--note: do maintenance on spelltable.ChartData local addonName, Details222 = ... local breakdownWindow = Details.BreakdownWindow local Loc = LibStub("AceLocale-3.0"):GetLocale ( "Details" ) local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0") local unpack = unpack local GetTime = GetTime local wipe = wipe local CreateFrame = CreateFrame local GetSpellLink = GetSpellLink local GetSpellInfo = GetSpellInfo local _GetSpellInfo = Details.GetSpellInfo local GameTooltip = GameTooltip local IsShiftKeyDown = IsShiftKeyDown local DF = DetailsFramework local tinsert = tinsert ---@type breakdownspelltab local spellsTab = {} --expose the object to the global namespace DetailsSpellBreakdownTab = spellsTab local iconTableSummary = { texture = [[Interface\AddOns\Details\images\icons]], coords = {238/512, 255/512, 0, 18/512}, width = 16, height = 16, } local spellBlockContainerSettings = { amount = 6, --amount of block the container have lineAmount = 3, --amount of line each block have } local CONST_BAR_HEIGHT = 20 local CONST_SPELLSCROLL_LINEHEIGHT = 20 local CONST_TARGET_TEXTURE = [[Interface\MINIMAP\TRACKING\Target]] local CONST_SPELLBLOCK_DEFAULT_COLOR = {.4, .4, .4, 1} local CONST_SPELLBLOCK_HEADERTEXT_COLOR = {.9, .8, 0, 1} local CONST_SPELLBLOCK_HEADERTEXT_SIZE = 11 Details.SpellGroups = { [193473] = 15407, --mind flay } ---return the actor currently in use by the breakdown window ---@return actor function spellsTab.GetActor() --this cache must be cleared when the actor changes or the breakdown window is closed return spellsTab.currentActor end ---return the combat currently in use by the breakdown window ---@return combat function spellsTab.GetCombat() --must be cleared return spellsTab.combatObject end ---@return instance function spellsTab.GetInstance() return spellsTab.instance or Details:GetActiveWindowFromBreakdownWindow() end ---set the backdrop of scrollframe and container following the settings of the breakdown window ---@param containerFrame frame ---@param scrollFrame frame|nil function spellsTab.ApplyStandardBackdrop(containerFrame, scrollFrame) C_Timer.After(0, function() containerFrame:SetBackdrop(Details222.BreakdownWindow.BackdropSettings.backdrop) containerFrame:SetBackdropColor(unpack(Details222.BreakdownWindow.BackdropSettings.backdropcolor)) containerFrame:SetBackdropBorderColor(unpack(Details222.BreakdownWindow.BackdropSettings.backdropbordercolor)) if (scrollFrame) then scrollFrame:SetBackdrop({}) if (scrollFrame["__background"]) then scrollFrame["__background"]:Hide() end end end) end ---return the breakdownspellscrollframe object, there's only one of this in the breakdown window ---@return breakdownspellscrollframe function spellsTab.GetSpellScrollFrame() return spellsTab.TabFrame.SpellScrollFrame end ---return the breakdownspellblockframe object, there's only one of this in the breakdown window ---@return breakdownspellblockframe function spellsTab.GetSpellBlockFrame() return spellsTab.TabFrame.SpellBlockFrame end ---@return breakdowntargetscrollframe function spellsTab.GetTargetScrollFrame() return spellsTab.TargetScrollFrame end ---@return breakdowntargetscrollframe function spellsTab.GetPhaseScrollFrame() return spellsTab.PhaseScrollFrame end ---@return breakdowntargetscrollframe function spellsTab.GetGenericScrollFrame() return spellsTab.GenericScrollFrame end ---@return df_framecontainer function spellsTab.GetSpellScrollContainer() return spellsTab.SpellContainerFrame end ---@return df_framecontainer function spellsTab.GetSpellBlockContainer() return spellsTab.BlocksContainerFrame end ---@return df_framecontainer function spellsTab.GetTargetScrollContainer() return spellsTab.TargetsContainerFrame end ---@return df_framecontainer function spellsTab.GetPhaseScrollContainer() return spellsTab.PhaseContainerFrame end ---@return df_framecontainer function spellsTab.GetGenericScrollContainer() return spellsTab.GenericContainerFrame end function spellsTab.GetScrollFrameByContainerType(containerType) if (containerType == "spells") then return spellsTab.GetSpellScrollFrame() elseif (containerType == "targets") then return spellsTab.GetTargetScrollFrame() elseif (containerType == "phases") then return spellsTab.GetPhaseScrollFrame() elseif (containerType == "generic") then return spellsTab.GetGenericScrollFrame() end end function spellsTab.OnProfileChange() --no need to cache, just call the db from there spellsTab.UpdateHeadersSettings("spells") spellsTab.UpdateHeadersSettings("targets") spellsTab.UpdateHeadersSettings("phases") spellsTab.UpdateHeadersSettings("generic") end ------------------------------------------------------------------------------------------------------------------------------------------------ --Header ---store the header object has key and its type as value, the header type can be 'spell' or 'target' ---@type table local headerContainerType = {} ---@type number local columnOffset = 0 ---column header information saved into details database: if is enabaled, its with and align local settingsPrototype = { enabled = true, width = 100, align = "left", } ---contains the column settings for each header column, the table key is columnName and the value is headercolumndatasaved ---@class headercolumndatabase : table ---headercolumndata goes inside the header table which is passed to the header constructor or header:SetHeaderTable() ---@class headercolumndata : {name:string, width:number, text:string, align:string, key:string, selected:boolean, canSort:boolean, dataType:string, order:string, offset:number, key:string} ---columndata is the raw table with all options which can be used to create a headertable, some may not be used due to settings or filtering ---@class columndata : {name:string, width:number, key:string, selected:boolean, label:string, align:string, enabled:boolean, attribute:number, canSort:boolean, dataType:string, order:string, offset:number} ---default settings for the header of the spells container, label is a localized string, name is a string used to save the column settings, key is the key used to get the value from the spell table, width is the width of the column, align is the alignment of the text, enabled is if the column is enabled, canSort is if the column can be sorted, sortKey is the key used to sort the column, dataType is the type of data the column is sorting, order is the order of the sorting, offset is the offset of the column ---@type columndata[] local spellContainerColumnData = { --the align seems to be bugged as the left is aligning in the center and center is on the left side {name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset}, {name = "target", width = 22, label = "", align = "left", enabled = true, offset = columnOffset}, {name = "rank", label = "#", width = 16, align = "center", enabled = true, offset = 6, dataType = "number"}, {name = "expand", label = "^", width = 16, align = "left", enabled = true, offset = -4}, --maybe -3 {name = "name", label = "spell name", width = 231, align = "left", enabled = true, offset = columnOffset}, {name = "amount", label = "total", key = "total", selected = true, width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset}, {name = "persecond", label = "ps", key = "total", width = 50, align = "left", enabled = false, canSort = true, sortKey = "ps", offset = columnOffset, order = "DESC", dataType = "number"}, {name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, {name = "casts", label = "casts", key = "casts", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, {name = "critpercent", label = "crit %", key = "critpercent", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, {name = "hits", label = "hits", key = "counter", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, {name = "castavg", label = "cast avg", key = "castavg", width = 50, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, {name = "uptime", label = "uptime", key = "uptime", width = 45, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, {name = "overheal", label = "overheal", key = "overheal", width = 70, align = "left", enabled = true, canSort = true, order = "DESC", dataType = "number", attribute = DETAILS_ATTRIBUTE_HEAL, offset = columnOffset}, {name = "absorbed", label = "absorbed", key = "healabsorbed", width = 55, align = "left", enabled = false, canSort = true, order = "DESC", dataType = "number", attribute = DETAILS_ATTRIBUTE_HEAL, offset = columnOffset}, } local targetContainerColumnData = { {name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset}, {name = "rank", label = "#", width = 20, align = "left", enabled = true, offset = columnOffset}, {name = "name", label = "name", width = 185, align = "left", enabled = true, offset = columnOffset}, {name = "amount", label = "total", key = "total", selected = true, width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset}, {name = "overheal", label = "overheal", key = "overheal", width = 70, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset, attribute = DETAILS_ATTRIBUTE_HEAL}, {name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"}, } local phaseContainerColumnData = { {name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset}, {name = "name", label = "name", width = 90, align = "left", enabled = true, offset = columnOffset}, {name = "rank", label = "#", width = 30, align = "left", enabled = true, offset = columnOffset}, {name = "amount", label = "total", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset, selected = true}, {name = "persecond", label = "ps", key = "total", width = 44, align = "left", enabled = true, canSort = true, sortKey = "ps", dataType = "number", order = "DESC", offset = columnOffset}, {name = "percent", label = "%", key = "total", width = 44, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset}, } --generic container can show data from any attribute local genericContainerColumnData = { {name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset}, {name = "name", label = "name", width = 200, align = "left", enabled = true, offset = columnOffset}, {name = "rank", label = "#", width = 30, align = "left", enabled = true, offset = columnOffset}, {name = "amount", label = "total", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset, selected = true}, {name = "persecond", label = "ps", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "ps", dataType = "number", order = "DESC", offset = columnOffset}, {name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset}, } ---get the header settings from details saved variables and the container column data ---@param containerType "spells"|"targets"|"phases"|"generic" ---@return headercolumndatabase ---@return columndata function spellsTab.GetHeaderSettings(containerType) local settings ---@type headercolumndata local containerColumnData if (containerType == "spells") then settings = Details.breakdown_spell_tab.spellcontainer_headers containerColumnData = spellContainerColumnData elseif (containerType == "targets") then settings = Details.breakdown_spell_tab.targetcontainer_headers containerColumnData = targetContainerColumnData elseif (containerType == "phases") then settings = Details.breakdown_spell_tab.phasecontainer_headers containerColumnData = phaseContainerColumnData elseif (containerType == "generic") then settings = Details.breakdown_spell_tab.genericcontainer_headers containerColumnData = genericContainerColumnData --as the generic data is received, it may have which columns can be shown if (spellsTab.headersAllowed) then for index, columnData in ipairs(containerColumnData) do local newEnabledState = spellsTab.headersAllowed[columnData.name] or false columnData.enabled = newEnabledState --check if the settings already has the data, and then set the header enabled value to follow the headersAllowed table if (settings[columnData.name]) then settings[columnData.name].enabled = newEnabledState end end end end ---@cast settings headercolumndatabase return settings, containerColumnData end ---callback for when the user resizes a column on the header ---@param headerFrame df_headerframe ---@param optionName string ---@param columnName string ---@param value any local onHeaderColumnOptionChanged = function(headerFrame, optionName, columnName, value) ---@type "spells"|"targets"|"phases"|"generic" local containerType = headerContainerType[headerFrame] ---@type headercolumndatabase local settings = spellsTab.GetHeaderSettings(containerType) settings[columnName][optionName] = value spellsTab.UpdateHeadersSettings(containerType) end ---run when the user clicks the columnHeader ---@param headerFrame df_headerframe ---@param columnHeader df_headercolumnframe local onColumnHeaderClickCallback = function(headerFrame, columnHeader) ---@type string local containerType = headerContainerType[headerFrame] local scrollFrame = spellsTab.GetScrollFrameByContainerType(containerType) scrollFrame:Refresh() local instance = spellsTab.GetInstance() instance:RefreshWindow(true) end local onAnyColumnHeaderClickCallback = function() local instance = spellsTab.GetInstance() instance:RefreshWindow(true) end ---copy settings from the ColumnInfo table which doesn't exists in the details profile ---this is called when the profile changes or when the tab is opened with a different actor than before ---@param containerType "spells"|"targets"|"phases"|"generic" function spellsTab.UpdateHeadersSettings(containerType) ---details table which hold the settings for a container header local settings, containerColumnData = spellsTab.GetHeaderSettings(containerType) --do a loop and check if the column data from columnInfo exists in the details profile settings, if not, add it for i = 1, #containerColumnData do --default column settings local columnData = containerColumnData[i] ---@type string local columnName = columnData.name --column settings for the column on details profile ---@type headercolumndatasaved local columnSettings = settings[columnName] --check if this column does not have a mirror table in details profile if (not columnSettings) then --create a table in Details! saved variables to save the column settings ---@type headercolumndatasaved local newColumnSettings = DetailsFramework.table.copy({}, settingsPrototype) settings[columnName] = newColumnSettings newColumnSettings.enabled = columnData.enabled newColumnSettings.width = columnData.width newColumnSettings.align = columnData.align end end if (containerType == "spells") then spellsTab.spellsHeaderData = spellsTab.BuildHeaderTable(containerType) local spellContainer = spellsTab.GetSpellScrollContainer() local spellScrollFrame = spellsTab.GetSpellScrollFrame() local headerFrame = spellScrollFrame.Header headerFrame:SetHeaderTable(spellsTab.spellsHeaderData) local width = headerFrame:GetWidth() --SetHeaderTable() calls Header:Refresh() which reset its width --if the spell container get a resize to be as big as the sum of all columns width, the option to resize the container's