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local _detalhes = _G._detalhes
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
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--> local pointers
local _pairs = pairs --lua locals
local _math_floor = math.floor --lua locals
local _UnitAura = UnitAura
local _
local gump = _detalhes.gump --details local
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--> constants
local modo_alone = _detalhes._detalhes_props["MODO_ALONE"]
local modo_grupo = _detalhes._detalhes_props["MODO_GROUP"]
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--> internal functions
--> When a combat start
function _detalhes:UpdateSolo()
local SoloInstance = _detalhes.tabela_instancias[_detalhes.solo]
_detalhes.SoloTables.CombatIDLast = _detalhes.SoloTables.CombatID
_detalhes.SoloTables.CombatID = _detalhes:NumeroCombate()
_detalhes.SoloTables.Attribute = SoloInstance.atributo
end
function _detalhes:CreateSoloCloseButton()
local plugin, frame = self, self.Frame
local button = CreateFrame ("Button", nil, frame, "UIPanelCloseButton")
button:SetScript ("OnClick", function()
if (not button.close_confirmation) then
button.close_confirmation = gump:CreateSimplePanel (button, 296, 60, "", plugin.real_name .. "CloseConfirmation")
button.close_confirmation:SetPoint ("center", frame, 0, 0)
_G [button.close_confirmation:GetName() .. "TitleBar"]:Hide()
local fade_background = button.close_confirmation:CreateTexture (nil, "background")
fade_background:SetPoint ("topleft", frame, 0, 0)
fade_background:SetPoint ("bottomright", frame, 0, 0)
fade_background:SetTexture (0, 0, 0, 0.7)
local close_func = function()
local instance = plugin:GetPluginInstance()
instance:ShutDown()
button.close_confirmation:Hide()
end
local group_func = function()
local instance = plugin:GetPluginInstance()
instance:AlteraModo (instance, DETAILS_MODE_GROUP)
button.close_confirmation:Hide()
instance.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(instance.baseframe.cabecalho.modo_selecao)
end
local close_window = gump:NewButton (button.close_confirmation, nil, "$parentCloseWindowButton", "CloseWindowButton", 140, 20, close_func, nil, nil, nil, Loc ["STRING_MENU_CLOSE_INSTANCE"], 1, gump:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
local back_to_group_and_raid = gump:NewButton (button.close_confirmation, nil, "$parentBackToGroupButton", "BackToGroupButton", 140, 20, group_func, nil, nil, nil, Loc ["STRING_SWITCH_TO"] .. ": " .. Loc ["STRING_MODE_GROUP"], 2, gump:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
close_window:SetIcon ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]], nil, nil, nil, {0.143125, 0.8653125, 0.1446875, 0.8653125}, nil, nil, 2)
back_to_group_and_raid:SetIcon ([[Interface\AddOns\Details\images\modo_icones]], nil, nil, nil, {32/256, 32/256*2, 0, 1}, nil, nil, 2)
close_window:SetPoint ("topleft", 3, -4)
close_window:SetPoint ("bottomright", -3, 31)
back_to_group_and_raid:SetPoint ("topleft", 3, -31)
back_to_group_and_raid:SetPoint ("bottomright", -3, 4)
end
button.close_confirmation:Show()
end)
button:SetWidth (20)
button:SetHeight (20)
--button:GetNormalTexture():SetDesaturated (true)
return button
end
--> enable and disable Solo Mode for an Instance
function _detalhes:SoloMode (show)
if (show) then
--> salvar a janela normal
if (self.mostrando ~= "solo") then --> caso o addon tenha ligado ja no painel solo, n�o precisa rodar isso aqui
self:SaveMainWindowPosition()
if (self.rolagem) then
self:EsconderScrollBar() --> hida a scrollbar
end
self.need_rolagem = false
self.baseframe:EnableMouseWheel (false)
