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local AceLocale = LibStub("AceLocale-3.0")
local Loc = AceLocale:GetLocale ( "Details" )
local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")
local type= type --lua local
local ipairs = ipairs --lua local
local pairs = pairs --lua local
local _math_floor = math.floor --lua local
local _table_remove = table.remove --lua local
local _string_len = string.len --lua local
local _unpack = unpack --lua local
local _cstr = string.format --lua local
local _SendChatMessage = SendChatMessage --wow api locals
local _UnitExists = UnitExists --wow api locals
local _UnitName = UnitName --wow api locals
local _UnitIsPlayer = UnitIsPlayer --wow api locals
local _UnitGroupRolesAssigned = DetailsFramework.UnitGroupRolesAssigned --wow api locals
local _detalhes = _G._detalhes
local _
local addonName, Details222 = ...
local gump = _detalhes.gump
local modo_raid = _detalhes._detalhes_props["MODO_RAID"]
local modo_alone = _detalhes._detalhes_props["MODO_ALONE"]
local modo_grupo = _detalhes._detalhes_props["MODO_GROUP"]
local modo_all = _detalhes._detalhes_props["MODO_ALL"]
local atributos = _detalhes.atributos
local sub_atributos = _detalhes.sub_atributos
--STARTUP reativa as instancias e regenera as tabelas das mesmas
function _detalhes:RestartInstances()
return _detalhes:ReativarInstancias()
end
function _detalhes:ReativarInstancias()
_detalhes.opened_windows = 0
--set metatables
for index = 1, #_detalhes.tabela_instancias do
local instancia = _detalhes.tabela_instancias[index]
if (not getmetatable(instancia)) then
setmetatable(_detalhes.tabela_instancias[index], _detalhes)
end
end
--create frames
for index = 1, #_detalhes.tabela_instancias do
local instancia = _detalhes.tabela_instancias [index]
if (instancia:IsEnabled()) then
_detalhes.opened_windows = _detalhes.opened_windows + 1
instancia:RestauraJanela(index, nil, true)
else
instancia.iniciada = false
end
end
--load
for index = 1, #_detalhes.tabela_instancias do
local instancia = _detalhes.tabela_instancias [index]
if (instancia:IsEnabled()) then
instancia.iniciada = true
instancia:AtivarInstancia()
instancia:ChangeSkin()
end
end
--send open event
for index = 1, #_detalhes.tabela_instancias do
local instancia = _detalhes.tabela_instancias[index]
if (instancia:IsEnabled()) then
if (not _detalhes.initializing) then
_detalhes:SendEvent("DETAILS_INSTANCE_OPEN", nil, instancia)
end
end
end
end
------------------------------------------------------------------------------------------------------------------------
---call a function to all enabled instances
---@param func function|string
---@vararg any
function Details:InstanceCall(func, ...)
if (type(func) == "string") then
func = Details[func]
end
for index, instance in ipairs(Details.tabela_instancias) do
if (instance:IsAtiva()) then
func(instance, ...)
end
end
end
---run a function on all enabled instances
---@param func function
---@vararg any
function Details:InstanciaCallFunction(func, ...)
for index, instancia in ipairs(Details.tabela_instancias) do
if (instancia:IsAtiva()) then
func(_, instancia, ...)
end
end
end
---run a function on all instances (enabled or disabled)
---@param func function
---@vararg any
function Details:InstanciaCallFunctionOffline(func, ...)
for index, instancia in ipairs(Details.tabela_instancias) do
func(_, instancia, ...)
end
end
---run a function on all instances in the group
---@param instance instance
---@param funcName string
---@vararg any
function Details:InstanceGroupCall(instance, funcName, ...)
for _, thisInstance in ipairs(instance:GetInstanceGroup()) do
thisInstance[funcName](thisInstance, ...)
