----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local _detalhes = _G._detalhes local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" ) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> local pointers local _pairs = pairs --lua locals local _math_floor = math.floor --lua locals local _UnitAura = UnitAura local _ local gump = _detalhes.gump --details local ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> constants local modo_alone = _detalhes._detalhes_props["MODO_ALONE"] local modo_grupo = _detalhes._detalhes_props["MODO_GROUP"] ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> 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