Details.FadeHandler.Fader (self, 1, nil, "barras") --> escondendo a janela da inst�ncia [inst�ncia [force hide [velocidade [hidar o que]]]]
self.mostrando = "solo"
end
_detalhes.SoloTables.instancia = self
--> default plugin
if (not _detalhes.SoloTables.built) then
gump:PrepareSoloMode (self)
end
self.modo = _detalhes._detalhes_props["MODO_ALONE"]
_detalhes.solo = self.meu_id
--self:AtualizaSliderSolo (0)
if (not self.posicao.solo.w) then --> primeira vez que o solo mode � executado nessa inst�ncia
self.baseframe:SetWidth (300)
self.baseframe:SetHeight (300)
self:SaveMainWindowPosition()
else
self:RestoreMainWindowPosition()
local w, h = self:GetSize()
if (w ~= 300 or h ~= 300) then
self.baseframe:SetWidth (300)
self.baseframe:SetHeight (300)
self:SaveMainWindowPosition()
end
end
local first_enabled_plugin, first_enabled_plugin_index
for index, plugin in ipairs (_detalhes.SoloTables.Plugins) do
if (plugin.__enabled) then
first_enabled_plugin = plugin
first_enabled_plugin_index = index
end
end
if (not first_enabled_plugin) then
_detalhes:WaitForSoloPlugin (self)
else
if (not _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode]) then
_detalhes.SoloTables.Mode = first_enabled_plugin_index
end
_detalhes.SoloTables:switch (nil, _detalhes.SoloTables.Mode)
end
else
--print ("--------------------------------")
--print (debugstack())
if (_detalhes.PluginCount.SOLO > 0) then
local solo_frame = _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame
if (solo_frame) then
_detalhes.SoloTables:switch()
end
end
_detalhes.solo = nil --> destranca a janela solo para ser usada em outras inst�ncias
self.mostrando = "normal"
self:RestoreMainWindowPosition()
if (_G.DetailsWaitForPluginFrame:IsShown()) then
_detalhes:CancelWaitForPlugin()
end
Details.FadeHandler.Fader (self, 1, nil, "barras")
Details.FadeHandler.Fader (self.scroll, 0)
if (self.need_rolagem) then
self:MostrarScrollBar (true)
else
--> precisa verificar se ele precisa a rolagem certo?
self:ReajustaGump()
end
--> calcula se existem barras, etc...
if (not self.rows_fit_in_window) then --> as barras n�o forma iniciadas ainda
self.rows_fit_in_window = _math_floor (self.baseframe.BoxBarrasAltura / self.row_height)
if (self.rows_created < self.rows_fit_in_window) then
for i = #self.barras+1, self.rows_fit_in_window do
local nova_barra = gump:CriaNovaBarra (self, i, 30) --> cria nova barra
nova_barra.lineText1:SetText (Loc ["STRING_NEWROW"])
nova_barra.statusbar:SetValue (100)
self.barras [i] = nova_barra
end
self.rows_created = #self.barras
end
end
end
end
function _detalhes.SoloTables:EnableSoloMode (instance, plugin_name, from_cooltip)
--> check if came from cooltip
if (from_cooltip) then
self = _detalhes.SoloTables
instance = plugin_name
plugin_name = from_cooltip
end
instance:SoloMode (true)
_detalhes.SoloTables:switch (nil, plugin_name)
end
--> Build Solo Mode Tables and Functions
function gump:PrepareSoloMode (instancia)
_detalhes.SoloTables.built = true
_detalhes.SoloTables.SpellCastTable = {} --> not used
_detalhes.SoloTables.TimeTable = {} --> not used
_detalhes.SoloTables.Mode = _detalhes.SoloTables.Mode or 1 --> solo mode
function _detalhes.SoloTables:GetActiveIndex()
return _detalhes.SoloTables.Mode
end
function _detalhes.SoloTables:switch (_, _switchTo)
--> just hide all
if (not _switchTo) then
if (#_detalhes.SoloTables.Plugins > 0) then --> have at least one plugin
_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:Hide()
end
return
end
--> if passed the absolute plugin name
if (type (_switchTo) == "string") then
for index, ptable in ipairs (_detalhes.SoloTables.Menu) do