end
end
---change a settings on all windows in the group
---@param instance instance
---@param keyName string
---@param value any
function Details:InstanceGroupEditSetting(instance, keyName, value)
for _, thisInstance in ipairs(instance:GetInstanceGroup()) do
thisInstance[keyName] = value
end
end
---change a settings on all windows in the group
---@param instance instance
---@param table1Key string|number
---@param table2Key string|number
---@param table3Key string|number
---@param value any
function Details:InstanceGroupEditSettingOnTable(instance, table1Key, table2Key, table3Key, value)
for _, thisInstance in ipairs(instance:GetInstanceGroup()) do
if (value == nil) then
local value1 = table3Key
local table1 = thisInstance[table1Key]
table1[table2Key] = value1
else
local table1 = thisInstance[table1Key]
table1[table2Key][table3Key] = value
end
end
end
---get the instanceId of the opened instance with the lowest id
---@return instanceid|nil
function Details:GetLowerInstanceNumber()
local lower = 999
for index, instancia in ipairs(Details.tabela_instancias) do
if (instancia.ativa and instancia.baseframe) then
if (instancia.meu_id < lower) then
lower = instancia.meu_id
end
end
end
if (lower == 999) then
Details.lower_instance = 0
return nil
else
Details.lower_instance = lower
return lower
end
end
--instance class prototype/mixin
local instanceMixins = {
---check if the instance is the lower instance id
---@param instance instance
---@return boolean
IsLowerInstance = function(instance)
return Details:GetLowerInstanceNumber() == instance:GetId()
end,
---@param instance instance
---@return boolean
IsInteracting = function(instance)
return instance.is_interacting
end,
---check if the instance is enabled
---@param instance instance
---@return boolean
IsEnabled = function(instance)
return instance.ativa
end,
---check if some basic aspects of the instance are valid
---@param instance instance
CheckIntegrity = function(instance)
if (not instance.atributo) then
instance.atributo = 1
instance.sub_atributo = 1
end
if (not instance.showing[instance.atributo]) then
instance.showing = Details:GetCurrentCombat()
end
instance.atributo = instance.atributo or 1
instance.showing[instance.atributo].need_refresh = true
end,
---set the combatObject by the segmentId the instance is showing
---@param instance instance
RefreshCombat = function(instance)
---@type segmentid
local segmentId = instance:GetSegmentId()
if (segmentId == DETAILS_SEGMENTID_OVERALL) then
instance.showing = Details:GetOverallCombat()
elseif (segmentId == DETAILS_SEGMENTID_CURRENT) then
instance.showing = Details:GetCurrentCombat()
else
instance.showing = Details:GetCombat(segmentId)
end
---@type combat
local combatObject = instance:GetCombat()
if (combatObject) then
---@type attributeid
local attributeId = instance:GetDisplay()
combatObject[attributeId].need_refresh = true
end
end,
---reset some of the instance properties needed to show a new segment
---@param instance instance
---@param resetType number|nil
---@param segmentId segmentid|nil
ResetWindow = function(instance, resetType, segmentId) --deprecates Details:ResetaGump()
--check the reset type, 0x1: entering in combat
if (resetType and resetType == 0x1) then
--if is showing the overall data, do nothing
if (instance:GetSegmentId() == DETAILS_SEGMENTID_OVERALL) then
return
end
end
if (segmentId and instance:GetSegmentId() ~= segmentId) then
return
end
--reset some instance properties
instance.barraS = {nil, nil}
instance.rows_showing = 0
instance.need_rolagem = false
instance.bar_mod = nil
--clean up all bars
for i = 1, instance.rows_created do
local thisBar = instance.barras[i]
thisBar.minha_tabela = nil
thisBar.animacao_fim = 0
thisBar.animacao_fim2 = 0
end
if (instance.rolagem) then
--hide the scroll bar
instance:EsconderScrollBar()
end
end,
---call a refresh in the data shown in the instance