width is useless spellContainer:SetWidth(width) --save the width of the spell container in Details settings Details.breakdown_spell_tab.spellcontainer_width = width elseif (containerType == "targets") then spellsTab.targetsHeaderData = spellsTab.BuildHeaderTable(containerType) spellsTab.GetTargetScrollFrame().Header:SetHeaderTable(spellsTab.targetsHeaderData) local width = spellsTab.GetTargetScrollFrame().Header:GetWidth() spellsTab.GetTargetScrollContainer():SetWidth(width) --save the width of the target container in Details settings Details.breakdown_spell_tab.targetcontainer_width = width elseif (containerType == "phases") then spellsTab.phasesHeaderData = spellsTab.BuildHeaderTable(containerType) spellsTab.GetPhaseScrollFrame().Header:SetHeaderTable(spellsTab.phasesHeaderData) elseif (containerType == "generic") then spellsTab.genericHeaderData = spellsTab.BuildHeaderTable(containerType) spellsTab.GetGenericScrollFrame().Header:SetHeaderTable(spellsTab.genericHeaderData) end end ---get the header settings from details profile and build a header table using the table which store all headers columns information ---the data for each header is stored on 'spellContainerColumnInfo' and 'targetContainerColumnInfo' variables ---@param containerType "spells"|"targets"|"phases"|"generic" ---@return {name: string, width: number, text: string, align: string}[] function spellsTab.BuildHeaderTable(containerType) ---@type headercolumndata[] local headerTable = {} ---@type instance local instance = spellsTab.GetInstance() ---@type number, number local mainAttribute, subAttribute = instance:GetDisplay() --settings from profile | updated at UpdateHeadersSettings() > called on OnProfileChange() and when the tab is opened local settings, containerColumnData = spellsTab.GetHeaderSettings(containerType) ---result of the sum of all columns width ---@type number local totalWidth = 0 for i = 1, #containerColumnData do local columnData = containerColumnData[i] ---@type headercolumndatasaved local columnSettings = settings[columnData.name] if (columnSettings.enabled) then local bCanAdd = true if (columnData.attribute) then if (columnData.attribute ~= mainAttribute) then bCanAdd = false end end if (bCanAdd) then ---@type headercolumndata local headerColumnData = { width = columnSettings.width, text = columnData.label, name = columnData.name, --these values may be nil selected = columnData.selected, align = columnData.align, canSort = columnData.canSort, dataType = columnData.dataType, order = columnData.order, offset = columnData.offset, key = columnData.key, } totalWidth = totalWidth + headerColumnData.width headerTable[#headerTable+1] = headerColumnData end end end return headerTable end ---some values required by the header sort key is not available in the spellTable, so they need to be calculated ---@param combatObject combat ---@param spellData spelltable|spelltableadv ---@param key string ---@return any local getValueForHeaderSortKey = function(combatObject, spellData, key) if (key == "critpercent") then return Details.SpellTableMixin.GetCritPercent(spellData) elseif (key == "casts") then local spellName = GetSpellInfo(spellData.id) local amountOfCasts = combatObject:GetSpellCastAmount(spellsTab.GetActor():Name(), spellName) return amountOfCasts elseif (key == "castavg") then local spellName = GetSpellInfo(spellData.id) local amountOfCasts = combatObject:GetSpellCastAmount(spellsTab.GetActor():Name(), spellName) return Details.SpellTableMixin.GetCastAverage(spellData, amountOfCasts) elseif (key == "uptime") then return combatObject:GetSpellUptime(spellsTab.GetActor():Name(), spellData.id) elseif (key == "healabsorbed") then return spellData.absorbed end end ------------------------------------------------------------------------------------------------------------------------------------------------ --Bar Selection --store the current spellbar selected, this is used to lock the spellblock container to the spellbar selected spellsTab.selectedSpellBar = nil ---selected a breakdownspellbar, locking into the bar ---when a breakdownspellbar is selected, all the other breakdownspellbar has it's hover over disabled ---@param spellBar breakdownspellbar function spellsTab.SelectSpellBar(spellBar) --if already has a spellbar selected, unselect it if (spellsTab.HasSelectedSpellBar()) then --unselect and stop the function if the bar selected is the same as the one being selected if (spellsTab.GetSelectedSpellBar() == spellBar) then spellsTab.UnSelectSpellBar() return else spellsTab.UnSelectSpellBar() end end --as the spell block container get an update when hovering over --update the spell block container for the breakdownspellbar just selected --this is necessary since a previous breakdownspellbar could have been selected and prevented this breakdownspellbar to update on hover over ---@type function local onEnterScript = spellBar:GetScript("OnEnter") if (onEnterScript) then onEnterScript(spellBar) end --set the new breakdownspellbar as selected spellsTab.selectedSpellBar = spellBar spellsTab.selectedSpellBar.overlayTexture:Show() end ---deselect the breakdownspellbar function spellsTab.UnSelectSpellBar() if (spellsTab.selectedSpellBar) then spellsTab.selectedSpellBar.overlayTexture:Hide() end spellsTab.selectedSpellBar = nil end ---get the spellbar currently selected ---@return breakdownspellbar function spellsTab.GetSelectedSpellBar() return spellsTab.selectedSpellBar end ---return true if there's a spell bar selected ---@return boolean function spellsTab.HasSelectedSpellBar() return spellsTab.selectedSpellBar ~= nil end function spellsTab.OnShownTab() --unselect any selected breakdownspellbar spellsTab.UnSelectSpellBar() --reset the spell blocks spellsTab.GetSpellBlockFrame():ClearBlocks() --update spells and target header frame (spellscroll and targetscroll) spellsTab.UpdateHeadersSettings("spells") spellsTab.UpdateHeadersSettings("targets") spellsTab.UpdateHeadersSettings("phases") spellsTab.UpdateHeadersSettings("generic") end ---called when the tab is getting created, run only once ---@param tabButton button ---@param tabFrame breakdownspellstab function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init spellsTab.TabFrame = tabFrame --initialize the allowed headers for generic data container spellsTab.headersAllowed = {icon = true, name = true, rank = true, amount = true, persecond = true, percent = true} --create the scrollbar to show the spells in the breakdown window spellsTab.CreateSpellScrollContainer(tabFrame) --finished --create the 6 spell blocks in the right side of the breakdown window, these blocks show the spell info like normal hits, critical hits, average, etc spellsTab.CreateSpellBlockContainer(tabFrame) --create the targets container spellsTab.CreateTargetContainer(tabFrame) --create phases container spellsTab.CreatePhasesContainer(tabFrame) --create generic container spellsTab.CreateGenericContainer(tabFrame) --create the report buttons for each container --spellsTab.CreateReportButtons(tabFrame) --create a button in the breakdown window to open the options for this tab local optionsButton = DF:CreateButton(tabFrame, Details.OpenSpellBreakdownOptions, 130, 20, "options", 14, nil, nil, nil, nil, nil, DF:GetTemplate("button", "OPTIONS_BUTTON_TEMPLATE")) optionsButton:SetPoint("bottomright", tabFrame, "bottomright", -5, 5) optionsButton.textsize = 16 optionsButton.textcolor = "yellow" --open the breakdown window at startup for testing --[=[ debug C_Timer.After(1, function() Details:OpenPlayerDetails(1) C_Timer.After(1, function() Details:OpenPlayerDetails(1) Details:OpenPlayerDetails(1) end) end) --]=] end --------------------------------------------------------------------------------------------------- --Scripts --create a details bar on the right side of the window local onEnterSpellBlock = function(spellBlock) --info background is the 6 bars in the right side of the window? spellBlock.overlay:Show() spellBlock.reportButton:Show() end local onLeaveSpellBlock = function(spellBlock) spellBlock.overlay:Hide() spellBlock.reportButton:Hide() end local onEnterInfoReport = function(self) Details.FadeHandler.Fader(self:GetParent().overlay, 0) Details.FadeHandler.Fader(self, 0) end local onLeaveInfoReport = function(self) Details.FadeHandler.Fader(self:GetParent().overlay, 1) Details.FadeHandler.Fader(self, 1) end ---run this function when the mouse hover over a breakdownspellbar ---@param spellBar breakdownspellbar ---@param motion boolean|nil local onEnterSpellBar = function(spellBar, motion) --parei aqui: precisa por nomes nas funções e formatar as linhas das funcções --all values from spellBar are cached values --check if there's a spellbar selected, if there's one, ignore the mouseover if (spellsTab.HasSelectedSpellBar() and motion) then return end spellsTab.currentSpellBar = spellBar ---@type instance local instance = spellsTab.GetInstance() ---@type combat local combatObject = spellsTab.GetCombat() ---@type number, number local mainAttribute, subAttribute = instance:GetDisplay() ---@type breakdownspellblockframe local spellBlockContainer = spellsTab.GetSpellBlockFrame() spellBlockContainer:ClearBlocks() ---@type number local spellId = spellBar.spellId ---@type number local elapsedTime = spellBar.combatTime --this should be actorObject:Tempo() ---@type string local actorName = spellsTab.GetActor():Name() ---@type spelltable local spellTable = spellBar.spellTable if (IsShiftKeyDown()) then if (type(spellId) == "number") then GameCooltip:Preset(2) GameCooltip:SetOwner(spellBar) GameCooltip:AddLine(Loc ["ABILITY_ID"] .. ": " .. spellBar.spellId) GameCooltip:Show() ---@type spelltable local thisSpellTable = combatObject:GetActor(mainAttribute, actorName).spells._ActorTable[spellId] local textToEditor = "" for key, value in pairs(thisSpellTable) do if (type(value) ~= "function" and type(value) ~= "table") then textToEditor = textToEditor .. key .. " = " .. tostring(value) .. "\n" end end breakdownWindow.dumpDataFrame:Show() breakdownWindow.dumpDataFrame.luaEditor:SetText(textToEditor) --hide the scroll bar _G["DetailsBreakdownWindowPlayerScrollBoxDumpTableFrameCodeEditorWindowScrollBar"]:Hide() end elseif (breakdownWindow.dumpDataFrame:IsShown()) then breakdownWindow.dumpDataFrame:Hide() end if (spellId == 98021) then --spirit link totem GameTooltip:SetOwner(spellBar, "ANCHOR_TOPLEFT") GameTooltip:AddLine(Loc ["STRING_SPIRIT_LINK_TOTEM_DESC"]) GameTooltip:Show() end ---@type trinketdata local trinketData = Details:GetTrinketData() ---@type number local blockIndex = 1 --get the first spell block to use as summary ---@type breakdownspellblock local summaryBlock = spellBlockContainer:GetBlock(blockIndex) summaryBlock:Show() summaryBlock:SetValue(50) summaryBlock:SetValue(100) if (mainAttribute == DETAILS_ATTRIBUTE_DAMAGE) then --bounce to damage class to handle the spell details if (subAttribute == 1 or subAttribute == 2 or subAttribute == 6) then Details.atributo_damage:BuildSpellDetails(spellBar, spellBlockContainer, blockIndex, summaryBlock, spellId, elapsedTime, actorName, spellTable, trinketData, combatObject) end --need to know how many blocks the damage class used local blocksInUse = spellBlockContainer:GetBlocksInUse() local maxBlocks = spellBlockContainer:GetBlocksAmount() for i = blocksInUse + 1, math.min(maxBlocks, 4) do --in the current state of the breakdown, showing 5 will overlap with the phase container spellBlockContainer:ShowEmptyBlock(i) end elseif (mainAttribute == DETAILS_ATTRIBUTE_HEAL) then --this should run within the heal class ~healing ---@type number local totalHits = spellTable.counter --healing section showing healing done sub section blockIndex = blockIndex + 1 do --update the texts in the summary block local blockLine1, blockLine2, blockLine3 = summaryBlock:GetLines() local totalCasts = spellBar.amountCasts > 0 and spellBar.amountCasts or "(?)" blockLine1.leftText:SetText(Loc ["STRING_CAST"] .. ": " .. totalCasts) --total amount of casts blockLine1.rightText:SetText(Loc ["STRING_HITS"]..": " .. totalHits) --hits and uptime blockLine2.leftText:SetText(Loc ["STRING_HEAL"]..": " .. Details:Format(spellTable.total)) --total damage blockLine2.rightText:SetText(Details:GetSpellSchoolFormatedName(spellTable.spellschool)) --spell school blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:Format(spellBar.average)) --average damage blockLine3.rightText:SetText(Loc ["STRING_HPS"] .. ": " .. Details:CommaValue(spellBar.perSecond)) --dps end --check if there's normal hits and build the block ---@type number local normalHitsAmt = spellTable.n_amt if (normalHitsAmt > 0) then ---@type breakdownspellblock local normalHitsBlock = spellBlockContainer:GetBlock(blockIndex) normalHitsBlock:Show() blockIndex = blockIndex + 1 local percent = normalHitsAmt / math.max(totalHits, 0.0001) * 100 normalHitsBlock:SetValue(percent) normalHitsBlock.sparkTexture:SetPoint("left", normalHitsBlock, "left", percent / 100 * normalHitsBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0) local blockLine1, blockLine2, blockLine3 = normalHitsBlock:GetLines() blockLine1.leftText:SetText(Loc ["STRING_NORMAL_HITS"]) blockLine1.rightText:SetText(normalHitsAmt .. " [|cFFC0C0C0" .. string.format("%.1f", normalHitsAmt / math.max(totalHits, 0.0001) * 100) .. "%|r]") blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_min)) blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_max)) local normalAverage = spellTable.n_total / math.max(normalHitsAmt, 0.0001) blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(normalAverage)) local tempo = (elapsedTime * spellTable.n_total) / math.max(spellTable.total, 0.001) local normalAveragePercent = spellBar.average / normalAverage * 100 local normalTempoPercent = normalAveragePercent * tempo / 100 blockLine3.rightText:SetText(Loc ["STRING_HPS"] .. ": " .. Details:CommaValue(spellTable.n_total / normalTempoPercent)) end ---@type number local criticalHitsAmt = spellTable.c_amt if (criticalHitsAmt > 0) then ---@type breakdownspellblock local critHitsBlock = spellBlockContainer:GetBlock(blockIndex) critHitsBlock:Show() blockIndex = blockIndex + 1 local percent = criticalHitsAmt / math.max(totalHits, 0.0001) * 100 critHitsBlock:SetValue(percent) critHitsBlock.sparkTexture:SetPoint("left", critHitsBlock, "left", percent / 100 * critHitsBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0) local blockLine1, blockLine2, blockLine3 = critHitsBlock:GetLines() blockLine1.leftText:SetText(Loc ["STRING_CRITICAL_HITS"]) blockLine1.rightText:SetText(criticalHitsAmt .. " [|cFFC0C0C0" .. string.format("%.1f", criticalHitsAmt / math.max(totalHits, 0.0001) * 100) .. "%|r]") blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_min)) blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_max)) local critAverage = spellTable.c_total / math.max(criticalHitsAmt, 0.0001) blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(critAverage)) local