pfUI:RegisterSkin("Character", "vanilla:tbc", function () local rawborder, border = GetBorderSize() local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel() -- Compatibility if PlayerTitleDropDown then -- tbc, wotlk -- Character Tab SkinDropDown(PlayerTitleDropDown) PlayerTitleDropDown:SetPoint("TOP", CharacterLevelText, "BOTTOM", 0, -2) PlayerTitleDropDownText:SetPoint("LEFT", PlayerTitleDropDown.backdrop, "LEFT", 6, 2) SkinDropDown(PlayerStatFrameLeftDropDown) SkinDropDown(PlayerStatFrameRightDropDown) -- Honor Tab StripTextures(PVPFrame) else -- vanilla -- Honor Tab StripTextures(HonorFrame) HonorFrameProgressBar:SetStatusBarTexture(pfUI.media["img:bar"]) CreateBackdrop(HonorFrameProgressBar) HonorFrameProgressBar:SetHeight(24) end 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", nil, 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 link = GetInventoryItemLink("player", slotId) if slot and slot.backdrop then if link 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 else slot.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea) end if ShaguScore and link then local _, _, itemID = string.find(GetInventoryItemLink("player", slotId), "item:(%d+):%d+:%d+:%d+") local itemLevel = ShaguScore.Database[tonumber(itemID)] or 0 local _, _, quality, _, _, _, _, _, itemSlot, _ = 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 HookScript(CharacterFrame, "OnShow", function() RefreshCharacterSlots() RefreshPetPosition() if not this.hooked then hooksecurefunc("PaperDollItemSlotButton_Update", function() -- update only character slots! if string.find(this:GetName(), "^Character.-Slot$") then RefreshCharacterSlot(this) end end) hooksecurefunc("PetTab_Update", RefreshPetPosition) this.hooked = true end end) StripTextures(PaperDollFrame) StripTextures(CharacterAttributesFrame) StripTextures(CharacterResistanceFrame) EnableClickRotate(CharacterModelFrame) CharacterModelFrameRotateLeftButton:Hide() CharacterModelFrameRotateRightButton:Hide() for i,c in pairs(magicResTextureCords) do local magicResFrame = _G["MagicResFrame"..i] magicResFrame:SetWidth(26) magicResFrame:SetHeight(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"]) if not frame.scoreText then frame.scoreText = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal") frame.scoreText:SetFont(pfUI.font_default, 12, "OUTLINE") frame.scoreText:SetPoint("TOPRIGHT", 0, 0) end end end do -- Pet Tab StripTextures(PetPaperDollFrame) PetNameText:ClearAllPoints() PetNameText:SetPoint("TOP", CharacterFrame.backdrop, "TOP", 0, -10) EnableClickRotate(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:SetWidth(26) magicResFrame:SetHeight(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:SetWidth(13) war:SetHeight(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) 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:SetWidth(20) SkillDetailStatusBarUnlearnButton:SetHeight(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)