---@param instance instance
---@param bForceRefresh boolean|nil
RefreshData = function(instance, bForceRefresh) --deprecates Details:RefreshAllMainWindows()
local combatObject = instance.showing
--check if the combat object exists, if not, freeze the window
if (not combatObject) then
if (not instance.freezed) then
return instance:Freeze()
end
return
end
local needRefresh = combatObject[instance.atributo].need_refresh
if (not needRefresh and not bForceRefresh) then
return
end
if (instance.atributo == 1) then --damage
Details.atributo_damage:RefreshWindow(instance, combatObject, bForceRefresh, nil, needRefresh)
elseif (instance.atributo == 2) then --heal
Details.atributo_heal:RefreshWindow(instance, combatObject, bForceRefresh, nil, needRefresh)
elseif (instance.atributo == 3) then --energy
Details.atributo_energy:RefreshWindow(instance, combatObject, bForceRefresh, nil, needRefresh)
elseif (instance.atributo == 4) then --utility
Details.atributo_misc:RefreshWindow(instance, combatObject, bForceRefresh, nil, needRefresh)
elseif (instance.atributo == 5) then --custom
Details.atributo_custom:RefreshWindow(instance, combatObject, bForceRefresh, nil, needRefresh)
end
end,
---refresh the instance window
---@param instance instance
---@param bForceRefresh boolean|nil
RefreshWindow = function(instance, bForceRefresh) --deprecates Details:RefreshMainWindow()
if (not bForceRefresh) then
Details.LastUpdateTick = Details._tempo
end
if (instance:IsEnabled()) then
---@type modeid
local modeId = instance:GetMode()
if (modeId == DETAILS_MODE_GROUP or modeId == DETAILS_MODE_ALL) then
instance:RefreshData(bForceRefresh)
end
if (instance:GetCombat()) then
if (instance:GetMode() == DETAILS_MODE_GROUP or instance:GetMode() == DETAILS_MODE_ALL) then
if (instance.atributo <= 4) then
instance.showing[instance.atributo].need_refresh = false
end
end
end
--update player breakdown window if opened
if (not bForceRefresh) then
if (Details:IsBreakdownWindowOpen()) then
return Details:GetPlayerObjectFromBreakdownWindow():MontaInfo()
end
end
end
end,
---get the combat object which the instance is showing
---@param instance instance
---@return combat
GetCombat = function(instance)
return instance.showing
end,
---return the instance id
---@param instance instance
---@return instanceid
GetId = function(instance)
return instance.meu_id
end,
---@param instance instance
---@return modeid
GetMode = function(instance)
---@type modeid
local modeId = instance.modo
return modeId
end,
---return the segmentId
---@param instance instance
---@return segmentid
GetSegmentId = function(instance)
return instance.segmento
end,
---return the mais attribute id and the sub attribute
---@param instance instance
---@return attributeid
---@return attributeid
GetDisplay = function(instance)
return instance.atributo, instance.sub_atributo
end,
---@param instance instance
---@param modeId modeid
SetMode = function(instance, modeId)
instance.LastModo = instance.modo
instance.modo = modeId
instance:CheckIntegrity()
Details222.Instances.OnModeChanged(instance)
end,
---change the segment shown in the instance, this changes the segmentID and also refresh the combat object in the instance
---@param instance instance
---@param segmentId segmentid
---@param bForceChange boolean|nil
SetSegment = function(instance, segmentId, bForceChange)
local currentSegment = instance:GetSegmentId()
if (segmentId ~= currentSegment or bForceChange) then
--check if the instance is frozen
if (instance.freezed) then
instance:UnFreeze()
end
instance.segmento = segmentId
instance:RefreshCombat()
Details:SendEvent("DETAILS_INSTANCE_CHANGESEGMENT", nil, instance, segmentId)
instance:ResetWindow()
instance:RefreshWindow(true)
if (Details.instances_segments_locked) then
---@param thisInstance instance
for _, thisInstance in ipairs(Details:GetAllInstances()) do
