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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 CreateFrame = CreateFrame
local GetSpellLink = GetSpellLink or C_Spell.GetSpellLink --api local
local GetSpellInfo = GetSpellInfo
local _GetSpellInfo = Details.GetSpellInfo
local GameTooltip = GameTooltip
local DF = DetailsFramework
local tinsert = table.insert
local damageClass = Details.atributo_damage
local spellsTab = DetailsSpellBreakdownTab
local headerContainerType = spellsTab.headerContainerType
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
---onEnter function for the generic bars, set the alpha of the bar to one
---@param self breakdowngenericbar
local onEnterGenericBar = function(self) --~onenter ~genericbaronenter
self:SetAlpha(1)
if (self.bIsFromLeftScroll) then
---@type instance
local instanceObject = spellsTab.GetInstance()
local mainAttribute, subAttribute = instanceObject:GetDisplay()
---@type actordamage
local currentActor = spellsTab.GetActor()
---@type combat
local currentCombat = instanceObject:GetCombat()
---@type actorcontainer
local actorContainer = currentCombat:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
if (mainAttribute == DETAILS_ATTRIBUTE_DAMAGE) then
if (subAttribute == DETAILS_SUBATTRIBUTE_DAMAGETAKEN) then
local aggressorActor = actorContainer:GetActor(self.actorName)
---@type {topValue: number, data: {key1: spellid, key2: number, key3: actorname}[]}
local spellList = damageClass.BuildDamageTakenSpellListFromAgressor(currentActor, aggressorActor)
spellsTab.GenericScrollFrameRight:RefreshMe(spellList)
elseif (subAttribute == DETAILS_SUBATTRIBUTE_FRIENDLYFIRE) then
--currentActor is the player which inflicted the damage to other players
--self.actorName is the name of the actor in the hovered bar
local spellList = damageClass.BuildFriendlySpellListFromAgressor(currentActor, self.actorName)
spellsTab.GenericScrollFrameRight:RefreshMe(spellList)
end
end
end
--when hovered over, it need to detect which data is shown and call a function within a class to generate the data to show in the right scroll
end
--onLeave function for the generic bars, set the alpha of the bar to 0.9
---@param self breakdowngenericbar
local onLeaveGenericBar = function(self) --~onleave ~genericbaronleave
self:SetAlpha(0.9)
end
---get a generic 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
---@param scrollFrame table
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshGenericRightScrollFunc = 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 spellData = scrollData[index]
if (spellData) then
local spellId = spellData.spellId
local spellTotal = spellData.total
local petName = spellData.petName
local spellSchool = spellData.spellScholl
local spellName, _, spellIcon = _GetSpellInfo(spellId)
--get a bar from the second generic scroll frame
local genericBar = getGenericBar(scrollFrame, i)
genericBar.statusBar:SetValue(spellTotal / scrollFrame.topValue * 100)
local r, g, b = Details:GetSpellSchoolColor(spellSchool)
genericBar.statusBar:SetStatusBarColor(r, g, b, 1)
---@type number
local textIndex = 1
if (scrollData.headersAllowed.icon) then
---@type texturetable
genericBar.Icon:Show()
genericBar.Icon:SetTexture(spellIcon)
genericBar.Icon:SetTexCoord(.1, .9, .1, .9)
genericBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
genericBar:AddFrameToHeaderAlignment(genericBar.Icon)
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.name) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
if (petName ~= "") then
--remove the owner name from the pet name
petName = petName:gsub((" <.*"), "")
spellName = spellName .. " (" .. petName .. ")"
end
fontString:SetText(spellName)
textIndex = textIndex + 1
genericBar.actorName = spellName
end
if (scrollData.headersAllowed.amount) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(Details:Format(spellTotal))
textIndex = textIndex + 1
end
if (scrollData.headersAllowed.persecond) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(Details:Format(spellTotal / 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", spellTotal / totalValue * 100) .. "%")
textIndex = textIndex + 1
end
genericBar:Show()
genericBar:AlignWithHeader(scrollFrame.Header, "left")
lineIndex = lineIndex + 1
if (lineIndex > totalLines) then
break
end
--set the amount
--genericBar.InLineTexts[2]:SetText(Details:ToK(spellTotal))
--set the amount percent
--genericBar.InLineTexts[3]:SetText(Details:ToK(spellTotal / totalValue * 100))
end
end
end
