBackdropBorderColor(r, g, b, 1)
else
slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
end
if C.character.inventory.durability == "1" then
local current, maximum = GetInventoryItemDurability(slotId)
if current and maximum and maximum > 0 then
local pct = floor((current / maximum) * 100)
slot.durabilityText:SetText(pct .. "%")
local r, g, b = GetColorGradient(pct / 100)
slot.durabilityText:SetTextColor(r, g, b)
slot.durabilityText:Show()
else
slot.durabilityText:SetText("")
slot.durabilityText:Hide()
end
else
slot.durabilityText:SetText("")
slot.durabilityText:Hide()
end
else
slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
slot.durabilityText:SetText("")
slot.durabilityText:Hide()
end
if ShaguScore and itemID then
local itemLevel = C_Item.GetCurrentItemLevel({ equipmentSlotIndex = slotId })
local _, _, quality, _, _, _, _, _, itemSlot, _ = C_Item.GetItemInfo(itemID)
local score = ShaguScore:Calculate(itemSlot, quality, itemLevel)
if score and score > 0 and quality and quality > 0 then
local r,g,b = GetItemQualityColor(quality)
slot.scoreText:SetText(score)
slot.scoreText:SetTextColor(r, g, b, 1)
else
slot.scoreText:SetText("")
slot.scoreText:SetTextColor(1, 1, 1, 1)
end
else
slot.scoreText:SetText("")
slot.scoreText:SetTextColor(1, 1, 1, 1)
end
end
end
local function RefreshCharacterSlots()
for _, slotName in pairs(slots) do
local slot = _G["Character"..slotName]
RefreshCharacterSlot(slot)
end
end
hooksecurefunc("CharacterFrame_OnShow", function()
RefreshCharacterSlots()
RefreshPetPosition()
end)
hooksecurefunc("PaperDollItemSlotButton_Update", function()
if this:GetParent() == PaperDollFrame then
RefreshCharacterSlot(this)
end
end)
hooksecurefunc("PetTab_Update", RefreshPetPosition)
StripTextures(PaperDollFrame)
StripTextures(CharacterAttributesFrame)
StripTextures(CharacterResistanceFrame)
EnableModelControls(CharacterModelFrame)
CharacterModelFrameRotateLeftButton:Hide()
CharacterModelFrameRotateRightButton:Hide()
for i,c in pairs(magicResTextureCords) do
local magicResFrame = _G["MagicResFrame"..i]
magicResFrame:SetSize(26, 26)
CreateBackdrop(magicResFrame)
SetAllPointsOffset(magicResFrame.backdrop, magicResFrame, 2)
local icon = GetNoNameObject(magicResFrame, "Texture", "BACKGROUND", "ResistanceIcons")
SetAllPointsOffset(icon, magicResFrame, 3)
icon:SetTexCoord(c[1], c[2], c[3], c[4])
end
for _, slotName in pairs(slots) do
local frame = _G["Character"..slotName]
StripTextures(frame)
CreateBackdrop(frame)
SetAllPointsOffset(frame.backdrop, frame, 0)
HandleIcon(frame.backdrop, _G["Character"..slotName.."IconTexture"])
-- native cooldown frame in place of the template's indicator Model,
-- which has no countdown numbers. PaperDollItemSlotButton_Update reads
-- the "<button>Cooldown" global on every update. 1.12 binds a frame's
-- name only while that global is unset, so the global is rebound by
-- hand; the Model starts hidden and nothing reaches it after that
local cdname = "Character"..slotName.."Cooldown"
_G[cdname] = CreateCooldown(frame, "spell", C.cooldown, "blizzard_timers", cdname)
CreateFontString(frame, "scoreText", "OVERLAY", 12)
frame.scoreText:SetPoint("TOPRIGHT", 0, 0)
CreateFontString(frame, "durabilityText", "OVERLAY", 10)
frame.durabilityText:SetPoint("BOTTOM", 0, 2)
end
end
do -- Pet Tab