if (instance:GetId() ~= thisInstance:GetId() and thisInstance:IsEnabled() and not thisInstance._postponing_switch and not thisInstance._postponing_current) then
if (thisInstance:GetSegmentId() >= 0) then --not overall data
if (thisInstance.modo == DETAILS_MODE_GROUP or thisInstance.modo == DETAILS_MODE_ALL) then
--check if the instance is frozen
if (thisInstance.freezed) then
thisInstance:UnFreeze()
end
thisInstance.segmento = segmentId
thisInstance:RefreshCombat()
if (not thisInstance.showing) then
thisInstance:Freeze()
return
end
thisInstance.v_barras = true
thisInstance.showing[thisInstance.atributo].need_refresh = true
thisInstance:ResetWindow()
thisInstance:RefreshWindow(true)
Details:SendEvent("DETAILS_INSTANCE_CHANGESEGMENT", nil, thisInstance, segmentId)
end
end
end
end
end
end
end,
---@param instance instance
---@param segmentId segmentid
---@param attributeId attributeid
---@param subAttributeId attributeid
---@param modeId modeid
SetDisplay = function(instance, segmentId, attributeId, subAttributeId, modeId)
--change the mode of the window if the mode is different
---@type modeid
local currentModeId = instance:GetMode()
if (modeId and type(modeId) == "number" and currentModeId ~= modeId) then
instance:SetMode(modeId)
currentModeId = modeId
end
--change the segment of the window if the segment is different
---@type segmentid
local currentSegmentId = instance:GetSegmentId()
if (segmentId and type(segmentId) == "number" and currentSegmentId ~= segmentId) then
instance:SetSegment(segmentId)
end
---@type attributeid, attributeid
local currentAttributeId, currentSubAttributeId = instance:GetDisplay()
---@type boolean
local bHasMainAttributeChanged = false
if (not subAttributeId) then
if (attributeId == currentAttributeId) then
subAttributeId = currentSubAttributeId
else
subAttributeId = instance.sub_atributo_last[attributeId]
end
elseif (type(subAttributeId) ~= "number") then
subAttributeId = instance.sub_atributo
end
--change the attributes, need to deal with plugins and custom displays
if (type(attributeId) == "number" and type(subAttributeId) == "number") then
if (Details222.Instances.ValidateAttribute(attributeId, subAttributeId)) then
if (attributeId == DETAILS_ATTRIBUTE_CUSTOM) then
if (#Details.custom < 1) then
attributeId = 1
subAttributeId = 1
end
end
if (attributeId ~= currentAttributeId or (currentModeId == DETAILS_MODE_SOLO or currentModeId == DETAILS_MODE_RAID)) then
if (currentModeId == DETAILS_MODE_SOLO) then
return Details.SoloTables.switch(nil, nil, -1)
elseif (currentModeId == DETAILS_MODE_RAID) then
--do nothing when clicking in the button
return
end
instance.atributo = attributeId
instance.sub_atributo = instance.sub_atributo_last[attributeId]
bHasMainAttributeChanged = true
instance:ChangeIcon()
Details:InstanceCall(Details.CheckPsUpdate)
Details:SendEvent("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instance, attributeId, subAttributeId)
end
end
end
if (type(subAttributeId) == "number" and subAttributeId ~= currentSubAttributeId or bHasMainAttributeChanged) then
instance.sub_atributo = subAttributeId
instance.sub_atributo_last[instance.atributo] = instance.sub_atributo
instance:ChangeIcon()
Details:InstanceCall(Details.CheckPsUpdate)
Details:SendEvent("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instance, attributeId, subAttributeId)
end
if (Details.playerDetailWindow:IsShown() and instance == Details.playerDetailWindow.instancia) then
---@type combat
local combatObject = instance:GetCombat()
if (not combatObject or instance.atributo > 4) then
Details:CloseBreakdownWindow()
else
---@type actor
local actorObject = Details:GetPlayerObjectFromBreakdownWindow()
if (actorObject) then
Details:OpenPlayerBreakdown(instance, actorObject, true)
else
Details:CloseBreakdownWindow()
end
end
end
--end of change attributes, mode and segment
--if there's no combat object to show, freeze the window