---@param scrollFrame table
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshGenericLeftScrollFunc = 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)
local spellSchool = dataTable.spellScholl
local className = dataTable.class
if (spellSchool) then
local r, g, b = Details:GetSpellSchoolColor(spellSchool)
genericBar.statusBar:SetStatusBarColor(r, g, b, 1)
else
local red, green, blue = Details:GetClassColor(className)
genericBar.statusBar:SetStatusBarColor(red, green, blue, 1)
end
---@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.rank) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(index)
textIndex = textIndex + 1
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
genericBar.actorName = dataTable.name
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
genericBar:AlignWithHeader(scrollFrame.Header, "left")
lineIndex = lineIndex + 1
if (lineIndex > totalLines) then
break
end
end
end
end
---create a genericbar within the generic scroll
---@param self breakdowngenericscrollframe
---@param index number
---@return breakdowngenericbar
local createGenericBar = function(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", onEnterGenericBar)
genericBar:SetScript("OnLeave", onLeaveGenericBar)
DF:Mixin(genericBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", genericBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.8)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(genericBar:GetFrameLevel() - 1)
genericBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$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 two generic containers, these containers hold bars that can show any type of data
---an example is damage taken in the left container and the spells which caused the damage in the right container
---@param tabFrame tabframe
---@return breakdowngenericscrollframe, breakdowngenericscrollframe
function spellsTab.CreateGenericContainers(tabFrame) --~create ~generic ~creategenericcontainer ~creategenericscroll ~creategeneric
local defaultAmountOfLines = 50
--create a container for the scrollframe
local optionsLeftScroll = {
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,
}
--create a container for the scrollframe
local optionsRightScroll = {
width = Details.breakdown_spell_tab.genericcontainer_right_width,
height = Details.breakdown_spell_tab.genericcontainer_right_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 leftContainer = DF:CreateFrameContainer(tabFrame, optionsLeftScroll, tabFrame:GetName() .. "GenericScrollContainerLeft")
leftContainer:SetPoint("topleft", tabFrame, "topleft", 0, 0)
leftContainer:SetFrameLevel(tabFrame:GetFrameLevel()+1)
spellsTab.GenericContainerFrameLeft = leftContainer
---@type df_framecontainer
local rightContainer = DF:CreateFrameContainer(tabFrame, optionsRightScroll, tabFrame:GetName() .. "GenericScrollContainerRight")
rightContainer:SetPoint("topleft", leftContainer, "topright", 30, 0)
rightContainer:SetFrameLevel(tabFrame:GetFrameLevel()+1)
spellsTab.GenericContainerFrameRight = rightContainer
--when a setting is changed in the container, it will call this function, it is registered below with SetSettingChangedCallback()
local settingChangedCallbackFunction_Left = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = frameContainer.ScrollFrame:GetHeight()
Details.breakdown_spell_tab.genericcontainer_height = settingValue
frameContainer.ScrollFrame: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
end
end
leftContainer:SetSettingChangedCallback(settingChangedCallbackFunction_Left)
--when a setting is changed in the container, it will call this function, it is registered below with SetSettingChangedCallback()
local settingChangedCallbackFunction_Right = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = frameContainer.ScrollFrame:GetHeight()
Details.breakdown_spell_tab.genericcontainer_right_height = settingValue
frameContainer.ScrollFrame:SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 2)
elseif (settingName == "width") then
Details.breakdown_spell_tab.genericcontainer_right_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.genericcontainer_islocked = settingValue
end
end
end
rightContainer:SetSettingChangedCallback(settingChangedCallbackFunction_Right)
--create the left scrollframe
local genericScrollFrameLeft = DF:CreateScrollBox(leftContainer, "$parentGenericScrollLeft", refreshGenericLeftScrollFunc, {}, Details.breakdown_spell_tab.genericcontainer_width, Details.breakdown_spell_tab.genericcontainer_height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(genericScrollFrameLeft)
