--[[ ############################################################################## S V U I By: Failcoder ############################################################################## --]] --[[ GLOBALS ]]-- local _G = _G; local unpack = _G.unpack; local select = _G.select; --[[ ADDON ]]-- local SV = _G['SVUI']; local L = SV.L; local MOD = SV.Skins; local Schema = MOD.Schema; --[[ ########################################################## HELPERS ########################################################## ]]-- local function AdjustMapLevel() if InCombatLockdown()then return end local WorldMapFrame = _G.WorldMapFrame; WorldMapFrame:SetFrameStrata("HIGH"); WorldMapTooltip:SetFrameStrata("TOOLTIP"); WorldMapPlayerLower:SetFrameStrata("MEDIUM"); WorldMapPlayerLower:SetFrameStrata("FULLSCREEN"); WorldMapFrame:SetFrameLevel(1) WorldMapDetailFrame:SetFrameLevel(2) WorldMapArchaeologyDigSites:SetFrameLevel(3) end local function WorldMap_SmallView() local WorldMapFrame = _G.WorldMapFrame; WorldMapFrame.Panel:ClearAllPoints() WorldMapFrame.Panel:WrapPoints(WorldMapFrame, 4, 4) --WorldMapFrame.Panel.Panel:WrapPoints(WorldMapFrame.Panel) if(SVUI_WorldMapCoords) then SVUI_WorldMapCoords:SetPoint("BOTTOMLEFT", WorldMapFrame, "BOTTOMLEFT", 5, 5) end end local function WorldMap_FullView() local WorldMapFrame = _G.WorldMapFrame; --WorldMapFrame:ClearAllPoints() -- WorldMapFrame:SetPoint("TOP", SV.Screen, "TOP", 0, 0) WorldMapFrame.Panel:ClearAllPoints() local w, h = WorldMapDetailFrame:GetSize() WorldMapFrame.Panel:SetSize(w + 24, h + 98) WorldMapFrame.Panel:SetPoint("TOP", WorldMapFrame, "TOP", 0, 0) --WorldMapFrame.Panel.Panel:WrapPoints(WorldMapFrame.Panel) if(SVUI_WorldMapCoords) then SVUI_WorldMapCoords:SetPoint("BOTTOMLEFT", WorldMapFrame, "BOTTOMLEFT", 5, 5) end end local function StripQuestMapFrame() local WorldMapFrame = _G.WorldMapFrame; WorldMapFrame.BorderFrame:RemoveTextures(true) WorldMapFrame.BorderFrame.ButtonFrameEdge:SetTexture("") WorldMapFrame.BorderFrame.InsetBorderTop:SetTexture("") WorldMapFrame.BorderFrame.Inset:RemoveTextures(true) --print('test StripQuestMapFrame 1') WorldMapTitleButton:RemoveTextures(true) WorldMapFrameNavBar:RemoveTextures(true) WorldMapFrameNavBarOverlay:RemoveTextures(true) --print('test StripQuestMapFrame 2') QuestMapFrame:RemoveTextures(true) QuestMapFrame.DetailsFrame:RemoveTextures(true) QuestScrollFrame:RemoveTextures(true) --QuestScrollFrame.ViewAll:RemoveTextures(true) --print('test StripQuestMapFrame 3') QuestMapFrame.DetailsFrame.CompleteQuestFrame:RemoveTextures(true) QuestMapFrame.DetailsFrame.CompleteQuestFrame.CompleteButton:RemoveTextures(true) QuestMapFrame.DetailsFrame.BackButton:RemoveTextures(true) QuestMapFrame.DetailsFrame.AbandonButton:RemoveTextures(true) QuestMapFrame.DetailsFrame.ShareButton:RemoveTextures(true) QuestMapFrame.DetailsFrame.TrackButton:RemoveTextures(true) QuestMapFrame.DetailsFrame.RewardsFrame:RemoveTextures(true) --print('test StripQuestMapFrame 4') QuestMapFrame.DetailsFrame:SetStyle("Frame", "Paper") QuestMapFrame.DetailsFrame.CompleteQuestFrame.CompleteButton:SetStyle("Button") QuestMapFrame.DetailsFrame.BackButton:SetStyle("Button") QuestMapFrame.DetailsFrame.AbandonButton:SetStyle("Button") QuestMapFrame.DetailsFrame.ShareButton:SetStyle("Button") QuestMapFrame.DetailsFrame.TrackButton:SetStyle("Button") SV.API:Set("ScrollBar", QuestMapDetailsScrollFrame) SV.API:Set("Skin", QuestMapFrame.DetailsFrame.RewardsFrame, 0, -10, 0, 0) QuestScrollFrame:SetStyle("Frame", "Paper") --QuestScrollFrame.ViewAll:SetStyle("Button") --print('test StripQuestMapFrame 5') local detailWidth = QuestMapFrame.DetailsFrame.RewardsFrame:GetWidth() QuestMapFrame.DetailsFrame:ClearAllPoints() QuestMapFrame.DetailsFrame:SetPoint("BOTTOMRIGHT", QuestMapFrame, "BOTTOMRIGHT", 2, 0) QuestMapFrame.DetailsFrame:SetWidth(detailWidth) WorldMapFrameNavBar:ClearAllPoints() WorldMapFrameNavBar:SetPoint("TOPLEFT", WorldMapFrame.Panel, "TOPLEFT", 12, -26) WorldMapFrameTutorialButton:ClearAllPoints() WorldMapFrameTutorialButton:SetPoint("LEFT", WorldMapFrameNavBar.Panel, "RIGHT", -50, 0) end local function WorldMap_OnShow() local WorldMapFrame = _G.WorldMapFrame; if WORLDMAP_SETTINGS.size == WORLDMAP_FULLMAP_SIZE then WorldMap_FullView() elseif WORLDMAP_SETTINGS.size == WORLDMAP_WINDOWED_SIZE then WorldMap_SmallView() end -- WorldMap_SmallView() -- JV - 20160918 Fix error around expectation that SV.db.Maps exists which might not be so if SVUI_Maps is not be true if it's not loaded/installed if ((SV.Maps and SV.db.Maps) and not SV.db.Maps.tinyWorldMap) then BlackoutWorld:SetColorTexture(0,0,0,1) else BlackoutWorld:SetTexture("") end WorldMapFrameAreaLabel:SetShadowOffset(2, -2) WorldMapFrameAreaLabel:SetTextColor(0.90, 0.8294, 0.6407) WorldMapFrameAreaDescription:SetShadowOffset(2, -2) WorldMapZoneInfo:SetShadowOffset(2, -2) if InCombatLockdown() then return end AdjustMapLevel() end --[[ ########################################################## WORLDMAP MODR ########################################################## ]]-- local function WorldMapStyle() --print('test WorldMapStyle') if SV.db.Skins.blizzard.enable ~= true or SV.db.Skins.blizzard.worldmap ~= true then return end SV.API:Set("Window", WorldMapFrame, true, true) SV.API:Set("ScrollBar", QuestScrollFrame) SV.API:Set("ScrollBar", WorldMapQuestScrollFrame) SV.API:Set("ScrollBar", WorldMapQuestDetailScrollFrame, 4) SV.API:Set("ScrollBar", WorldMapQuestRewardScrollFrame, 4) --print('test WorldMapStyle 1') WorldMapDetailFrame:SetStyle("Frame", "Blackout") WorldMapFrameSizeDownButton:SetFrameLevel(999) WorldMapFrameSizeUpButton:SetFrameLevel(999) WorldMapFrameCloseButton:SetFrameLevel(999) --print('test WorldMapStyle 2') SV.API:Set("CloseButton", WorldMapFrameCloseButton) SV.API:Set("ArrowButton", WorldMapFrameSizeDownButton, "down") SV.API:Set("ArrowButton", WorldMapFrameSizeUpButton, "up") SV.API:Set("DropDown", WorldMapLevelDropDown) SV.API:Set("DropDown", WorldMapZoneMinimapDropDown) SV.API:Set("DropDown", WorldMapContinentDropDown) SV.API:Set("DropDown", WorldMapZoneDropDown) SV.API:Set("DropDown", WorldMapShowDropDown) --print('test WorldMapStyle 3') StripQuestMapFrame() --WorldMapFrame.UIElementsFrame:SetStyle("Frame", "Blackout") WorldMapFrame:HookScript("OnShow", WorldMap_OnShow) hooksecurefunc("WorldMap_ToggleSizeUp", WorldMap_OnShow) BlackoutWorld:SetParent(WorldMapFrame.Panel) --print('test WorldMapStyle 4') WorldMapFrameNavBar:ClearAllPoints() WorldMapFrameNavBar:SetPoint("TOPLEFT", WorldMapFrame.Panel, "TOPLEFT", 12, -26) WorldMapFrameNavBar:SetStyle("Frame", "Inset", true, 2, 2, 1) WorldMapFrameNavBarHomeButton:RemoveTextures(true) WorldMapFrameNavBarHomeButton:SetStyle("Button") WorldMapFrameTutorialButton:Die() --SV.API:Set("InfoButton", WorldMapFrameTutorialButton) --WorldMapFrameTutorialButton:SetPoint("LEFT", WorldMapFrameNavBar.Panel, "RIGHT", -50, 0) WorldMap_OnShow() end --[[ ########################################################## MOD LOADING ########################################################## ]]-- MOD:SaveCustomStyle(WorldMapStyle) --[[ function ArchaeologyDigSiteFrame_OnUpdate() WorldMapArchaeologyDigSites:DrawNone(); local numEntries = ArchaeologyMapUpdateAll(); for i = 1, numEntries do local blobID = ArcheologyGetVisibleBlobID(i); WorldMapArchaeologyDigSites:DrawBlob(blobID, true); end end ]]