---@type combat
local combatObject = instance:GetCombat()
if (not combatObject) then
instance:Freeze()
return false
end
instance.v_barras = true
combatObject[attributeId].need_refresh = true
instance:ResetWindow()
instance:RefreshWindow(true)
end,
}
---get the table with all instances, these instance could be not initialized yet, some might be open, some not in use
---@return table
function Details:GetAllInstances()
return Details.tabela_instancias
end
function Details:GetInstance(id)
return Details.tabela_instancias[id]
end
--user friendly alias
function Details:GetWindow(id)
return Details.tabela_instancias[id]
end
function Details:GetNumInstances()
return #Details.tabela_instancias
end
function Details:GetId()
return self.meu_id
end
function Details:GetInstanceId()
return self.meu_id
end
function Details:GetSegment()
return self.segmento
end
function Details:GetSoloMode()
return Details.tabela_instancias[Details.solo]
end
function Details:GetRaidMode()
return Details.tabela_instancias[Details.raid]
end
function _detalhes:IsSoloMode(offline)
if (offline) then
return self.modo == 1
end
if (not _detalhes.solo) then
return false
else
return _detalhes.solo == self:GetInstanceId()
end
end
function _detalhes:IsRaidMode()
return self.modo == _detalhes._detalhes_props["MODO_RAID"]
end
function _detalhes:IsGroupMode()
return self.modo == _detalhes._detalhes_props["MODO_GROUP"]
end
function _detalhes:IsNormalMode()
if (self:GetInstanceId() == 2 or self:GetInstanceId() == 3) then
return true
else
return false
end
end
function _detalhes:GetShowingCombat()
return self.showing
end
function _detalhes:GetCustomObject (object_name)
if (object_name) then
for _, object in ipairs(_detalhes.custom) do
if (object.name == object_name) then
return object
end
end
else
return _detalhes.custom [self.sub_atributo]
end
end
function _detalhes:ResetAttribute()
if (self.iniciada) then
self:TrocaTabela(nil, 1, 1, true)
else
self.atributo = 1
self.sub_atributo = 1
end
end
function _detalhes:ListInstances()
return ipairs(_detalhes.tabela_instancias)
end
function _detalhes:GetPosition()
return self.posicao
end
function _detalhes:GetDisplay()
return self.atributo, self.sub_atributo
end
function _detalhes:GetMaxInstancesAmount()
return _detalhes.instances_amount
end
function _detalhes:SetMaxInstancesAmount (amount)
if (type(amount) == "number") then
_detalhes.instances_amount = amount
end
end
function _detalhes:GetFreeInstancesAmount()
return _detalhes.instances_amount - #_detalhes.tabela_instancias
end
function _detalhes:GetOpenedWindowsAmount()
local amount = 0
for _, instance in _detalhes:ListInstances() do
if (instance:IsEnabled()) then
amount = amount + 1
end
end
return amount
end
function _detalhes:GetNumRows()
return self.rows_fit_in_window
end
function _detalhes:GetRow (index)
return self.barras [index]
end
function _detalhes:GetSkin()
return _detalhes.skins [self.skin]
end
function _detalhes:GetSkinTexture()
return _detalhes.skins [self.skin] and _detalhes.skins [self.skin].file
end
function Details:GetAllLines()
return self.barras
end
function Details:GetLine(lineId) --alias of _detalhes:GetRow(index)
return self.barras[lineId]
end
function Details:GetNumLinesShown() --alis of _detalhes:GetNumRows()
return self.rows_fit_in_window
end
--@attributeId: DETAILS_ATTRIBUTE_DAMAGE, DETAILS_ATTRIBUTE_HEAL
function Details:GetTop5Actors(attributeId)
local combatObject = self.showing
if (combatObject) then
local container = combatObject:GetContainer(attributeId)
if (container) then
local actorTable = container._ActorTable
return actorTable[1], actorTable[2], actorTable[3], actorTable[4], actorTable[5]
end
end
end
--@attributeId: DETAILS_ATTRIBUTE_DAMAGE, DETAILS_ATTRIBUTE_HEAL
--@rankIndex: the rank id of the actor shown in the window
function Details:GetActorByRank(attributeId, rankIndex)
local combatObject = self.showing
if (combatObject) then