tempo = (elapsedTime * spellTable.c_total) / math.max(spellTable.total, 0.001) local critAveragePercent = spellBar.average / critAverage * 100 local critTempoPercent = critAveragePercent * tempo / 100 blockLine3.rightText:SetText(Loc ["STRING_HPS"] .. ": " .. Details:CommaValue(spellTable.c_total / critTempoPercent)) end ---@type number local overheal = spellTable.overheal or 0 if (overheal > 0) then --blockIndex = blockIndex + 1 --skip one block ---@type breakdownspellblock local overhealBlock = spellBlockContainer:GetBlock(blockIndex) overhealBlock:Show() blockIndex = blockIndex + 1 local blockName if (spellTable.is_shield) then blockName = Loc ["STRING_SHIELD_OVERHEAL"] else blockName = Loc ["STRING_OVERHEAL"] end local percent = overheal / (overheal + spellTable.total) * 100 overhealBlock:SetValue(percent) overhealBlock.sparkTexture:SetPoint("left", overhealBlock, "left", percent / 100 * overhealBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0) overhealBlock:SetColor(1, 0, 0, 0.4) local blockLine1, blockLine2, blockLine3 = overhealBlock:GetLines() blockLine1.leftText:SetText(blockName) local overhealString = Details:CommaValue(overheal) local overhealText = overhealString .. " / " .. string.format("%.1f", percent) .. "%" blockLine1.rightText:SetText(overhealText) end end --effects on entering the bar line spellBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT + 1) spellBar:SetAlpha(1) spellBar.spellIcon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT + 2, CONST_SPELLSCROLL_LINEHEIGHT + 2) spellBar.spellIcon:SetAlpha(1) end ---run this function when the mouse leaves a breakdownspellbar ---@param spellBar breakdownspellbar local onLeaveSpellBar = function(spellBar) spellsTab.currentSpellBar = nil --remove effects on entering the bar line spellBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT) spellBar:SetAlpha(0.9) GameTooltip:Hide() GameCooltip:Hide() --clear spell blocks if (not spellsTab.HasSelectedSpellBar()) then spellsTab.GetSpellBlockFrame():ClearBlocks() end if (breakdownWindow.dumpDataFrame:IsShown()) then breakdownWindow.dumpDataFrame:Hide() end end ---on mouse down a breakdownspellbar in the breakdown window ---@param spellBar breakdownspellbar ---@param button string local onMouseDownBreakdownSpellBar = function(spellBar, button) local x, y = _G.GetCursorPosition() spellBar.cursorPosX = math.floor(x) spellBar.cursorPosY = math.floor(y) end ---on mouse up a breakdownspellbar in the breakdown window ---@param spellBar breakdownspellbar ---@param button string local onMouseUpBreakdownSpellBar = function(spellBar, button) spellBar.onMouseUpTime = GetTime() ---@type number, number local x, y = _G.GetCursorPosition() x = math.floor(x) y = math.floor(y) ---@type boolean local bIsMouseInTheSamePosition = (x == spellBar.cursorPosX) and (y == spellBar.cursorPosY) --if the mouse is in the same position, then the user clicked the bar if (bIsMouseInTheSamePosition) then spellsTab.SelectSpellBar(spellBar) end end local onEnterSpellIconFrame = function(self) local line = self:GetParent() if (line.spellId and type(line.spellId) == "number") then local spellName = _GetSpellInfo(line.spellId) if (spellName) then GameTooltip:SetOwner(self, "ANCHOR_TOPLEFT") Details:GameTooltipSetSpellByID(line.spellId) GameTooltip:Show() end end line:GetScript("OnEnter")(line) end local onLeaveSpellIconFrame = function(self) GameTooltip:Hide() self:GetParent():GetScript("OnLeave")(self:GetParent()) end -------------------------------------------------------------------------------------------------------------------------------------------- --Spell Blocks local spellBlockMixin = { ---get one of the three lines containing fontstrings to show data ---line 1 is the top line, line 2 is the middle line and line 3 is the bottom line ---@param self breakdownspellblock ---@param lineIndex number ---@return breakdownspellblockline GetLine = function(self, lineIndex) ---@type breakdownspellblockline local line = self.Lines[lineIndex] return line end, ---return all lines in the spell block, all spell block have 3 lines ---@param self breakdownspellblock ---@return breakdownspellblockline, breakdownspellblockline, breakdownspellblockline GetLines = function(self) return unpack(self.Lines) end, ---@param self breakdownspellblock SetColor = function(self, ...) local r, g, b, a = DF:ParseColors(...) self.statusBarTexture:SetColorTexture(r, g, b, a) end, } ---create a spell block into the spellblockcontainer ---@param spellBlockContainer breakdownspellblockframe ---@param index number ---@return breakdownspellblock function spellsTab.CreateSpellBlock(spellBlockContainer, index) --~breakdownspellblock ~create ~spellblocks ---@type breakdownspellblock local spellBlock = CreateFrame("statusbar", "$parentBlock" .. index, spellBlockContainer, "BackdropTemplate") DetailsFramework:Mixin(spellBlock, spellBlockMixin) local statusBarTexture = spellBlock:CreateTexture("$parentTexture", "artwork") statusBarTexture:SetColorTexture(unpack(CONST_SPELLBLOCK_DEFAULT_COLOR)) statusBarTexture:SetPoint("topleft", spellBlock, "topleft", 1, -1) statusBarTexture:SetPoint("bottomleft", spellBlock, "bottomleft", 1, 1) spellBlock.statusBarTexture = statusBarTexture spellBlock:SetScript("OnEnter", onEnterSpellBlock) spellBlock:SetScript("OnLeave", onLeaveSpellBlock) spellBlock:SetScript("OnValueChanged", function() statusBarTexture:SetWidth(spellBlock:GetValue() / 100 * spellBlock:GetWidth()) end) spellBlock:SetMinMaxValues(0, 100) spellBlock:SetValue(100) --set the backdrop to have a 8x8 edge file spellsTab.ApplyStandardBackdrop(spellBlock) --create the lines which will host the texts spellBlock.Lines = {} for i = 1, spellBlockContainerSettings.lineAmount do ---@type breakdownspellblockline local line = CreateFrame("frame", "$parentLine" .. i, spellBlock) spellBlock.Lines[i] = line line.leftText = line:CreateFontString("$parentLeftText", "overlay", "GameFontHighlightSmall") line.centerText = line:CreateFontString("$parentLeftText", "overlay", "GameFontHighlightSmall") line.rightText = line:CreateFontString("$parentLeftText", "overlay", "GameFontHighlightSmall") line.leftText:SetPoint("left", line, "left", 2, 0) line.leftText:SetJustifyH("left") line.centerText:SetPoint("center", line, "center", 0, 0) line.centerText:SetJustifyH("center") line.rightText:SetPoint("right", line, "right", -2, 0) line.rightText:SetJustifyH("right") end --overlay texture which fade in and out when the spell block is hovered over --is only possible to hover over a spell block when the spellbar is selected spellBlock.overlay = spellBlock:CreateTexture("$parentOverlay", "artwork") spellBlock.overlay:SetTexture("Interface\\AddOns\\Details\\images\\overlay_detalhes") spellBlock.overlay:SetPoint("topleft", spellBlock, "topleft", -8, 8) spellBlock.overlay:SetPoint("bottomright", spellBlock, "bottomright", 26, -14) Details.FadeHandler.Fader(spellBlock.overlay, 1) --hide --report button, also only shown when the spell block is hovered over spellBlock.reportButton = Details.gump:NewDetailsButton(spellBlock, nil, nil, Details.Reportar, Details.playerDetailWindow, 10 + index, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport1") Details.FadeHandler.Fader(spellBlock.reportButton, 1) --hide spellBlock.reportButton:SetScript("OnEnter", onEnterInfoReport) spellBlock.reportButton:SetScript("OnLeave", onLeaveInfoReport) --spark texture spellBlock.sparkTexture = spellBlock:CreateTexture("$parentOverlaySparkTexture", "overlay") spellBlock.sparkTexture:SetTexture("Interface\\AddOns\\Details\\images\\bar_detalhes2_end") spellBlock.sparkTexture:SetBlendMode("ADD") local gradientDown = DetailsFramework:CreateTexture(spellBlock, {gradient = "vertical", fromColor = {0, 0, 0, 0.1}, toColor = "transparent"}, 1, spellBlock:GetHeight(), "background", {0, 1, 0, 1}) gradientDown:SetPoint("bottoms") spellBlock.gradientTexture = gradientDown spellBlock.gradientTexture:Hide() return spellBlock end local spellBlockContainerMixin = { ---refresh all the spellblocks in the container ~UpdateBlocks ---this function adjust the frame properties, does not update the data shown on them ---@param self breakdownspellblockframe UpdateBlocks = function(self) --~update ---@type number, number local width, height = Details.breakdown_spell_tab.blockcontainer_width, Details.breakdown_spell_tab.blockcontainer_height local blockHeight = Details.breakdown_spell_tab.blockspell_height local backgroundColor = Details.breakdown_spell_tab.blockspell_backgroundcolor local borderColor = Details.breakdown_spell_tab.blockspell_bordercolor local padding = Details.breakdown_spell_tab.blockspell_padding * -1 local color = Details.breakdown_spell_tab.blockspell_color self:SetSize(width, height) backgroundColor[1], backgroundColor[2], backgroundColor[3], backgroundColor[4] = 0.05, 0.05, 0.05, 0.2 color[1], color[2], color[3], color[4] = 0.6, 0.6, 0.6, 0.55 for i = 1, #self.SpellBlocks do ---@type breakdownspellblock local spellBlock = self.SpellBlocks[i] spellBlock:SetSize(width - 2, blockHeight) spellBlock:SetPoint("topleft", self, "topleft", 1, (blockHeight * (i - 1) - i) * -1 - (i*2) + ((i-1) * padding)) spellBlock:SetPoint("topright", self, "topright", 1, (blockHeight * (i - 1) - i) * -1 - (i*2) + ((i-1) * padding)) spellBlock.sparkTexture:SetSize(Details.breakdown_spell_tab.blockspell_spark_width, blockHeight) spellBlock.sparkTexture:SetShown(Details.breakdown_spell_tab.blockspell_spark_show) spellBlock.sparkTexture:SetVertexColor(unpack(Details.breakdown_spell_tab.blockspell_spark_color)) spellBlock.reportButton:SetPoint("bottomright", spellBlock.overlay, "bottomright", -2, 2) spellBlock.gradientTexture:SetHeight(blockHeight) spellBlock:SetBackdropBorderColor(unpack(borderColor)) --border color spellBlock.statusBarTexture:SetVertexColor(unpack(Details.breakdown_spell_tab.blockspell_color)) --bar color local lineHeight = blockHeight * 0.2687 --update the lines local previousLine for o = 1, spellBlockContainerSettings.lineAmount do ---@type breakdownspellblockline local line = spellBlock.Lines[o] line:SetSize(width - 2, lineHeight) if (previousLine) then line:SetPoint("topleft", previousLine, "bottomleft", 0, -2) else line:SetPoint("topleft", spellBlock, "topleft", 1, -2) end previousLine = line end end end, ---@param self breakdownspellblockframe ClearBlocks = function(self) for i = 1, self:GetBlocksAmount() do ---@type breakdownspellblock local spellBlock = self.SpellBlocks[i] spellBlock:Hide() spellBlock:SetColor(unpack(CONST_SPELLBLOCK_DEFAULT_COLOR)) --set the status bar value to zero spellBlock:SetValue(0) spellBlock.statusBarTexture:Show() spellBlock.sparkTexture:Show() --clear the text shown in their lines for o = 1, 3 do spellBlock.Lines[o].leftText:SetText("") --set the color of the top left text in the block, the text is used as header text if (o == 1) then DF:SetFontColor(spellBlock.Lines[o].leftText, CONST_SPELLBLOCK_HEADERTEXT_COLOR) DF:SetFontSize(spellBlock.Lines[o].leftText, CONST_SPELLBLOCK_HEADERTEXT_SIZE) end spellBlock.Lines[o].centerText:SetText("") spellBlock.Lines[o].rightText:SetText("") end end for i = 1, math.min(self:GetBlocksAmount(), 4) do self:ShowEmptyBlock(i) end self.blocksInUse = 0 end, ---show the empty block in the container, this is done to preview where the rectangle will be ---@param self breakdownspellblockframe ---@param index number ShowEmptyBlock = function(self, index) local spellBlock = self.SpellBlocks[index] spellBlock:Show() spellBlock:SetValue(0) spellBlock.statusBarTexture:Hide() spellBlock.sparkTexture:Hide() end, ---get a breakdownspellblock from the container ---@param self breakdownspellblockframe ---@param index number ---@return breakdownspellblock GetBlock = function(self, index) self.blocksInUse = self.blocksInUse + 1 local spellBlock = self.SpellBlocks[index] spellBlock.statusBarTexture:Show() spellBlock.sparkTexture:Show() return self.SpellBlocks[index] end, ---get the amount of blocks in use ---@param self breakdownspellblockframe ---@return number GetBlocksInUse = function(self) return self.blocksInUse end, ---get the total blocks created ---@param self breakdownspellblockframe ---@return number GetBlocksAmount = function(self) return #self.SpellBlocks end, } ---create the spell blocks which shows the critical hits, normal hits, etc ---@param tabFrame tabframe ---@return breakdownspellblockframe function spellsTab.CreateSpellBlockContainer(tabFrame) --~create ~createblock ~spellblock ~block ~container --create a container for the scrollframe local options = { width = Details.breakdown_spell_tab.blockcontainer_width, height = Details.breakdown_spell_tab.blockcontainer_height, is_locked = Details.breakdown_spell_tab.blockcontainer_islocked, can_move = false, can_move_children = false, use_bottom_resizer = true, use_right_resizer = true, } ---@type df_framecontainer local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "SpellScrollContainer") container:SetPoint("topleft", spellsTab.GetSpellScrollContainer(), "topright", 26, 0) container:SetFrameLevel(tabFrame:GetFrameLevel() + 10) spellsTab.BlocksContainerFrame = container local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue) if (frameContainer:IsShown()) then if (settingName == "UpdateSize") then --get the tabFrame width and height local width, height = tabFrame:GetSize() local containerWidth --get with of the container holding the spellscrollframe if (spellsTab.GetSpellScrollContainer():IsShown()) then containerWidth = spellsTab.GetSpellScrollContainer():GetWidth() elseif (spellsTab.GetGenericScrollContainer():IsShown()) then containerWidth = spellsTab.GetGenericScrollContainer():GetWidth() end --calculate the widh of the spellblockcontainer by subtracting the width of the spellscrollframe container from the tabFrame width local spellBlockContainerWidth = width - containerWidth - 38 --set the width of the spellblockcontainer container:SetWidth(spellBlockContainerWidth) elseif (settingName == "height") then ---@type number local currentHeight = spellsTab.GetSpellScrollFrame():GetHeight() Details.breakdown_spell_tab.blockcontainer_height = settingValue spellsTab.GetSpellScrollFrame():SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 1) elseif (settingName == "width") then Details.breakdown_spell_tab.blockcontainer_width = settingValue elseif (settingName == "is_locked") then Details.breakdown_spell_tab.blockcontainer_islocked = settingValue end --update the spell blocks spellsTab.GetSpellBlockFrame():UpdateBlocks() if (spellsTab.GetSelectedSpellBar()) then onEnterSpellBar(spellsTab.GetSelectedSpellBar()) end end end container:SetSettingChangedCallback(settingChangedCallbackFunction) --create the container which will hold the spell blocks ---@type breakdownspellblockframe local spellBlockFrame = CreateFrame("Frame", "$parentSpellBlockContainer", container, "BackdropTemplate") spellBlockFrame:EnableMouse(false) spellBlockFrame:SetResizable(false) spellBlockFrame:SetMovable(false) spellBlockFrame:SetAllPoints() DetailsFramework:Mixin(spellBlockFrame, spellBlockContainerMixin) tabFrame.SpellBlockFrame = spellBlockFrame spellsTab.SpellBlockFrame = spellBlockFrame container:RegisterChildForDrag(spellBlockFrame) spellBlockFrame.SpellBlocks = {} spellBlockFrame.blocksInUse = 0 --create the spell blocks within the spellBlockFrame for i = 1, spellBlockContainerSettings.amount do ---@type breakdownspellblock local spellBlock = spellsTab.CreateSpellBlock(spellBlockFrame, i) table.insert(spellBlockFrame.SpellBlocks, spellBlock) --size and point are set on ~UpdateBlocks end spellBlockFrame:UpdateBlocks() return spellBlockFrame end function spellsTab.UpdateShownSpellBlock() if (spellsTab.currentSpellBar) then onEnterSpellBar(spellsTab.currentSpellBar) elseif (spellsTab.GetSelectedSpellBar()) then onEnterSpellBar(spellsTab.GetSelectedSpellBar()) end end ---get a spell bar from the scroll box, if it doesn't exist, return nil ---@param scrollFrame table ---@param lineIndex number ---@return breakdowntargetbar local getTargetBar = function(scrollFrame, lineIndex) ---@type breakdowntargetbar local targetBar = scrollFrame:GetLine(lineIndex) --reset header alignment targetBar:ResetFramesToHeaderAlignment() spellsTab.UpdateBarSettings(targetBar) --reset columns, hiding them targetBar.Icon:Hide() for inLineIndex = 1, #targetBar.InLineTexts do targetBar.InLineTexts[inLineIndex]:SetText("") end return targetBar end ---update a line using the data passed ---@param targetBar breakdowntargetbar ---@param index number spell position (from best to wrost) ---@param combatObject combat ---@param scrollFrame table ---@param headerTable table ---@param bkTargetData breakdowntargettable ---@param totalValue number ---@param topValue number the amount done of the first target, used to calculate the length of the statusbar ---@param sortKey string local updateTargetBar = function(targetBar, index, combatObject, scrollFrame, headerTable, bkTargetData, totalValue, topValue, sortKey) --~target ~update ~targetbar ~updatetargetbar --scrollFrame is defined as a table which is false, scrollFrame is a frame local textIndex = 1 for headerIndex = 1, #headerTable do ---@type number local value targetBar.bkTargetData = bkTargetData value = bkTargetData.total ---@type number local combatTime = combatObject:GetCombatTime() local actorContainer = combatObject:GetContainer(spellsTab.mainAttribute) local targetActorObject = actorContainer:GetActor(bkTargetData.name) targetBar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.spellbar_background_alpha) --statusbar size by percent if (topValue > 0) then targetBar.statusBar:SetValue(bkTargetData[sortKey] / topValue * 100) else targetBar.statusBar:SetValue(0) end --statusbar color targetBar.statusBar:SetStatusBarColor(1, 1, 1, 1) targetBar.combatTime = combatTime targetBar.actorName = bkTargetData.name ---@type fontstring local text = targetBar.InLineTexts[textIndex] local header = headerTable[headerIndex] if (header.name == "icon") then --ok targetBar.Icon:Show() if (targetActorObject) then Details.SetClassIcon(targetActorObject, targetBar.Icon, spellsTab.GetInstance(), targetActorObject:Class()) else targetBar.Icon:SetTexture([[Interface\AddOns\Details\images\classes_small_alpha]]) ---@type {key1: number, key2: number, key3: number, key4: number} local texCoords = Details.class_coords["ENEMY"] targetBar.Icon:SetTexCoord(unpack(texCoords)) end targetBar:AddFrameToHeaderAlignment(targetBar.Icon) elseif (header.name == "rank") then --ok text:SetText(index) targetBar:AddFrameToHeaderAlignment(text) targetBar.rank = index textIndex = textIndex + 1 elseif (header.name == "name") then --ok text:SetText(DF:RemoveRealmName(bkTargetData.name)) targetBar.name = bkTargetData.name targetBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "amount") then --ok text:SetText(Details:Format(value)) targetBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "percent") then --ok targetBar.percent = value / totalValue * 100 --totalValue is nil ---@type string local percentFormatted = string.format("%.1f", targetBar.percent) .. "%" text:SetText(percentFormatted) targetBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "overheal" and bkTargetData.overheal) then if (bkTargetData.overheal > 0) then local totalHeal = bkTargetData.overheal + value text:SetText(string.format("%.1f", bkTargetData.overheal / totalHeal * 100) .. "%") else text:SetText("0%") end targetBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "absorbed") then text:SetText(Details:Format(bkTargetData.absorbed or 0)) targetBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 end end targetBar:AlignWithHeader(scrollFrame.Header, "left") end ---refresh the data shown in the spells scroll box ---@param scrollFrame table ---@param scrollData breakdowntargettablelist ---@param offset number ---@param totalLines number local refreshTargetsFunc = function(scrollFrame, scrollData, offset, totalLines) --~refresh ~target ~refreshtargets ---@type number local topValue = scrollFrame.topValue ---@type number local totalValue = scrollData.totalValue ---@type actor local actorObject = spellsTab.GetActor() ---@type string local actorName = actorObject:Name() ---@type combat local combatObject = spellsTab.GetCombat() ---@type instance local instanceObject = spellsTab.GetInstance() ---@type number local mainAttribute = spellsTab.mainAttribute local sortKey = scrollFrame.SortKey local headerTable = spellsTab.targetsHeaderData local lineIndex = 1 for i = 1, totalLines do local index = i + offset ---@type breakdowntargettable local bkTargetData = scrollData[index] if (bkTargetData) then ---called mainSpellBar because it is the line that shows the sum of all spells merged (if any) ---@type breakdowntargetbar local targetBar = getTargetBar(scrollFrame, lineIndex) do if (targetBar) then lineIndex = lineIndex + 1 updateTargetBar(targetBar, index, combatObject, scrollFrame, headerTable, bkTargetData, totalValue, topValue, sortKey) end end if (lineIndex > totalLines) then break end end end end ---create a targetbar within the target scroll ---@param self breakdownphasescrollframe ---@param index number ---@return breakdownphasebar function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar ---@type breakdownphasebar local phaseBar = CreateFrame("button", self:GetName() .. "PhaseBarButton" .. index, self) phaseBar.index = index --size and positioning phaseBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT) local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15 phaseBar:SetPoint("topleft", self, "topleft", 1, y) phaseBar:SetPoint("topright", self, "topright", -1, y) phaseBar:EnableMouse(true) phaseBar:SetAlpha(0.823) phaseBar:SetFrameStrata("HIGH") phaseBar:SetScript("OnEnter", nil) phaseBar:SetScript("OnLeave", nil) DF:Mixin(phaseBar, DF.HeaderFunctions) ---@type breakdownspellbarstatusbar local statusBar = CreateFrame("StatusBar", "$parentStatusBar", phaseBar) statusBar:SetAllPoints() statusBar:SetAlpha(0.5) statusBar:SetMinMaxValues(0, 100) statusBar:SetValue(50) statusBar:EnableMouse(false) statusBar:SetFrameLevel(phaseBar:GetFrameLevel() - 1) phaseBar.statusBar = statusBar ---@type texture this is the statusbar texture local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork") statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda")) statusBar:SetStatusBarTexture(statusBarTexture) statusBar:SetStatusBarColor(1, 1, 1, 1) ---@type texture shown when the mouse hoverover this bar local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight") hightlightTexture:SetColorTexture(1, 1, 1, 0.2) hightlightTexture:SetAllPoints() statusBar.highlightTexture = hightlightTexture ---@type texture background texture local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border") backgroundTexture:SetAllPoints() backgroundTexture:SetColorTexture(.05, .05, .05) backgroundTexture:SetAlpha(1) statusBar.backgroundTexture = backgroundTexture --create an icon ---@type texture local icon = statusBar:CreateTexture("$parentTexture", "overlay") icon:SetPoint("left", statusBar, "left", 0, 0) icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2) icon:SetTexCoord(.1, .9, .1, .9) phaseBar.Icon = icon phaseBar:AddFrameToHeaderAlignment(icon) phaseBar.InLineTexts = {} for i = 1, 5 do ---@type fontstring local fontString = phaseBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall") fontString:SetJustifyH("left") fontString:SetTextColor(1, 1, 1, 1) fontString:SetNonSpaceWrap(true) fontString:SetWordWrap(false) phaseBar["lineText" .. i] = fontString phaseBar.InLineTexts[i] = fontString fontString:SetTextColor(1, 1, 1, 1) phaseBar:AddFrameToHeaderAlignment(fontString) end phaseBar:AlignWithHeader(self.Header, "left") return phaseBar end ---get a spell bar from the scroll box, if it doesn't exist, return nil ---@param scrollFrame table ---@param lineIndex number ---@return breakdownphasebar local getGenericBar = function(scrollFrame, lineIndex) ---@type breakdowngenericbar local genericBar = scrollFrame:GetLine(lineIndex) --reset header alignment genericBar:ResetFramesToHeaderAlignment() --reset columns, hiding them genericBar.Icon:Hide() for inLineIndex = 1, #genericBar.InLineTexts do genericBar.InLineTexts[inLineIndex]:SetText("") end return genericBar end ---get a spell bar from the scroll box, if it doesn't exist, return nil ---@param scrollFrame table ---@param lineIndex number ---@return breakdownphasebar local getPhaseBar = function(scrollFrame, lineIndex) ---@type breakdownphasebar local phaseBar = scrollFrame:GetLine(lineIndex) --reset header alignment phaseBar:ResetFramesToHeaderAlignment() spellsTab.UpdateBarSettings(phaseBar) --reset columns, hiding them phaseBar.Icon:Hide() for inLineIndex = 1, #phaseBar.InLineTexts do phaseBar.InLineTexts[inLineIndex]:SetText("") end return phaseBar end ---@param scrollFrame table ---@param scrollData table ---@param offset number ---@param totalLines number local refreshGenericFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshgeneric ~refreshfunc ~refresh ~refreshg ~updategenericbar local lineIndex = 1 local combatTime = scrollData.combatTime local totalValue = scrollData.totalValue for i = 1, totalLines do local index = i + offset local dataTable = scrollData[index] if (dataTable) then local genericBar = getGenericBar(scrollFrame, lineIndex) genericBar.statusBar:SetValue(dataTable.total / scrollFrame.topValue * 100) ---@type number local textIndex = 1 if (scrollData.headersAllowed.icon) then ---@type texturetable local dataIcon = dataTable.icon genericBar.Icon:Show() genericBar.Icon:SetTexture(dataIcon.texture) genericBar.Icon:SetTexCoord(dataIcon.coords.left, dataIcon.coords.right, dataIcon.coords.top, dataIcon.coords.bottom) genericBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2) genericBar:AddFrameToHeaderAlignment(genericBar.Icon) end if (scrollData.headersAllowed.name) then ---@type fontstring local fontString = genericBar.InLineTexts[textIndex] genericBar:AddFrameToHeaderAlignment(fontString) local nameWithoutRealm = DF:RemoveRealmName(dataTable.name) fontString:SetText(nameWithoutRealm or dataTable.name) textIndex = textIndex + 1 end if (scrollData.headersAllowed.rank) then ---@type fontstring local fontString = genericBar.InLineTexts[textIndex] genericBar:AddFrameToHeaderAlignment(fontString) fontString:SetText(index) textIndex = textIndex + 1 end if (scrollData.headersAllowed.amount) then ---@type fontstring local fontString = genericBar.InLineTexts[textIndex] genericBar:AddFrameToHeaderAlignment(fontString) fontString:SetText(Details:Format(dataTable.total)) textIndex = textIndex + 1 end if (scrollData.headersAllowed.persecond) then ---@type fontstring local fontString = genericBar.InLineTexts[textIndex] genericBar:AddFrameToHeaderAlignment(fontString) fontString:SetText(Details:Format(dataTable.total / combatTime)) textIndex = textIndex + 1 end if (scrollData.headersAllowed.percent) then ---@type fontstring local fontString = genericBar.InLineTexts[textIndex] genericBar:AddFrameToHeaderAlignment(fontString) fontString:SetText(string.format("%.1f", dataTable.total / totalValue * 100) .. "%") textIndex = textIndex + 1 end lineIndex = lineIndex + 1 if (lineIndex > totalLines) then break end end end end ---@param scrollFrame table ---@param scrollData table ---@param offset number ---@param totalLines number local refreshPhaseFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshphases ~refreshfunc ~refresh ~refreshp ~updatephasebar local lineIndex = 1 local formatFunc = Details:GetCurrentToKFunction() local phaseElapsedTime = scrollData.phaseElapsed for i = 1, totalLines do local index = i + offset local dataTable = scrollData[index] if (dataTable) then local phaseBar = getPhaseBar(scrollFrame, lineIndex) phaseBar.statusBar:SetValue(100) local totalDone = dataTable.amountDone local phaseName = dataTable.phaseName local phaseNameFormatted = "Phase: " .. phaseName local amountDoneFormatted = formatFunc(nil, totalDone) local positionWithInPhase = math.floor(dataTable.positionWithInPhase) local percentDone = string.format("%.1f", dataTable.percentDone) local elapsedTime = phaseElapsedTime[phaseName] local phaseDps = formatFunc(nil, totalDone / elapsedTime) phaseBar.Icon:Show() phaseBar.Icon:SetTexture([[Interface\Garrison\orderhall-missions-mechanic9]]) phaseBar.Icon:SetTexCoord(11/64, 53/64, 11/64, 53/64) phaseBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2) phaseBar:AddFrameToHeaderAlignment(phaseBar.Icon) for inLineIndex = 1, #phaseBar.InLineTexts do phaseBar.InLineTexts[inLineIndex]:SetText("") end local text1 = phaseBar.InLineTexts[1] phaseBar:AddFrameToHeaderAlignment(text1) text1:SetText(phaseNameFormatted) local text2 = phaseBar.InLineTexts[2] phaseBar:AddFrameToHeaderAlignment(text2) text2:SetText("#" .. positionWithInPhase) local text3 = phaseBar.InLineTexts[3] phaseBar:AddFrameToHeaderAlignment(text3) text3:SetText(amountDoneFormatted) local text4 = phaseBar.InLineTexts[4] phaseBar:AddFrameToHeaderAlignment(text4) text4:SetText(phaseDps) local text5 = phaseBar.InLineTexts[5] phaseBar:AddFrameToHeaderAlignment(text5) text5:SetText(percentDone .. "%") lineIndex = lineIndex + 1 end end end ---create a container to show value per phase ---@param tabFrame tabframe ---@return breakdowntargetscrollframe function spellsTab.CreatePhasesContainer(tabFrame) --~phase ~createphasecontainer ~createphasescroll ---@type width local width = Details.breakdown_spell_tab.phasecontainer_width ---@type height local height = Details.breakdown_spell_tab.phasecontainer_height local defaultAmountOfLines = 10 --create a container for the scrollframe local options = { width = Details.breakdown_spell_tab.phasecontainer_width, height = Details.breakdown_spell_tab.phasecontainer_height, is_locked = Details.breakdown_spell_tab.phasecontainer_islocked, can_move = false, can_move_children = false, use_top_resizer = true, use_right_resizer = true, use_left_resizer = true, use_bottom_resizer = true, } ---@type df_framecontainer local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "PhaseScrollContainer") container:SetPoint("topleft", spellsTab.GetTargetScrollContainer(), "topright", 26, 0) container:SetFrameLevel(tabFrame:GetFrameLevel() + 10) spellsTab.PhaseContainerFrame = container local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue) if (frameContainer:IsShown()) then if (settingName == "height") then ---@type number local currentHeight = spellsTab.GetPhaseScrollFrame():GetHeight() Details.breakdown_spell_tab.phasecontainer_height = settingValue local lineAmount = math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) spellsTab.GetPhaseScrollFrame():SetNumFramesShown(lineAmount) elseif (settingName == "width") then Details.breakdown_spell_tab.phasecontainer_width = settingValue elseif (settingName == "is_locked") then Details.breakdown_spell_tab.phasecontainer_islocked = settingValue end end end container:SetSettingChangedCallback(settingChangedCallbackFunction) ---@type breakdowntargetscrollframe not sure is this is correct local phaseScrollFrame = DF:CreateScrollBox(container, "$parentPhaseScroll", refreshPhaseFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT) DF:ReskinSlider(phaseScrollFrame) phaseScrollFrame:SetBackdrop({}) phaseScrollFrame:SetAllPoints() container:RegisterChildForDrag(phaseScrollFrame) phaseScrollFrame.DontHideChildrenOnPreRefresh = false tabFrame.PhaseScrollFrame = phaseScrollFrame spellsTab.PhaseScrollFrame = phaseScrollFrame spellsTab.ApplyStandardBackdrop(container, phaseScrollFrame) function phaseScrollFrame:RefreshMe() --~refreshme (phases) ~refreshmep --get the value of the top 1 ranking spell ---@type actor local actorObject = spellsTab.GetActor() ---@type combat local combatObject = spellsTab.GetCombat() local actorName = actorObject:Name() ---@type instance local instanceObject = spellsTab.GetInstance() local mainAttribute = instanceObject:GetDisplay() local data = { --playerObject = playerObject, --attribute = attribute, --combatObject = combatObject, combatTime = combatObject:GetCombatTime(), } local playerPhases = {} local totalDamage = 0 local phaseElapsed = {} local phasesInfo = combatObject:GetPhases() if (not phasesInfo) then spellsTab.PhaseContainerFrame:Hide() return end if (#phasesInfo == 1) then --if there's only one phase, then there's no need to show phases spellsTab.PhaseContainerFrame:Hide() return else spellsTab.PhaseContainerFrame:Show() end if (#phasesInfo >= 1) then --get phase elapsed time for i = 1, #phasesInfo do local thisPhase = phasesInfo[i] local phaseName = thisPhase[1] local startTime = thisPhase[2] local nextPhase = phasesInfo[i + 1] if (nextPhase) then --if there's a next phase, use it's start time as end time to calcule elapsed time local endTime = nextPhase[2] local elapsedTime = endTime - startTime phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime else --if there's no next phase, use the combat end time as end time to calcule elapsed time local endTime = combatObject:GetCombatTime() local elapsedTime = endTime - startTime phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime end end --get damage info local dataTable = mainAttribute == 1 and phasesInfo.damage or phasesInfo.heal for phaseName, playersTable in pairs(dataTable) do --each phase local allPlayers = {} --all players for this phase for playerName, amount in pairs(playersTable) do tinsert(allPlayers, {playerName, amount}) totalDamage = totalDamage + amount end table.sort(allPlayers, function(a, b) return a[2] > b[2] end) local myRank = 0 for i = 1, #allPlayers do if (allPlayers[i][1] == actorName) then myRank = i break end end tinsert(playerPhases, {phaseName, playersTable[actorName] or 0, myRank, (playersTable[actorName] or 0) / totalDamage * 100}) end end table.sort(playerPhases, function(a, b) return a[1] < b[1] end) for i = 1, #playerPhases do data[#data+1] = { phaseName = playerPhases[i][1], amountDone = playerPhases[i][2], positionWithInPhase = playerPhases[i][3], percentDone = playerPhases[i][4], } end data.totalDamage = totalDamage data.phaseElapsed = phaseElapsed phaseScrollFrame:SetData(data) phaseScrollFrame:Refresh() end --~header local headerOptions = { padding = 2, header_height = 14, reziser_shown = true, reziser_width = 2, reziser_color = {.5, .5, .5, 0.7}, reziser_max_width = 246, header_click_callback = onAnyColumnHeaderClickCallback, header_backdrop_color = {0.1, 0.1, 0.1, 0.4}, text_color = {1, 1, 1, 0.823}, } ---@type df_headerframe local header = DetailsFramework:CreateHeader(container, phaseContainerColumnData, headerOptions) phaseScrollFrame.Header = header phaseScrollFrame.Header:SetPoint("topleft", phaseScrollFrame, "topleft", 0, 1) phaseScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged) --cache the type of this container headerContainerType[phaseScrollFrame.Header] = "phases" --create the scroll lines for i = 1, defaultAmountOfLines do phaseScrollFrame:CreateLine(spellsTab.CreatePhaseBar) end tabFrame.phases = container:CreateFontString(nil, "overlay", "QuestFont_Large") tabFrame.phases:SetPoint("bottomleft", container, "topleft", 2, 2) tabFrame.phases:SetText("Phases:") --localize-me return phaseScrollFrame end ---create a genericbar within the generic scroll ---@param self breakdowngenericscrollframe ---@param index number ---@return breakdowngenericbar function spellsTab.CreateGenericBar(self, index) --~create ~generic ~creategeneric ~genericbar ---@type breakdowngenericbar local genericBar = CreateFrame("button", self:GetName() .. "GenericBarButton" .. index, self) genericBar.index = index --size and positioning genericBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT) local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15 genericBar:SetPoint("topleft", self, "topleft", 0, y) genericBar:SetPoint("topright", self, "topright", 0, y) genericBar:EnableMouse(true) genericBar:SetAlpha(0.9) genericBar:SetFrameStrata("HIGH") genericBar:SetScript("OnEnter", onEnterBreakdownGenericBar) genericBar:SetScript("OnLeave", onLeaveBreakdownGenericBar) DF:Mixin(genericBar, DF.HeaderFunctions) ---@type breakdownspellbarstatusbar local statusBar = CreateFrame("StatusBar", "$parentStatusBar", genericBar) statusBar:SetAllPoints() statusBar:SetAlpha(0.5) statusBar:SetMinMaxValues(0, 100) statusBar:SetValue(50) statusBar:EnableMouse(false) statusBar:SetFrameLevel(genericBar:GetFrameLevel() - 1) genericBar.statusBar = statusBar ---@type texture this is the statusbar texture local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork") statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda")) statusBar:SetStatusBarTexture(statusBarTexture) statusBar:SetStatusBarColor(1, 1, 1, 1) ---@type texture shown when the mouse hoverover this bar local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight") hightlightTexture:SetColorTexture(1, 1, 1, 0.2) hightlightTexture:SetAllPoints() statusBar.highlightTexture = hightlightTexture ---@type texture background texture local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border") backgroundTexture:SetAllPoints() backgroundTexture:SetColorTexture(.05, .05, .05) backgroundTexture:SetAlpha(1) statusBar.backgroundTexture = backgroundTexture --create an icon ---@type texture local icon = statusBar:CreateTexture("$parentTexture", "overlay") icon:SetPoint("left", statusBar, "left", 0, 0) icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2) icon:SetTexCoord(.1, .9, .1, .9) genericBar.Icon = icon genericBar:AddFrameToHeaderAlignment(icon) genericBar.InLineTexts = {} for i = 1, 5 do ---@type fontstring local fontString = genericBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall") fontString:SetJustifyH("left") fontString:SetTextColor(1, 1, 1, 1) fontString:SetNonSpaceWrap(true) fontString:SetWordWrap(false) genericBar["lineText" .. i] = fontString genericBar.InLineTexts[i] = fontString fontString:SetTextColor(1, 1, 1, 1) genericBar:AddFrameToHeaderAlignment(fontString) end genericBar:AlignWithHeader(self.Header, "left") return genericBar end ---create the generic container, this container hold bars that can show any type of data ---@param tabFrame tabframe ---@return breakdowngenericscrollframe function spellsTab.CreateGenericContainer(tabFrame) --~create ~generic ~creategenericcontainer ~creategenericscroll ~creategeneric ---@type width local width = Details.breakdown_spell_tab.genericcontainer_width ---@type height local height = Details.breakdown_spell_tab.genericcontainer_height local defaultAmountOfLines = 50 --create a container for the scrollframe local options = { width = Details.breakdown_spell_tab.genericcontainer_width, height = Details.breakdown_spell_tab.genericcontainer_height, is_locked = Details.breakdown_spell_tab.genericcontainer_islocked, can_move = false, can_move_children = false, use_top_resizer = true, use_right_resizer = true, use_bottom_resizer = true, use_left_resizer = true, } ---@type df_framecontainer local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "GenericScrollContainer") container:SetPoint("topleft", tabFrame, "topleft", 0, 0) container:SetFrameLevel(tabFrame:GetFrameLevel()+1) spellsTab.GenericContainerFrame = container --when a setting is changed in the container, it will call this function, it is registered below with SetSettingChangedCallback() local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue) if (frameContainer:IsShown()) then if (settingName == "height") then ---@type number local currentHeight = spellsTab.GetGenericScrollFrame():GetHeight() Details.breakdown_spell_tab.genericcontainer_height = settingValue spellsTab.GetGenericScrollFrame():SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 2) elseif (settingName == "width") then Details.breakdown_spell_tab.genericcontainer_width = settingValue elseif (settingName == "is_locked") then Details.breakdown_spell_tab.genericcontainer_islocked = settingValue end spellsTab.GetSpellBlockContainer():SendSettingChangedCallback("UpdateSize", -1) end end container:SetSettingChangedCallback(settingChangedCallbackFunction) --create a scrollframe local genericScrollFrame = DF:CreateScrollBox(container, "$parentGenericScroll", refreshGenericFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT) DF:ReskinSlider(genericScrollFrame) genericScrollFrame:SetBackdrop({}) genericScrollFrame:SetAllPoints() container:RegisterChildForDrag(genericScrollFrame) genericScrollFrame.DontHideChildrenOnPreRefresh = false tabFrame.GenericScrollFrame = genericScrollFrame spellsTab.GenericScrollFrame = genericScrollFrame --settingChangedCallbackFunction(container, "height", Details.breakdown_spell_tab.genericcontainer_height) function genericScrollFrame:RefreshMe(data) --~refreshme (generic) ~refreshg --get which column is currently selected and the sort order local columnIndex, order, key = genericScrollFrame.Header:GetSelectedColumn() genericScrollFrame.SortKey = key ---@type string local keyToSort = key if (order == "DESC") then table.sort(data, function(t1, t2) return t1[keyToSort] > t2[keyToSort] end) genericScrollFrame.topValue = data[1] and data[1][keyToSort] else table.sort(data, function(t1, t2) return t1[keyToSort] < t2[keyToSort] end) genericScrollFrame.topValue = data[#data] and data[#data][keyToSort] end genericScrollFrame:SetData(data) genericScrollFrame:Refresh() end --~header local headerOptions = { padding = 2, header_height = 14, reziser_shown = true, reziser_width = 2, reziser_color = {.5, .5, .5, 0.7}, reziser_max_width = 246, header_click_callback = onAnyColumnHeaderClickCallback, header_backdrop_color = {0.1, 0.1, 0.1, 0.4}, text_color = {1, 1, 1, 0.823}, } ---@type df_headerframe local header = DetailsFramework:CreateHeader(container, genericContainerColumnData, headerOptions) genericScrollFrame.Header = header genericScrollFrame.Header:SetPoint("topleft", genericScrollFrame, "topleft", 0, 1) genericScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged) --cache the type of this container headerContainerType[genericScrollFrame.Header] = "generic" --create the scroll lines for i = 1, defaultAmountOfLines do genericScrollFrame:CreateLine(spellsTab.CreateGenericBar) end --need to create the second scroll frame to show the details about the spelltable/actor hovered over return genericScrollFrame end ---create the target container ---@param tabFrame tabframe ---@return breakdowntargetscrollframe function spellsTab.CreateTargetContainer(tabFrame) --~create ~target ~createtargetcontainer ~createtargetscroll ~createtarget ---@type width local width = Details.breakdown_spell_tab.targetcontainer_width ---@type height local height = Details.breakdown_spell_tab.targetcontainer_height local defaultAmountOfLines = 50 --create a container for the scrollframe local options = { width = Details.breakdown_spell_tab.targetcontainer_width, height = Details.breakdown_spell_tab.targetcontainer_height, is_locked = Details.breakdown_spell_tab.targetcontainer_islocked, can_move = false, can_move_children = false, use_top_resizer = true, use_right_resizer = true, } ---@type df_framecontainer local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "TargetScrollContainer") container:SetPoint("topleft", spellsTab.GetSpellScrollContainer(), "bottomleft", 0, -25) container:SetFrameLevel(tabFrame:GetFrameLevel() + 10) spellsTab.TargetsContainerFrame = container local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue) if (frameContainer:IsShown()) then if (settingName == "height") then ---@type number local currentHeight = spellsTab.GetTargetScrollFrame():GetHeight() Details.breakdown_spell_tab.targetcontainer_height = settingValue --the -0.1 is the avoid the random fraction of 1.9999999990 to 2.0000000001 local lineAmount = currentHeight / CONST_SPELLSCROLL_LINEHEIGHT - 0.1 lineAmount = math.floor(lineAmount) spellsTab.GetTargetScrollFrame():SetNumFramesShown(lineAmount) elseif (settingName == "width") then Details.breakdown_spell_tab.targetcontainer_width = settingValue elseif (settingName == "is_locked") then Details.breakdown_spell_tab.targetcontainer_islocked = settingValue end end end container:SetSettingChangedCallback(settingChangedCallbackFunction) --create the scrollframe similar to scrollframe used in the spellscrollframe --replace this with a framework scrollframe ---@type breakdowntargetscrollframe local targetScrollFrame = DF:CreateScrollBox(container, "$parentTargetScroll", refreshTargetsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT) DF:ReskinSlider(targetScrollFrame) targetScrollFrame:SetBackdrop({}) targetScrollFrame:SetAllPoints() container:RegisterChildForDrag(targetScrollFrame) targetScrollFrame.DontHideChildrenOnPreRefresh = false tabFrame.TargetScrollFrame = targetScrollFrame spellsTab.TargetScrollFrame = targetScrollFrame spellsTab.ApplyStandardBackdrop(container, targetScrollFrame) ---@param data breakdowntargettablelist function