StripTextures(PetPaperDollFrame)
PetNameText:ClearAllPoints()
PetNameText:SetPoint("TOP", CharacterFrame.backdrop, "TOP", 0, -10)
EnableModelControls(PetModelFrame)
PetModelFrameRotateLeftButton:Hide()
PetModelFrameRotateRightButton:Hide()
PetPaperDollCloseButton:Hide()
StripTextures(PetAttributesFrame)
StripTextures(PetPaperDollFrameExpBar)
CreateBackdrop(PetPaperDollFrameExpBar, nil, true)
PetPaperDollFrameExpBar:SetStatusBarTexture(pfUI.media["img:bar"])
PetPaperDollFrameExpBar:ClearAllPoints()
PetPaperDollFrameExpBar:SetPoint("BOTTOM", PetModelFrame, "BOTTOM", 0, -120)
PetTrainingPointLabel:ClearAllPoints()
PetTrainingPointLabel:SetPoint("TOPLEFT", PetArmorFrame, "BOTTOMLEFT", 0, -16)
PetTrainingPointText:ClearAllPoints()
PetTrainingPointText:SetPoint("TOPRIGHT", PetArmorFrame, "BOTTOMRIGHT", 0, -16)
PetPaperDollPetInfo:ClearAllPoints()
PetPaperDollPetInfo:SetPoint("TOPLEFT", PetModelFrame, "TOPLEFT")
PetPaperDollPetInfo:SetFrameLevel(255)
PetResistanceFrame:ClearAllPoints()
PetResistanceFrame:SetPoint("TOPRIGHT", PetModelFrame, "TOPRIGHT")
for i,c in pairs(magicResTextureCords) do
local magicResFrame = _G["PetMagicResFrame"..i]
magicResFrame:SetSize(26, 26)
CreateBackdrop(magicResFrame)
SetAllPointsOffset(magicResFrame.backdrop, magicResFrame, 2)
local icon = GetNoNameObject(magicResFrame, "Texture", "BACKGROUND", "ResistanceIcons")
SetAllPointsOffset(icon, magicResFrame, 3)
icon:SetTexCoord(c[1], c[2], c[3], c[4])
end
end
do -- Reputation Tab
StripTextures(ReputationFrame)
for i = 1, NUM_FACTIONS_DISPLAYED do
local bar = _G["ReputationBar" .. i]
StripTextures(bar)
CreateBackdrop(bar)
bar:SetStatusBarTexture(pfUI.media["img:bar"])
local war = _G["ReputationBar"..i.."AtWarCheck"]
StripTextures(war)
war:SetSize(13, 13)
war:ClearAllPoints()
war:SetPoint("LEFT", bar.backdrop, "RIGHT", 6, 0)
war.icon = war:CreateTexture(nil, "OVERLAY")
war.icon:SetPoint("LEFT", -3, -8)
war.icon:SetTexture("Interface\\Buttons\\UI-CheckBox-SwordCheck")
SkinCollapseButton(_G["ReputationHeader"..i])
end
StripTextures(ReputationListScrollFrame)
SkinScrollbar(ReputationListScrollFrameScrollBar)
StripTextures(ReputationDetailFrame)
CreateBackdrop(ReputationDetailFrame, nil, nil, .75)
SkinCloseButton(ReputationDetailCloseButton, ReputationDetailFrame.backdrop, -6, -6)
ReputationDetailFrame:ClearAllPoints()
ReputationDetailFrame:SetPoint("TOPLEFT", CharacterFrame.backdrop, "TOPRIGHT", 2*border, 0)
SkinCheckbox(ReputationDetailAtWarCheckBox)
SkinCheckbox(ReputationDetailInactiveCheckBox)
SkinCheckbox(ReputationDetailMainScreenCheckBox)
-- Expand or collapse every header at once, as the Skills tab's button
-- does. It shows "+" while any header is collapsed.
local collapseAll = CreateFrame("Button", "pfReputationCollapseAllButton", ReputationFrame, "ReputationHeaderTemplate")
collapseAll:SetText(ALL)
collapseAll:SetWidth(collapseAll:GetTextWidth() + 20)
-- on the "Faction" label's row, in the headers' +/- column
collapseAll:SetPoint("LEFT", ReputationFrameFactionLabel, "LEFT", -43, 0)
collapseAll:SetScript("OnClick", function()
if this.isCollapsed then
ExpandAllFactionHeaders()
else
CollapseAllFactionHeaders()
end
end)
SkinCollapseButton(collapseAll, true)
-- GetFactionInfo, not C_Reputation.GetFactionDataByIndex: the latter
-- returns nil for the Other and Inactive headers.