local container = combatObject:GetContainer(attributeId)
if (container) then
return container._ActorTable[rankIndex]
end
end
--[=[
local firstRow = window1:GetLine(1)
if (firstRow and firstRow:IsShown()) then
local actor = firstRow:GetActor()
if (actor) then
local total = actor.total
local combatTime = Details:GetCurrentCombat():GetCombatTime()
print("dps:", total/combatTime)
end
end
local actorTable = container._ActorTable
for i = 1, #actorTable do
local actor = actorTable[rankIndex]
return actor
end
--]=]
end
------------------------------------------------------------------------------------------------------------------------
--retorna se a inst�ncia esta ou n�o ativa
function _detalhes:IsAtiva()
return self.ativa
end
--english alias
function _detalhes:IsShown()
return self.ativa
end
function _detalhes:IsEnabled()
return self.ativa
end
function _detalhes:IsStarted()
return self.iniciada
end
------------------------------------------------------------------------------------------------------------------------
function _detalhes:LoadLocalInstanceConfig()
local config = _detalhes.local_instances_config [self.meu_id]
if (config) then
if (not _detalhes.profile_save_pos) then
self.posicao = Details.CopyTable(config.pos)
end
if (type(config.attribute) ~= "number") then
config.attribute = 1
end
if (type(config.sub_attribute) ~= "number") then
config.sub_attribute = 1
end
if (type(config.segment) ~= "number") then
config.segment = 1
end
self.ativa = config.is_open
self.atributo = config.attribute
self.sub_atributo = config.sub_attribute
self.modo = config.mode
self.segmento = config.segment
self.snap = config.snap and Details.CopyTable(config.snap) or {}
self.horizontalSnap = config.horizontalSnap
self.verticalSnap = config.verticalSnap
self.sub_atributo_last = Details.CopyTable(config.sub_atributo_last)
self.isLocked = config.isLocked
self.last_raid_plugin = config.last_raid_plugin
end
end
function _detalhes:ShutDownAllInstances()
for index, instance in ipairs(_detalhes.tabela_instancias) do
if (instance:IsEnabled() and instance.baseframe and not instance.ignore_mass_showhide) then
instance:ShutDown(true)
end
end
end
--alias
function _detalhes:HideWindow(all)
return self:DesativarInstancia(all)
end
function _detalhes:ShutDown(all)
return self:DesativarInstancia(all)
end
function _detalhes:Shutdown(all)
return self:DesativarInstancia(all)
end
function _detalhes:GetNumWindows()
end
--desativando a inst�ncia ela fica em stand by e apenas hida a janela ~shutdown ~close ~fechar
function _detalhes:DesativarInstancia(all)
self.ativa = false
_detalhes.opened_windows = _detalhes.opened_windows-1
if (not self.baseframe) then
--windown isn't initialized yet
if (_detalhes.debug) then
_detalhes:Msg("(debug) called HideWindow() but the window isn't initialized yet.")
end
return
end
local lower = _detalhes:GetLowerInstanceNumber()
_detalhes:GetLowerInstanceNumber()
if (lower == self.meu_id) then
--os icones dos plugins estao hostiados nessa instancia.
_detalhes.ToolBar:ReorganizeIcons (true) --n�o precisa recarregar toda a skin
end
if (_detalhes.switch.current_instancia and _detalhes.switch.current_instancia == self) then
_detalhes.switch:CloseMe()
end
self:ResetaGump()
Details.FadeHandler.Fader(self.baseframe.cabecalho.ball, 1)
Details.FadeHandler.Fader(self.baseframe, 1)
Details.FadeHandler.Fader(self.rowframe, 1)
Details.FadeHandler.Fader(self.windowSwitchButton, 1)
if (not all) then
self:Desagrupar (-1)
end
if (self.modo == modo_raid) then
_detalhes.RaidTables:DisableRaidMode (self)
elseif (self.modo == modo_alone) then
_detalhes.SoloTables:switch()
self.atualizando = false
_detalhes.solo = nil
end
if (not _detalhes.initializing) then
_detalhes:SendEvent("DETAILS_INSTANCE_CLOSE", nil, self)
end
end
------------------------------------------------------------------------------------------------------------------------