targetScrollFrame:RefreshMe(data) --~refreshme (targets) ~refreshmet --get which column is currently selected and the sort order local columnIndex, order, key = targetScrollFrame.Header:GetSelectedColumn() targetScrollFrame.SortKey = key ---@type string local keyToSort = key if (order == "DESC") then table.sort(data, function(t1, t2) return t1[keyToSort] > t2[keyToSort] end) targetScrollFrame.topValue = data[1] and data[1][keyToSort] else table.sort(data, function(t1, t2) return t1[keyToSort] < t2[keyToSort] end) targetScrollFrame.topValue = data[#data] and data[#data][keyToSort] end if (key == "overheal") then data.totalValue = data.totalValueOverheal end --default: data.totalValue --data.totalValueOverheal targetScrollFrame:SetData(data) targetScrollFrame:Refresh() end --~header local headerOptions = { padding = 2, header_height = 14, reziser_shown = true, reziser_width = 2, reziser_color = {.5, .5, .5, 0.7}, reziser_max_width = 246, header_click_callback = onAnyColumnHeaderClickCallback, header_backdrop_color = {0.1, 0.1, 0.1, 0.4}, text_color = {1, 1, 1, 0.823}, } ---@type df_headerframe local header = DetailsFramework:CreateHeader(container, targetContainerColumnData, headerOptions) targetScrollFrame.Header = header targetScrollFrame.Header:SetPoint("topleft", targetScrollFrame, "topleft", 0, 1) targetScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged) --cache the type of this container headerContainerType[targetScrollFrame.Header] = "targets" --create the scroll lines for i = 1, defaultAmountOfLines do targetScrollFrame:CreateLine(spellsTab.CreateTargetBar) end tabFrame.targets = targetScrollFrame:CreateFontString(nil, "overlay", "QuestFont_Large") tabFrame.targets:SetPoint("bottomleft", container, "topleft", 2, 2) tabFrame.targets:SetText(Loc ["STRING_TARGETS"] .. ":") return targetScrollFrame end --logistics: class_damage build the list of spells, send it to window_playerbreakdown, which gets the current summary tab and send the data for it --in this tab, the data is sent to the refresh function local onClickExpandButton = function(expandButton, button) ---@type breakdownspellbar local spellBar = expandButton:GetParent() ---@type table local scrolFrame = spellBar:GetParent() ---@type boolean local bIsSpellExpaded = expandButton.bIsSpellExpaded --check if the one of the expanded bars was a selected spellbar and deselect --get the current selected spellbar ---@type breakdownspellbar local selectedSpellBar = spellsTab.GetSelectedSpellBar() if (bIsSpellExpaded) then --it's already expended, it'll close the expanded spellbars --check if the selected spellbar is one of the expanded spellbars and deselect it for i = 1, #spellBar.ExpandedChildren do ---@type breakdownspellbar local expandedSpellBar = spellBar.ExpandedChildren[i] if (expandedSpellBar == selectedSpellBar) then --deselect the spellbar spellsTab.UnSelectSpellBar() break end end else spellsTab.UnSelectSpellBar() end --todo: check is any other bar has expanded state true, and close the expand (or not) --toggle this spell expand mode Details222.BreakdownWindow.SetSpellAsExpanded(expandButton.petName or expandButton.spellId, not bIsSpellExpaded) --call the refresh function of the window ---@type instance local instanceObject = spellsTab.GetInstance() instanceObject:RefreshWindow(true) end local formatPetName = function(petName, spellName, ownerName) --petName is raw (with the owner name) local petNameWithoutOwner = petName:gsub((" <.*"), "") local texture = [[Interface\AddOns\Details\images\classes_small]] local bUseAlphaIcons = true local specIcon = false local iconSize = 14 if (petName:len() == 0) then return Details:AddClassOrSpecIcon(spellName, "PET", specIcon, iconSize, bUseAlphaIcons) end petNameWithoutOwner = Details:AddClassOrSpecIcon(petNameWithoutOwner, "PET", specIcon, iconSize, bUseAlphaIcons) return spellName .. " |cFFCCBBBB" .. petNameWithoutOwner .. "|r" end ---update a line using the data passed ---@param spellBar breakdownspellbar ---@param index number spell position (from best to wrost) ---@param actorName string ---@param combatObject combat ---@param scrollFrame table ---@param headerTable table ---@param bkSpellData spelltableadv ---@param spellTableIndex number ---@param totalValue number ---@param topValue number ---@param bIsMainLine boolean if true this is the line which has all the values of the spell merged ---@param sortKey string ---@param spellTablesAmount number local updateSpellBar = function(spellBar, index, actorName, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, sortKey, spellTablesAmount) --scrollFrame is defined as a table which is false, scrollFrame is a frame local textIndex = 1 for headerIndex = 1, #headerTable do ---@type number local spellId ---@type number local value ---@type spelltable local spellTable spellBar.bkSpellData = bkSpellData local petName = "" ---@type boolean @if true, this is the main line of an actor which has its spells nested in the bkSpellData.nestedData local bIsActorHeader = bkSpellData.bIsActorHeader if (bIsMainLine and bIsActorHeader) then spellTable = bkSpellData value = bkSpellData.total spellId = 0 petName = actorName elseif (bIsMainLine) then spellTable = bkSpellData value = bkSpellData.total spellId = bkSpellData.id petName = bkSpellData.nestedData[spellTableIndex].actorName else spellTable = bkSpellData.nestedData[spellTableIndex].spellTable value = spellTable.total spellId = spellTable.id --if isn't a spell from a nested actor, then it can use the pet name in the spell name if (not bkSpellData.nestedData[spellTableIndex].bIsActorHeader) then petName = bkSpellData.nestedData[spellTableIndex].actorName end spellBar.bIsExpandedSpell = true end spellBar.spellId = spellId ---@cast spellTable spelltable spellBar.spellTable = spellTable ---@type string, number, string local spellName, _, spellIcon = Details.GetSpellInfo(spellId) if (not spellName) then spellName = actorName spellIcon = bkSpellData.actorIcon or "" end ---@type number local amtCasts = combatObject:GetSpellCastAmount(actorName, spellName) spellBar.amountCasts = amtCasts ---@type number local uptime = combatObject:GetSpellUptime(actorName, spellId) ---@type number local combatTime = combatObject:GetCombatTime() --statusbar size by percent if (topValue > 0) then local barValue = spellTable[sortKey] or getValueForHeaderSortKey(combatObject, spellTable, sortKey) spellBar.statusBar:SetValue(barValue / topValue * 100) else spellBar.statusBar:SetValue(0) end if (petName ~= "") then --if is a pet spell and has more pets nested || nop, now is a pet with its spells nested if (spellTablesAmount > 1 and bIsMainLine) then spellName = formatPetName("", spellName, "") --causing error as spellName is nil elseif (bIsMainLine) then spellName = formatPetName(petName, spellName, actorName) else spellName = formatPetName(petName, "", "") end end spellBar.spellId = spellId spellBar.spellIconFrame.spellId = spellId spellBar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.spellbar_background_alpha) --statusbar color by school local r, g, b = Details:GetSpellSchoolColor(spellTable.spellschool or 1) spellBar.statusBar:SetStatusBarColor(r, g, b, 0.963) spellBar.average = value / spellTable.counter spellBar.combatTime = combatTime ---@type fontstring local text = spellBar.InLineTexts[textIndex] local header = headerTable[headerIndex] if (header.name == "icon") then spellBar.spellIcon:Show() spellBar.spellIcon:SetTexture(spellIcon) spellBar.spellIcon:SetAlpha(0.92) spellBar:AddFrameToHeaderAlignment(spellBar.spellIconFrame) elseif (header.name == "target") then --the tab does not have knownledge about the targets of the spell, it must be passed over ---@type breakdowntargetframe local targetsSquareFrame = spellBar.targetsSquareFrame targetsSquareFrame:Show() targetsSquareFrame.spellId = spellId targetsSquareFrame.bkSpellData = spellTable targetsSquareFrame.spellTable = spellTable targetsSquareFrame.bIsMainLine = bIsMainLine spellBar:AddFrameToHeaderAlignment(targetsSquareFrame) elseif (header.name == "rank") then text:SetText(index) spellBar:AddFrameToHeaderAlignment(text) spellBar.rank = index textIndex = textIndex + 1 elseif (header.name == "expand") then text:SetText("") spellBar:AddFrameToHeaderAlignment(spellBar.expandButton) textIndex = textIndex + 1 if (bkSpellData.bCanExpand and bIsMainLine) then spellBar.expandButton:Show() local bIsSpellExpaded = Details222.BreakdownWindow.IsSpellExpanded(bIsActorHeader and actorName or spellId) spellBar.expandButton.spellId = bIsActorHeader and actorName or spellId spellBar.expandButton.bIsSpellExpaded = bIsSpellExpaded spellBar.expandButton:SetScript("OnClick", onClickExpandButton) --update the texture taking the state of the expanded value if (bIsSpellExpaded) then spellBar.expandButton.texture:SetTexture([[Interface\AddOns\Details\images\arrow_face_down]]) spellBar.expandButton.texture:SetTexCoord(0, 1, 1, 0) else spellBar.expandButton.texture:SetTexture([[Interface\AddOns\Details\images\arrow_face_down]]) spellBar.expandButton.texture:SetTexCoord(0, 1, 0, 1) end spellBar.expandButton.texture:SetAlpha(0.7) spellBar.expandButton.texture:SetSize(16, 16) end elseif (header.name == "name") then text:SetText(Details:RemoveOwnerName(spellName)) spellBar.name = spellName spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "amount") then text:SetText(Details:Format(value)) spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "persecond") then spellBar.perSecond = value / combatTime ---@type string local perSecondFormatted = Details:Format(spellBar.perSecond) text:SetText(perSecondFormatted) spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "percent") then spellBar.percent = value / totalValue * 100 ---@type string local percentFormatted = string.format("%.1f", spellBar.percent) .. "%" text:SetText(percentFormatted) spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "casts") then text:SetText(amtCasts) spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "critpercent") then text:SetText(string.format("%.1f", spellTable.c_amt / (spellTable.counter) * 100) .. "%") spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "hits") then text:SetText(spellTable.counter) spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "castavg") then if (amtCasts > 0) then spellBar.castAverage = value / amtCasts text:SetText(Details:Format(spellBar.castAverage)) else text:SetText("0") end spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "uptime") then --need to get the uptime of the spell with the biggest uptime text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%") spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "overheal" and spellTable.overheal) then if (spellTable.overheal > 0) then local totalHeal = spellTable.overheal + value text:SetText(Details:ToK2(spellTable.overheal) .. " (" .. math.floor(spellTable.overheal / totalHeal * 100) .. "%)") else text:SetText("0%") end spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 elseif (header.name == "absorbed") then text:SetText(Details:Format(spellTable.absorbed or 0)) spellBar:AddFrameToHeaderAlignment(text) textIndex = textIndex + 1 end end spellBar:AlignWithHeader(scrollFrame.Header, "left") end ---get a spell bar from the scroll box, if it doesn't exist, return nil ---@param scrollFrame table ---@param lineIndex number ---@return breakdownspellbar local getSpellBar = function(scrollFrame, lineIndex) ---@type breakdownspellbar local spellBar = scrollFrame:GetLine(lineIndex) spellBar.bIsExpandedSpell = false wipe(spellBar.ExpandedChildren) --reset header alignment spellBar:ResetFramesToHeaderAlignment() spellsTab.UpdateBarSettings(spellBar) --reset columns, hiding them spellBar.spellIcon:Hide() spellBar.expandButton:Hide() spellBar.targetsSquareFrame:Hide() for inLineIndex = 1, #spellBar.InLineTexts do spellBar.InLineTexts[inLineIndex]:SetText("") end return spellBar end ---refresh the data shown in the spells scroll box ---@param scrollFrame table ---@param scrollData breakdownspelldatalist ---@param offset number ---@param totalLines number local refreshSpellsFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshspells ~refreshfunc ~refresh ~refreshs ---@type number local topValue = scrollFrame.topValue ---@type number local totalValue = scrollData.totalValue ---@type actor local actorObject = spellsTab.GetActor() ---@type string local actorName = actorObject:Name() ---@type combat local combatObject = spellsTab.GetCombat() ---@type instance local instanceObject = spellsTab.GetInstance() local keyToSort = scrollFrame.SortKey local orderToSort = scrollFrame.SortKey local headerTable = spellsTab.spellsHeaderData --todo: when swapping sort orders, close already expanded spells local lineIndex = 1 for i = 1, totalLines do local index = i + offset ---@type spelltableadv local bkSpellData = scrollData[index] if (bkSpellData) then ---@type number local spellTablesAmount = #bkSpellData.nestedData ---called mainSpellBar because it is the line that shows the sum of all spells merged (if any) ---@type breakdownspellbar local mainSpellBar = getSpellBar(scrollFrame, lineIndex) do --main line of the spell, where the sum of all spells merged is shown if (mainSpellBar) then lineIndex = lineIndex + 1 local bIsMainLine = true local bIsActorHeader = bkSpellData.bIsActorHeader local spellTableIndex = 1 local spellBar = mainSpellBar local nameToUse = actorName if (bIsActorHeader) then nameToUse = bkSpellData.actorName end ---@debug both calls are equal but the traceback will be different in case of an error if (bIsActorHeader) then updateSpellBar(spellBar, index, nameToUse, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, keyToSort, spellTablesAmount) else --here updateSpellBar(spellBar, index, nameToUse, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, keyToSort, spellTablesAmount) end end end --if the spell is expanded --then it adds the lines for each spell merged, but it cannot use the bkSpellData, it needs the spellTable, it's kinda using bkSpellData, need to debug if (bkSpellData.bIsExpanded and (spellTablesAmount > 1)) then --filling necessary information to sort the data by the selected header column for spellTableIndex = 1, spellTablesAmount do ---@type bknesteddata local nestedBkSpellData = bkSpellData.nestedData[spellTableIndex] ---@type spelltable local spellTable = nestedBkSpellData.spellTable nestedBkSpellData.value = spellTable[keyToSort] or getValueForHeaderSortKey(combatObject, spellTable, keyToSort) end --sort the nested data if (orderToSort == "DESC") then table.sort(bkSpellData.nestedData, function(t1, t2) return t1.value < t2.value end) else table.sort(bkSpellData.nestedData, function(t1, t2) return t1.value > t2.value end) end for spellTableIndex = 1, spellTablesAmount do ---@type breakdownspellbar local spellBar = getSpellBar(scrollFrame, lineIndex) if (spellBar) then ---@type bknesteddata local nestedBkSpellData = bkSpellData.nestedData[spellTableIndex] lineIndex = lineIndex + 1 ---@type string local petName = nestedBkSpellData.actorName ---@type string local nameToUse = petName ~= "" and petName or actorName local bIsMainLine = false bkSpellData[keyToSort] = nestedBkSpellData.value updateSpellBar(spellBar, index, nameToUse, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, keyToSort, spellTablesAmount) mainSpellBar.ExpandedChildren[#mainSpellBar.ExpandedChildren + 1] = spellBar end end end if (lineIndex > totalLines) then break end end end end ---creates a scrollframe which show breakdownspellbar to show the spells used by an actor ---@param tabFrame tabframe ---@return breakdownspellscrollframe function spellsTab.CreateSpellScrollContainer(tabFrame) --~scroll ~create ~spell ~container ~createspellcontainer ---@type width local width = Details.breakdown_spell_tab.spellcontainer_width ---@type height local height = Details.breakdown_spell_tab.spellcontainer_height local options = { width = Details.breakdown_spell_tab.spellcontainer_width, height = Details.breakdown_spell_tab.spellcontainer_height, is_locked = Details.breakdown_spell_tab.spellcontainer_islocked, can_move = false, can_move_children = false, use_bottom_resizer = true, use_right_resizer = false, } ---create a container for the scrollframe ---@type df_framecontainer local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "SpellScrollContainer") container:SetPoint("topleft", tabFrame, "topleft", 5, -5) container:SetFrameLevel(tabFrame:GetFrameLevel() + 10) spellsTab.SpellContainerFrame = container --when a setting is changed in the container, it will call this function, it is registered below with SetSettingChangedCallback() local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue) --doing here the callback for thge settings changed in the container if (frameContainer:IsShown()) then if (settingName == "height") then ---@type number local currentHeight = spellsTab.GetSpellScrollFrame():GetHeight() Details.breakdown_spell_tab.spellcontainer_height = settingValue spellsTab.GetSpellScrollFrame():SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 1) elseif (settingName == "width") then Details.breakdown_spell_tab.spellcontainer_width = settingValue elseif (settingName == "is_locked") then Details.breakdown_spell_tab.spellcontainer_islocked = settingValue end spellsTab.GetSpellBlockContainer():SendSettingChangedCallback("UpdateSize", -1) end end container:SetSettingChangedCallback(settingChangedCallbackFunction) --amount of lines which will be created for the scrollframe local defaultAmountOfLines = 50 --replace this with a framework scrollframe ---@type breakdownspellscrollframe local scrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshSpellsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT) DF:ReskinSlider(scrollFrame) scrollFrame:SetPoint("topleft", container, "topleft", 0, 0) --need to set the points scrollFrame:SetPoint("bottomright", container, "bottomright", 0, 0) --need to set the points container:RegisterChildForDrag(scrollFrame) scrollFrame.DontHideChildrenOnPreRefresh = true tabFrame.SpellScrollFrame = scrollFrame spellsTab.SpellScrollFrame = scrollFrame spellsTab.ApplyStandardBackdrop(container, scrollFrame) --~header local headerOptions = { padding = 2, header_height = 14, reziser_shown = true, reziser_width = 2, reziser_color = {.5, .5, .5, 0.7}, reziser_max_width = 246, header_click_callback = onColumnHeaderClickCallback, header_backdrop_color = {0.1, 0.1, 0.1, 0.4}, text_color = {1, 1, 1, 0.823}, } local headerTable = {} ---create the header frame, the header frame is the frame which shows the columns names to describe the data shown in the scrollframe ---@type df_headerframe local header = DetailsFramework:CreateHeader(container, headerTable, headerOptions) scrollFrame.Header = header scrollFrame.Header:SetPoint("topleft", scrollFrame, "topleft", 0, 1) scrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged) --cache the containerType which this header is used for headerContainerType[scrollFrame.Header] = "spells" --create the scroll lines for i = 1, defaultAmountOfLines do scrollFrame:CreateLine(spellsTab.CreateSpellBar) end ---set the data and refresh the scrollframe ---@param self breakdownspellscrollframe ---@param data breakdownspelldatalist function scrollFrame:RefreshMe(data) --~refreshme (spells) ~refreshmes --get which column is currently selected and the sort order local columnIndex, order, key = scrollFrame.Header:GetSelectedColumn() scrollFrame.SortKey = key scrollFrame.SortOrder = order ---@type string local keyToSort = key ---@type combat local combatObject = spellsTab.GetCombat() ---@type number, number local mainAttribute, subAttribute = spellsTab.GetInstance():GetDisplay() --filling necessary information to sort the data by the selected header column for i = 1, #data do ---@type spelltableadv local bkSpellData = data[i] if (not bkSpellData[keyToSort]) then local value = getValueForHeaderSortKey(combatObject, bkSpellData, keyToSort) bkSpellData[keyToSort] = value end end if (order == "DESC") then table.sort(data, ---@param t1 spelltableadv ---@param t2 spelltableadv function(t1, t2) return t1[keyToSort] > t2[keyToSort] end) self.topValue = data[1] and data[1][keyToSort] else table.sort(data, ---@param t1 spelltableadv ---@param t2 spelltableadv function(t1, t2) return t1[keyToSort] < t2[keyToSort] end) self.topValue = data[#data] and data[#data][keyToSort] end self:SetData(data) self:Refresh() end return scrollFrame end ---on enter function for the spell target frame ---@param targetFrame breakdowntargetframe local onEnterSpellTarget = function(targetFrame) --the spell target frame is created in the statusbar which is placed above the line frame local lineBar = targetFrame:GetParent():GetParent() local spellId = targetFrame.spellId ---@type actor local actorObject = Details:GetActorObjectFromBreakdownWindow() local targets if (targetFrame.bIsMainLine) then ---@type spelltableadv local bkSpellData = targetFrame.bkSpellData targets = actorObject:BuildSpellTargetFromBreakdownSpellData(bkSpellData) else local spellTable = targetFrame.spellTable targets = actorObject:BuildSpellTargetFromSpellTable(spellTable) end ---@type number the top value of targets local topValue = targets[1] and targets[1][2] or 0 local cooltip = GameCooltip cooltip:Preset(2) for targetIndex, targetTable in ipairs(targets) do local targetName = targetTable[1] local value = targetTable[2] cooltip:AddLine(targetIndex .. ". " .. targetName, Details:Format(value)) GameCooltip:AddIcon(CONST_TARGET_TEXTURE, 1, 1, 14, 14) Details:AddTooltipBackgroundStatusbar(false, value / topValue * 100) end cooltip:SetOwner(targetFrame) cooltip:Show() end local onLeaveSpellTarget = function(self) GameTooltip:Hide() GameCooltip:Hide() self:GetParent():GetParent():GetScript("OnLeave")(self:GetParent():GetParent()) self.texture:SetAlpha(.7) self:SetAlpha(.7) end ---@param targetBar breakdowntargetbar local onEnterBreakdownTargetBar = function(targetBar) targetBar:SetAlpha(1) ---@type string @the name of the target local targetName = targetBar.actorName Details:FormatCooltipForSpells() GameCooltip:SetOwner(targetBar, "bottom", "top", 4, -5) GameCooltip:SetOption("MinWidth", math.max(230, targetBar:GetWidth() * 0.98)) --build a list of spells which the target was hit by local spellsSortedResult = {} local total = 0 ---@type actor local actorObject = spellsTab.GetActor() ---@type combat local combatObject = spellsTab.GetCombat() ---@type instance local instanceObject = spellsTab.GetInstance() ---@type number local mainAttribute = instanceObject:GetDisplay() ---@type spellcontainer local spellContainer = actorObject:GetSpellContainer("spell") local targetScrollFrame = spellsTab.GetTargetScrollFrame() ---@type number, string, string local columnIndex, order, key = targetScrollFrame.Header:GetSelectedColumn() ---@type string the label shown at the top of the tooltip local labelTooltipTitle = Loc ["STRING_DAMAGE_FROM"] local targetTableName = "targets" if (mainAttribute == DETAILS_ATTRIBUTE_HEAL) then if (key == "total") then labelTooltipTitle = Loc ["STRING_HEALING_FROM"] elseif (key == "overheal") then targetTableName = "targets_overheal" labelTooltipTitle = Loc ["STRING_OVERHEALED"] end end --this part kinda belong top damage or healing class, shouldn't be here ---@type number, spelltable for spellId, spellTable in spellContainer:ListActors() do if (spellTable.isReflection) then ---@type string, number for spellTargetName, amount in pairs(spellTable.targets) do if (spellTargetName == targetName) then for reflectedSpellId, reflectedAmount in pairs(spellTable.extra) do local spellName, _, spellIcon = _GetSpellInfo(reflectedSpellId) table.insert(spellsSortedResult, {reflectedSpellId, reflectedAmount, spellName .. " (|cFFCCBBBBreflected|r)", spellIcon}) total = total + reflectedAmount end end end else for spellTargetName, amount in pairs(spellTable[targetTableName]) do if (spellTargetName == targetName) then local spellName, _, spellIcon = _GetSpellInfo(spellId) table.insert(spellsSortedResult, {spellId, amount, spellName, spellIcon}) total = total + amount end end end end --add pets local petArray = actorObject:GetPets() for _, petName in ipairs(petArray) do local petActorObject = combatObject(mainAttribute, petName) if (petActorObject) then ---@type spellcontainer local petSpellContainer = petActorObject:GetSpellContainer("spell") ---@type number, spelltable for spellId, spellTable in petSpellContainer:ListActors() do for spellTargetName, amount in pairs(spellTable[targetTableName]) do if (spellTargetName == targetName) then local spellName, _, spellIcon = _GetSpellInfo(spellId) table.insert(spellsSortedResult, {spellId, amount, spellName .. " (" .. petName:gsub((" <.*"), "") .. ")", spellIcon}) total = total + amount end end end end end table.sort(spellsSortedResult, Details.Sort2) --need to change is this is a healing Details:AddTooltipSpellHeaderText(labelTooltipTitle .. ":", {1, 0.9, 0.0, 1}, 1, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords)) Details:AddTooltipHeaderStatusbar(1, 1, 1, 1) ---@type tablesize local iconSize = Details.tooltip.icon_size ---@type tablecoords local iconBorder = Details.tooltip.icon_border_texcoord local topValue = spellsSortedResult[1] and spellsSortedResult[1][2] if (topValue) then for index, tabela in ipairs(spellsSortedResult) do local spellId, amount, spellName, spellIcon = unpack(tabela) if (amount < 1) then break end GameCooltip:AddLine(spellName, Details:Format(amount) .. " (" .. string.format("%.1f", amount / total * 100) .. "%)") GameCooltip:AddIcon(spellIcon, nil, nil, iconSize.W + 4, iconSize.H + 4, iconBorder.L, iconBorder.R, iconBorder.T, iconBorder.B) Details:AddTooltipBackgroundStatusbar(false, amount / topValue * 100) end end GameCooltip:Show() end ---@param self breakdowntargetbar local onLeaveBreakdownTargetBar = function(self) self:SetAlpha(0.9) GameCooltip:Hide() end ---create a targetbar within the target scroll ---@param self breakdowntargetscrollframe ---@param index number ---@return breakdowntargetbar function spellsTab.CreateTargetBar(self, index) --~create ~target ~createtarget ~targetbar ---@type breakdowntargetbar local targetBar = CreateFrame("button", self:GetName() .. "TargetBarButton" .. index, self) targetBar.index = index --size and positioning targetBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT) local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15 targetBar:SetPoint("topleft", self, "topleft", 1, y) targetBar:SetPoint("topright", self, "topright", -1, y) targetBar:EnableMouse(true) targetBar:SetAlpha(0.823) targetBar:SetFrameStrata("HIGH") targetBar:SetScript("OnEnter", onEnterBreakdownTargetBar) targetBar:SetScript("OnLeave", onLeaveBreakdownTargetBar) DF:Mixin(targetBar, DF.HeaderFunctions) ---@type breakdownspellbarstatusbar local statusBar = CreateFrame("StatusBar", "$parentStatusBar", targetBar) statusBar:SetAllPoints() statusBar:SetAlpha(0.5) statusBar:SetMinMaxValues(0, 100) statusBar:SetValue(50) statusBar:EnableMouse(false) statusBar:SetFrameLevel(targetBar:GetFrameLevel() - 1) targetBar.statusBar = statusBar ---@type texture this is the statusbar texture local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork") statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda")) statusBar:SetStatusBarTexture(statusBarTexture) statusBar:SetStatusBarColor(1, 1, 1, 1) ---@type texture shown when the mouse hoverover this bar local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight") hightlightTexture:SetColorTexture(1, 1, 1, 0.2) hightlightTexture:SetAllPoints() statusBar.highlightTexture = hightlightTexture ---@type texture background texture local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border") backgroundTexture:SetAllPoints() backgroundTexture:SetColorTexture(.05, .05, .05) backgroundTexture:SetAlpha(1) statusBar.backgroundTexture = backgroundTexture --create an icon ---@type texture local icon = statusBar:CreateTexture("$parentTexture", "overlay") icon:SetPoint("left", statusBar, "left", 0, 0) icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2) icon:SetTexCoord(.1, .9, .1, .9) targetBar.Icon = icon targetBar:AddFrameToHeaderAlignment(icon) targetBar.InLineTexts = {} for i = 1, 5 do ---@type fontstring local fontString = targetBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall") fontString:SetJustifyH("left") fontString:SetTextColor(1, 1, 1, 1) fontString:SetNonSpaceWrap(true) fontString:SetWordWrap(false) targetBar["lineText" .. i] = fontString targetBar.InLineTexts[i] = fontString fontString:SetTextColor(1, 1, 1, 1) targetBar:AddFrameToHeaderAlignment(fontString) end targetBar:AlignWithHeader(self.Header, "left") return targetBar end function spellsTab.UpdateBarSettings(bar) if (bar.statusBar) then bar.statusBar:SetAlpha(Details.breakdown_spell_tab.statusbar_alpha) --could be moved to when the bar is updated bar.statusBar:GetStatusBarTexture():SetTexture(Details.breakdown_spell_tab.statusbar_texture) bar.statusBar.backgroundTexture:SetColorTexture(unpack(Details.breakdown_spell_tab.statusbar_background_color)) bar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.statusbar_background_alpha) end end ---create a spellbar within the spell scroll ---@param self breakdownspellscrollframe ---@param index number ---@return breakdownspellbar function spellsTab.CreateSpellBar(self, index) --~spellbar ~spellline ~spell ~create ~createline ~createspell ~createspellbar ---@type breakdownspellbar local spellBar = CreateFrame("button", self:GetName() .. "SpellBarButton" .. index, self) spellBar.index = index --size and positioning spellBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT) local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15 spellBar:SetPoint("topleft", self, "topleft", 