hooksecurefunc("ReputationFrame_Update", function()
collapseAll.isCollapsed = nil
for i = 1, GetNumFactions() do
local _, _, _, _, _, _, _, _, isHeader, isCollapsed = GetFactionInfo(i)
if isHeader and isCollapsed then
collapseAll.isCollapsed = true
break
end
end
collapseAll:SetNormalTexture(collapseAll.isCollapsed and "Interface\\Buttons\\UI-PlusButton-Up" or "Interface\\Buttons\\UI-MinusButton-Up")
end)
-- Append "(N)" to each standing label where N is rep remaining to the
-- next reaction. Skip exalted (reaction 8) and effectively-capped bars.
-- Each bar's OnLeave handler (Blizzard's ReputationFrame.xml) restores
-- the FactionStanding text from `bar.standingText` on mouseout, so we
-- stash our augmented text there too — otherwise hovering a bar strips
-- the "(N)" suffix off.
hooksecurefunc("ReputationFrame_Update", function()
if C.character.reputation.repRequired ~= "1" then return end
local offset = FauxScrollFrame_GetOffset(ReputationListScrollFrame)
for i = 1, NUM_FACTIONS_DISPLAYED do
local standing = _G["ReputationBar"..i.."FactionStanding"]
if standing and standing:IsVisible() then
local faction = C_Reputation.GetFactionDataByIndex(offset + i)
if faction and faction.reaction and faction.reaction < 8 then
local repLeft = faction.nextReactionThreshold - faction.currentStanding
if repLeft > 1 then
standing:SetFormattedText("%s (%d)", standing:GetText(), repLeft)
standing:GetParent().standingText = standing:GetText()
end
end
end
end
end)
end
do -- Skills Tab
StripTextures(SkillFrame)
SkillFrameExpandButtonFrame:DisableDrawLayer("BACKGROUND")
SkillFrameCancelButton:Hide()
StripTextures(SkillFrameCollapseAllButton)
SkinCollapseButton(SkillFrameCollapseAllButton, true)
SkillFrameCollapseAllButton:ClearAllPoints()
SkillFrameCollapseAllButton:SetPoint("BOTTOMLEFT", SkillTypeLabel1, "TOPLEFT", 2, 2)
for i = 1, SKILLS_TO_DISPLAY do
local header = _G["SkillTypeLabel"..i]
StripTextures(header)
SkinCollapseButton(header)
StripTextures(_G["SkillRankFrame"..i.."Border"])
local frame = _G["SkillRankFrame" .. i]
local lastframe = _G["SkillRankFrame" .. i-1]
StripTextures(frame)
CreateBackdrop(frame)
if lastframe then
frame:ClearAllPoints()
frame:SetPoint("TOPLEFT", lastframe, "BOTTOMLEFT", 0, -6)
end
frame:SetStatusBarTexture(pfUI.media["img:bar"])
frame:SetHeight(12)
end
StripTextures(SkillListScrollFrame)
SkinScrollbar(SkillListScrollFrameScrollBar)
StripTextures(SkillDetailScrollFrame)
SkillDetailScrollFrameScrollBar:Hide()
SkillDetailScrollChildFrame:Hide()
SkillDetailCostText:SetParent(SkillDetailScrollFrame)
SkillDetailDescriptionText:SetParent(SkillDetailScrollFrame)
StripTextures(SkillDetailStatusBar)
CreateBackdrop(SkillDetailStatusBar)
SkillDetailStatusBar:SetStatusBarTexture(pfUI.media["img:bar"])
SkillDetailStatusBar:SetParent(SkillDetailScrollFrame)
StripTextures(SkillDetailStatusBarUnlearnButton)
SkillDetailStatusBarUnlearnButton:SetSize(20, 20)
SkillDetailStatusBarUnlearnButton:SetHitRectInsets(0,0,0,0)
SkillDetailStatusBarUnlearnButton:ClearAllPoints()
SkillDetailStatusBarUnlearnButton:SetPoint("LEFT", SkillDetailStatusBar, "RIGHT", 6, 0)
SkillDetailStatusBarUnlearnButton:SetPushedTexture(nil)
SkillDetailStatusBarUnlearnButton:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
end
end)