genericScrollFrameLeft:SetBackdrop({})
genericScrollFrameLeft:SetAllPoints()
leftContainer:RegisterChildForDrag(genericScrollFrameLeft)
leftContainer.ScrollFrame = genericScrollFrameLeft
genericScrollFrameLeft.DontHideChildrenOnPreRefresh = false
tabFrame.GenericScrollFrameLeft = genericScrollFrameLeft
spellsTab.GenericScrollFrameLeft = genericScrollFrameLeft
--create the right scrollframe
local genericScrollFrameRight = DF:CreateScrollBox(rightContainer, "$parentGenericScrollRight", refreshGenericRightScrollFunc, {}, Details.breakdown_spell_tab.genericcontainer_right_width, Details.breakdown_spell_tab.genericcontainer_right_height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(genericScrollFrameRight)
genericScrollFrameRight:SetBackdrop({})
genericScrollFrameRight:SetAllPoints()
rightContainer:RegisterChildForDrag(genericScrollFrameRight)
rightContainer.ScrollFrame = genericScrollFrameRight
genericScrollFrameRight.DontHideChildrenOnPreRefresh = false
tabFrame.GenericScrollFrameRight = genericScrollFrameRight
spellsTab.GenericScrollFrameRight = genericScrollFrameRight
function genericScrollFrameLeft:RefreshMe(data) --~refreshme (generic) ~refreshg
--get which column is currently selected and the sort order
local columnIndex, order, key = genericScrollFrameLeft.Header:GetSelectedColumn()
genericScrollFrameLeft.SortKey = key
---@type string
local keyToSort = key
if (order == "DESC") then
table.sort(data,
function(t1, t2)
return t1[keyToSort] > t2[keyToSort]
end)
genericScrollFrameLeft.topValue = data[1] and data[1][keyToSort] or 0.00001
else
table.sort(data,
function(t1, t2)
return t1[keyToSort] < t2[keyToSort]
end)
genericScrollFrameLeft.topValue = data[#data] and data[#data][keyToSort] or 0.00001
end
genericScrollFrameLeft:SetData(data)
genericScrollFrameLeft:Refresh()
--clear the right scrollframe
genericScrollFrameRight:SetData({})
genericScrollFrameRight:Refresh()
end
function genericScrollFrameRight:RefreshMe(data) --~refreshme (generic) ~refreshg
--get which column is currently selected and the sort order
local columnIndex, order, key = genericScrollFrameRight.Header:GetSelectedColumn()
genericScrollFrameRight.SortKey = key
---@type string
local keyToSort = key
if (order == "DESC") then
table.sort(data,
function(t1, t2)
return t1[keyToSort] > t2[keyToSort]
end)
genericScrollFrameRight.topValue = data[1] and data[1][keyToSort] or 0.00001
else
table.sort(data,
function(t1, t2)
return t1[keyToSort] < t2[keyToSort]
end)
genericScrollFrameRight.topValue = data[#data] and data[#data][keyToSort] or 0.00001
end
genericScrollFrameRight:SetData(data)
genericScrollFrameRight: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 = spellsTab.OnAnyColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
local headerOptionsRight = {
padding = 2,
header_height = 14,
reziser_shown = true,
reziser_width = 2,
reziser_color = {.5, .5, .5, 0.7},
reziser_max_width = 210,
header_click_callback = spellsTab.OnAnyColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
---@type df_headerframe
local headerLeft = DetailsFramework:CreateHeader(leftContainer, spellsTab.genericContainerLeftColumnData, headerOptions)
headerLeft:SetPoint("topleft", genericScrollFrameLeft, "topleft", 0, 1)
headerLeft:SetColumnSettingChangedCallback(spellsTab.OnHeaderColumnOptionChanged)
genericScrollFrameLeft.Header = headerLeft
---@type df_headerframe
local headerRight = DetailsFramework:CreateHeader(rightContainer, spellsTab.genericContainerRightColumnData, headerOptionsRight)
headerRight:SetPoint("topleft", genericScrollFrameRight, "topleft", 0, 1)
headerRight:SetColumnSettingChangedCallback(spellsTab.OnHeaderColumnOptionChanged)
genericScrollFrameRight.Header = headerRight
--cache the type of these headers
headerContainerType[headerLeft] = "generic_left"
headerContainerType[headerRight] = "generic_right"
--create the scroll lines
for i = 1, defaultAmountOfLines do
local lineFrame = genericScrollFrameLeft:CreateLine(createGenericBar)
lineFrame.bIsFromLeftScroll = true
end
--create the scroll lines
for i = 1, defaultAmountOfLines do
local lineFrame = genericScrollFrameRight:CreateLine(createGenericBar)
lineFrame:Hide()
lineFrame.bIsFromRightScroll = true
end
--need to create the second scroll frame to show the details about the spelltable/actor hovered over
return genericScrollFrameLeft, genericScrollFrameRight
end