----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local _detalhes = _G.Details 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:GetOrSetCombatId() _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:SetMode(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(instance) if (not instance) then instance = self end if (instance.modo == modo_alone) then --print("arrumando a instancia "..instancia.meu_id) if (instance.iniciada) then instance:SetMode(modo_grupo) instance:SoloMode(false) _detalhes:ResetaGump(instance) else instance.modo = modo_grupo instance.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