1, y) spellBar:SetPoint("topright", self, "topright", -1, y) spellBar:EnableMouse(true) spellBar:RegisterForClicks("AnyUp", "AnyDown") spellBar:SetAlpha(0.823) spellBar:SetFrameStrata("HIGH") spellBar:SetScript("OnEnter", onEnterSpellBar) spellBar:SetScript("OnLeave", onLeaveSpellBar) spellBar:SetScript("OnMouseDown", onMouseDownBreakdownSpellBar) spellBar:SetScript("OnMouseUp", onMouseUpBreakdownSpellBar) spellBar.onMouseUpTime = 0 spellBar.ExpandedChildren = {} DF:Mixin(spellBar, DF.HeaderFunctions) ---@type breakdownspellbarstatusbar local statusBar = CreateFrame("StatusBar", "$parentStatusBar", spellBar) statusBar:SetAllPoints() statusBar:SetAlpha(0.5) statusBar:SetMinMaxValues(0, 100) statusBar:SetValue(50) statusBar:EnableMouse(false) statusBar:SetFrameLevel(spellBar:GetFrameLevel() - 1) spellBar.statusBar = statusBar ---@type texture this is the statusbar texture local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork") statusBar:SetStatusBarTexture(statusBarTexture) statusBar:SetStatusBarColor(1, 1, 1, 1) ---@type texture background texture local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border") backgroundTexture:SetAllPoints() statusBar.backgroundTexture = backgroundTexture ---@type texture overlay texture to use when the spellbar is selected local statusBarOverlayTexture = statusBar:CreateTexture("$parentTextureOverlay", "overlay", nil, 7) statusBarOverlayTexture:SetTexture([[Interface/AddOns/Details/images/overlay_indicator_1]]) statusBarOverlayTexture:SetVertexColor(1, 1, 1, 0.2) statusBarOverlayTexture:SetAllPoints() statusBarOverlayTexture:Hide() spellBar.overlayTexture = statusBarOverlayTexture statusBar.overlayTexture = statusBarOverlayTexture ---@type texture shown when the mouse hoverover this spellbar local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight") hightlightTexture:SetColorTexture(1, 1, 1, 0.2) hightlightTexture:SetAllPoints() statusBar.highlightTexture = hightlightTexture --button to expand the bar when there's spells merged ---@type breakdownexpandbutton local expandButton = CreateFrame("button", "$parentExpandButton", spellBar, "BackdropTemplate") expandButton:SetSize(CONST_BAR_HEIGHT, CONST_BAR_HEIGHT) expandButton:RegisterForClicks("LeftButtonDown") spellBar.expandButton = expandButton ---@type texture local expandButtonTexture = expandButton:CreateTexture("$parentTexture", "artwork") expandButtonTexture:SetPoint("center", expandButton, "center", 0, 0) expandButtonTexture:SetSize(CONST_BAR_HEIGHT-2, CONST_BAR_HEIGHT-2) expandButton.texture = expandButtonTexture --frame which will show the spell tooltip ---@type frame local spellIconFrame = CreateFrame("frame", "$parentIconFrame", spellBar, "BackdropTemplate") spellIconFrame:SetSize(CONST_BAR_HEIGHT - 2, CONST_BAR_HEIGHT - 2) spellIconFrame:SetScript("OnEnter", onEnterSpellIconFrame) spellIconFrame:SetScript("OnLeave", onLeaveSpellIconFrame) spellBar.spellIconFrame = spellIconFrame --create the icon to show the spell texture ---@type texture local spellIcon = spellIconFrame:CreateTexture("$parentTexture", "overlay") spellIcon:SetAllPoints() spellIcon:SetTexCoord(.1, .9, .1, .9) spellBar.spellIcon = spellIcon --create a square frame which is placed at the right side of the line to show which targets for damaged by the spell ---@type breakdowntargetframe local targetsSquareFrame = CreateFrame("frame", "$parentTargetsFrame", statusBar, "BackdropTemplate") targetsSquareFrame:SetSize(CONST_SPELLSCROLL_LINEHEIGHT, CONST_SPELLSCROLL_LINEHEIGHT) targetsSquareFrame:SetAlpha(.7) targetsSquareFrame:SetScript("OnEnter", onEnterSpellTarget) targetsSquareFrame:SetScript("OnLeave", onLeaveSpellTarget) targetsSquareFrame:SetFrameLevel(statusBar:GetFrameLevel()+2) spellBar.targetsSquareFrame = targetsSquareFrame ---@type texture local targetTexture = targetsSquareFrame:CreateTexture("$parentTexture", "overlay") targetTexture:SetTexture(CONST_TARGET_TEXTURE) targetTexture:SetAllPoints() targetTexture:SetDesaturated(true) spellBar.targetsSquareTexture = targetTexture targetsSquareFrame.texture = targetTexture spellBar:AddFrameToHeaderAlignment(spellIconFrame) spellBar:AddFrameToHeaderAlignment(targetsSquareFrame) --create texts ---@type fontstring[] spellBar.InLineTexts = {} for i = 1, 16 do ---@type fontstring local fontString = spellBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall") fontString:SetJustifyH("left") fontString:SetTextColor(1, 1, 1, 1) fontString:SetNonSpaceWrap(true) fontString:SetWordWrap(false) spellBar["lineText" .. i] = fontString spellBar.InLineTexts[i] = fontString fontString:SetTextColor(1, 1, 1, 1) spellBar:AddFrameToHeaderAlignment(fontString) end spellBar:AlignWithHeader(self.Header, "left") return spellBar end ----------------------------------------------------------------------------------------------------------------------- --> create the new tab function Details.InitializeSpellBreakdownTab() local tabButton, tabFrame = Details:CreatePlayerDetailsTab( "Summary", --[1] tab name Loc ["STRING_SPELLS"], --[2] localized name function(tabOBject, playerObject) --[3] condition if (playerObject) then return true else return false end end, function() --[4] fill function | passing a fill function, it'll set a OnShow() script on the tabFrame | only run if the actor is different spellsTab.OnShownTab() end, function(tabButton, tabFrame) --[5] onclick tabFrame:Show() end, spellsTab.OnCreateTabCallback, --[6] oncreate iconTableSummary, --[7] icon table nil, --[8] replace tab true --[9] is default tab ) spellsTab.TabButton = tabButton spellsTab.TabFrame = tabFrame ---on receive data from a class ---@param data breakdownspelldatalist ---@param actorObject actor ---@param combatObject combat ---@param instance instance function tabButton.OnReceiveSpellData(data, actorObject, combatObject, instance) spellsTab.currentActor = actorObject spellsTab.combatObject = combatObject spellsTab.instance = instance ---@type number, number local mainAttribute, subAttribute = instance:GetDisplay() spellsTab.mainAttribute = mainAttribute spellsTab.subAttribute = subAttribute --show the regular containers spellsTab.GetSpellScrollContainer():Show() spellsTab.GetPhaseScrollContainer():Show() spellsTab.GetTargetScrollContainer():Show() --hide the generic container spellsTab.GetGenericScrollContainer():Hide() --refresh the data spellsTab.GetSpellScrollFrame():RefreshMe(data) spellsTab.GetPhaseScrollFrame():RefreshMe(data) end ---@param data breakdowntargettablelist ---@param actorObject actor ---@param combatObject combat ---@param instance instance function tabButton.OnReceiveTargetData(data, actorObject, combatObject, instance) ---@type number, number local mainAttribute, subAttribute = instance:GetDisplay() spellsTab.mainAttribute = mainAttribute spellsTab.subAttribute = subAttribute spellsTab.GetTargetScrollFrame():RefreshMe(data) end ---when the window handler sends data which is not a spell or target data ---@param data table ---@param actorObject actor ---@param combatObject combat ---@param instance instance function tabButton.OnReceiveGenericData(data, actorObject, combatObject, instance) ---@type number, number local mainAttribute, subAttribute = instance:GetDisplay() spellsTab.mainAttribute = mainAttribute spellsTab.subAttribute = subAttribute if (spellsTab.headersAllowed ~= data.headersAllowed) then --refresh the header frame spellsTab.UpdateHeadersSettings("generic") --bug: now allowing to sort end --when generic data is shown, the damage-healing-targets-scrolls / spell details blocks/ can be removed spellsTab.GetSpellScrollContainer():Hide() spellsTab.GetPhaseScrollContainer():Hide() spellsTab.GetTargetScrollContainer():Hide() --show the generic scroll spellsTab.GetGenericScrollContainer():Show() --refresh the data spellsTab.GetGenericScrollFrame():RefreshMe(data) end ---@type detailseventlistener local eventListener = Details:CreateEventListener() eventListener:RegisterEvent("DETAILS_PROFILE_APPLYED", function() --this event don't trigger at details startup spellsTab.OnProfileChange() end) end ----------------------------------------------------------------------------------------------------------------------- --> report data function spellsTab.CreateReportButtons(tabFrame) --deprecated? --spell list report button tabFrame.report_esquerda = Details.gump:NewDetailsButton(tabFrame, tabFrame, nil, Details.Reportar, tabFrame, 1, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport2") tabFrame.report_esquerda:SetPoint("bottomleft", spellsTab.GetSpellScrollFrame(), "TOPLEFT", 33, 3) tabFrame.report_esquerda:SetFrameLevel(tabFrame:GetFrameLevel()+2) tabFrame.topleft_report = tabFrame.report_esquerda --targets report button tabFrame.report_alvos = Details.gump:NewDetailsButton(tabFrame, tabFrame, nil, Details.Reportar, tabFrame, 3, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport3") tabFrame.report_alvos:SetPoint("bottomright", tabFrame.container_alvos, "TOPRIGHT", -2, -1) tabFrame.report_alvos:SetFrameLevel(3) --solved inactive problem --special barras in the right report button tabFrame.report_direita = Details.gump:NewDetailsButton(tabFrame, tabFrame, nil, Details.Reportar, tabFrame, 2, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport4") tabFrame.report_direita:SetPoint("TOPRIGHT", tabFrame, "TOPRIGHT", -10, -70) tabFrame.report_direita:Show() end function spellsTab.monta_relatorio(botao) --deprecated? ---@type attributeid local mainSection = breakdownWindow.atributo ---@type attributeid local subSection = breakdownWindow.sub_atributo ---@type actor local player = breakdownWindow.jogador ---@type instance local instance = breakdownWindow.instancia ---@type number local amt = Details.report_lines local tabFrame = spellsTab.TabFrame if (not player) then Details:Msg("Player not found.") return end local report_lines if (botao == 1) then --spell data if (mainSection == 1 and subSection == 4) then --friendly fire report_lines = {"Details!: " .. player.nome .. " " .. Loc ["STRING_ATTRIBUTE_DAMAGE_FRIENDLYFIRE"] .. ":"} elseif (mainSection == 1 and subSection == 3) then --damage taken report_lines = {"Details!: " .. player.nome .. " " .. Loc ["STRING_ATTRIBUTE_DAMAGE_TAKEN"] .. ":"} else report_lines = {"Details!: " .. player.nome .. " - " .. Details.sub_atributos [mainSection].lista [subSection] .. ""} end for index, barra in ipairs(tabFrame.barras1) do if (barra:IsShown()) then local spellid = barra.show if (mainSection == 1 and subSection == 4) then --friendly fire report_lines [#report_lines+1] = barra.lineText1:GetText() .. ": " .. barra.lineText4:GetText() elseif (type(spellid) == "number" and spellid > 10) then local link = GetSpellLink(spellid) report_lines [#report_lines+1] = index .. ". " .. link .. ": " .. barra.lineText4:GetText() else local spellname = barra.lineText1:GetText():gsub((".*%."), "") spellname = spellname:gsub("|c%x%x%x%x%x%x%x%x", "") spellname = spellname:gsub("|r", "") report_lines [#report_lines+1] = index .. ". " .. spellname .. ": " .. barra.lineText4:GetText() end end if (index == amt) then break end end elseif (botao == 3) then --targets if (mainSection == 1 and subSection == 3) then Details:Msg(Loc ["STRING_ACTORFRAME_NOTHING"]) return end report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTARGETS"] .. " " .. Details.sub_atributos [1].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome} for index, barra in ipairs(tabFrame.barras2) do if (barra:IsShown()) then report_lines[#report_lines+1] = barra.lineText1:GetText().. " -> " .. barra.lineText4:GetText() end if (index == amt) then break end end elseif (botao == 2) then --spell blocks --dano --damage done --dps --heal if ((mainSection == 1 and (subSection == 1 or subSection == 2)) or (mainSection == 2)) then if (not player.detalhes) then Details:Msg(Loc ["STRING_ACTORFRAME_NOTHING"]) return end local nome = _GetSpellInfo(player.detalhes) report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. Details.sub_atributos [mainSection].lista [subSection] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome, Loc ["STRING_ACTORFRAME_SPELLDETAILS"] .. ": " .. nome} for i = 1, 5 do local caixa = Details.playerDetailWindow.grupos_detalhes[i] if (caixa.bg:IsShown()) then local linha = "" local nome2 = caixa.nome2:GetText() --golpes if (nome2 and nome2 ~= "") then if (i == 1) then linha = linha..nome2 .. " / " else linha = linha .. caixa.nome:GetText() .. " " .. nome2 .. " / " end end local dano = caixa.dano:GetText() --dano if (dano and dano ~= "") then linha = linha .. dano .. " / " end local media = caixa.dano_media:GetText() --media if (media and media ~= "") then linha = linha..media .. " / " end local dano_dps = caixa.dano_dps:GetText() if (dano_dps and dano_dps ~= "") then linha = linha..dano_dps.." / " end local dano_porcento = caixa.dano_porcento:GetText() if (dano_porcento and dano_porcento ~= "") then linha = linha..dano_porcento.." " end report_lines [#report_lines+1] = linha end if (i == amt) then break end end --dano --damage tanken elseif ( (mainSection == 1 and subSection == 3) or mainSection == 3) then if (player.detalhes) then report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. Details.sub_atributos [1].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.detalhes.. " " .. Loc ["STRING_ACTORFRAME_REPORTAT"] .. " " .. player.nome} for index, barra in ipairs(tabFrame.barras3) do if (barra:IsShown()) then report_lines [#report_lines+1] = barra.lineText1:GetText() .. " ....... " .. barra.lineText4:GetText() end if (index == amt) then break end end else report_lines = {} end end elseif (botao >= 11) then --primeira caixa dos detalhes botao = botao - 10 local nome if (type(spellid) == "string") then --unknown spellid value --is a pet else nome = _GetSpellInfo(player.detalhes) local spelllink = GetSpellLink(player.detalhes) if (spelllink) then nome = spelllink end end if (not nome) then nome = "" end report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. Details.sub_atributos [mainSection].lista [subSection].. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome, Loc ["STRING_ACTORFRAME_SPELLDETAILS"] .. ": " .. nome} local caixa = Details.playerDetailWindow.grupos_detalhes[botao] local linha = "" local nome2 = caixa.nome2:GetText() --golpes if (nome2 and nome2 ~= "") then if (botao == 1) then linha = linha .. nome2 .. " / " else linha = linha .. caixa.nome:GetText() .. " " .. nome2 .. " / " end end local dano = caixa.dano:GetText() --dano if (dano and dano ~= "") then linha = linha..dano.." / " end local media = caixa.dano_media:GetText() --media if (media and media ~= "") then linha = linha..media.." / " end local dano_dps = caixa.dano_dps:GetText() if (dano_dps and dano_dps ~= "") then linha = linha..dano_dps.." / " end local dano_porcento = caixa.dano_porcento:GetText() if (dano_porcento and dano_porcento ~= "") then linha = linha..dano_porcento.." " end --remove a cor da school linha = linha:gsub("|c%x?%x?%x?%x?%x?%x?%x?%x?", "") linha = linha:gsub("|r", "") report_lines [#report_lines+1] = linha end return instance:envia_relatorio(report_lines) end