if (ptable [3].__enabled and ptable [4] == _switchTo) then
_switchTo = index
break
end
end
elseif (_switchTo == -1) then
_switchTo = _detalhes.SoloTables.Mode + 1
if (_switchTo > #_detalhes.SoloTables.Plugins) then
_switchTo = 1
end
end
local ThisFrame = _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode]
if (not ThisFrame or not ThisFrame.__enabled) then
--> frame not found, try in few second again
_detalhes.SoloTables.Mode = _switchTo
_detalhes:WaitForSoloPlugin (instancia)
return
end
--> hide current frame
_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:Hide()
--> switch mode
_detalhes.SoloTables.Mode = _switchTo
--> show and setpoint new frame
_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:Show()
_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:SetPoint ("TOPLEFT",_detalhes.SoloTables.instancia.bgframe)
_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:SetFrameLevel (20)
_detalhes.SoloTables.instancia:ChangeIcon (_detalhes.SoloTables.Menu [_detalhes.SoloTables.Mode] [2])
_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].instance_id = _detalhes.SoloTables.instancia:GetId()
_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, _detalhes.SoloTables.instancia, _detalhes.SoloTables.instancia.atributo, _detalhes.SoloTables.instancia.sub_atributo)
end
return true
end
function _detalhes:CloseSoloDebuffs()
local SoloDebuffUptime = _detalhes.tabela_vigente.SoloDebuffUptime
if (not SoloDebuffUptime) then
return
end
for SpellId, DebuffTable in _pairs (SoloDebuffUptime) do
if (DebuffTable.start) then
DebuffTable.duration = DebuffTable.duration + (_detalhes._tempo - DebuffTable.start) --> time do parser ser� igual ao time()?
DebuffTable.start = nil
end
DebuffTable.Active = false
end
end
--> Buffs ter� em todos os Solo Modes
function _detalhes.SoloTables:CatchBuffs()
--> reset bufftables
_detalhes.SoloTables.SoloBuffUptime = _detalhes.SoloTables.SoloBuffUptime or {}
for spellname, BuffTable in _pairs (_detalhes.SoloTables.SoloBuffUptime) do
--local BuffEntryTable = _detalhes.SoloTables.BuffTextEntry [BuffTable.tableIndex]
if (BuffTable.Active) then
BuffTable.start = _detalhes._tempo
BuffTable.castedAmt = 1
BuffTable.appliedAt = {}
--BuffEntryTable.backgroundFrame:Active()
else
BuffTable.start = nil
BuffTable.castedAmt = 0
BuffTable.appliedAt = {}
--BuffEntryTable.backgroundFrame:Desactive()
end
BuffTable.duration = 0
BuffTable.refreshAmt = 0
BuffTable.droppedAmt = 0
end
--> catch buffs untracked yet
for buffIndex = 1, 41 do
local name = _UnitAura ("player", buffIndex)
if (name) then
for index, BuffName in _pairs (_detalhes.SoloTables.BuffsTableNameCache) do
if (BuffName == name) then
local BuffObject = _detalhes.SoloTables.SoloBuffUptime [name]
if (not BuffObject) then
_detalhes.SoloTables.SoloBuffUptime [name] = {name = name, duration = 0, start = nil, castedAmt = 1, refreshAmt = 0, droppedAmt = 0, Active = true, tableIndex = index, appliedAt = {}}
end
end
end
end
end
end
function _detalhes:InstanciaCheckForDisabledSolo (instancia)
if (not instancia) then
instancia = self
end
if (instancia.modo == modo_alone) then
--print ("arrumando a instancia "..instancia.meu_id)
if (instancia.iniciada) then
_detalhes:AlteraModo (instancia, modo_grupo)
instancia:SoloMode (false)
_detalhes:ResetaGump (instancia)
else
instancia.modo = modo_grupo
instancia.last_modo = modo_grupo
end
end
end
function _detalhes:AtualizaSoloMode_AfertReset (instancia)
if (_detalhes.SoloTables.CombatIDLast) then
_detalhes.SoloTables.CombatIDLast = nil
end
if (_detalhes.SoloTables.CombatID) then
_detalhes.SoloTables.CombatID = 0
end
end