function _detalhes:InstanciaFadeBarras (instancia, segmento)
local _fadeType, _fadeSpeed = _unpack(_detalhes.row_fade_in)
if (segmento) then
if (instancia.segmento == segmento) then
return Details.FadeHandler.Fader(instancia, _fadeType, _fadeSpeed, "barras")
end
else
return Details.FadeHandler.Fader(instancia, _fadeType, _fadeSpeed, "barras")
end
end
function _detalhes:ToggleWindow (index)
local window = _detalhes:GetInstance(index)
if (window and getmetatable (window)) then
if (window:IsEnabled()) then
window:ShutDown()
else
window:EnableInstance()
if (window.meu_id == 1) then
local instance2 = _detalhes:GetInstance(2)
if (instance2 and instance2:IsEnabled()) then
_detalhes.move_janela_func(instance2.baseframe, true, instance2, true)
_detalhes.move_janela_func(instance2.baseframe, false, instance2, true)
end
elseif (window.meu_id == 2) then
_detalhes.move_janela_func(window.baseframe, true, window, true)
_detalhes.move_janela_func(window.baseframe, false, window, true)
end
end
end
end
function _detalhes:CheckCoupleWindows (instance1, instance2)
instance1 = instance1 or _detalhes:GetInstance(1)
instance2 = instance2 or _detalhes:GetInstance(2)
if (instance1 and instance2 and not instance1.ignore_mass_showhide and not instance1.ignore_mass_showhide) then
instance1.baseframe:ClearAllPoints()
instance2.baseframe:ClearAllPoints()
instance1:RestoreMainWindowPosition()
instance2:RestoreMainWindowPosition()
instance1:AtualizaPontos()
instance2:AtualizaPontos()
local _R, _T, _L, _B = _detalhes.VPL (instance2, instance1), _detalhes.VPB (instance2, instance1), _detalhes.VPR (instance2, instance1), _detalhes.VPT (instance2, instance1)
if (_R) then
instance2:MakeInstanceGroup ({false, false, 1, false})
elseif (_T) then
instance2:MakeInstanceGroup ({false, false, false, 1})
elseif (_L) then
instance2:MakeInstanceGroup ({1, false, false, false})
elseif (_B) then
instance2:MakeInstanceGroup ({false, 1, false, false})
end
end
end
function _detalhes:ToggleWindows()
local instance
for i = 1, #_detalhes.tabela_instancias do
local this_instance = _detalhes:GetInstance(i)
if (this_instance and not this_instance.ignore_mass_showhide) then
instance = this_instance
break
end
end
if (instance) then
if (instance:IsEnabled()) then
_detalhes:ShutDownAllInstances()
else
_detalhes:ReabrirTodasInstancias()
local instance1 = _detalhes:GetInstance(1)
local instance2 = _detalhes:GetInstance(2)
if (instance1 and instance2) then
if (not Details.disable_window_groups) then
if (not instance1.ignore_mass_showhide and not instance2.ignore_mass_showhide) then
_detalhes:CheckCoupleWindows (instance1, instance2)
end
end
end
end
end
end
-- reabre todas as instancias
function _detalhes:ReabrirTodasInstancias (temp)
for index = math.min (#_detalhes.tabela_instancias, _detalhes.instances_amount), 1, -1 do
local instancia = _detalhes:GetInstance(index)
if (instancia and not instancia.ignore_mass_showhide) then
instancia:AtivarInstancia (temp, true)
end
end
end
function _detalhes:LockInstance (flag)
if (type(flag) == "boolean") then
self.isLocked = not flag
end
if (self.isLocked) then
self.isLocked = false
if (self.baseframe) then
self.baseframe.isLocked = false
self.baseframe.lock_button.label:SetText(Loc ["STRING_LOCK_WINDOW"])
self.baseframe.lock_button:SetWidth(self.baseframe.lock_button.label:GetStringWidth()+2)
self.baseframe.resize_direita:SetAlpha(0)
self.baseframe.resize_esquerda:SetAlpha(0)
self.baseframe.lock_button:ClearAllPoints()
self.baseframe.lock_button:SetPoint("right", self.baseframe.resize_direita, "left", -1, 1.5)
end
else
self.isLocked = true
if (self.baseframe) then
self.baseframe.isLocked = true
self.baseframe.lock_button.label:SetText(Loc ["STRING_UNLOCK_WINDOW"])
self.baseframe.lock_button:SetWidth(self.baseframe.lock_button.label:GetStringWidth()+2)
self.baseframe.lock_button:ClearAllPoints()
self.baseframe.lock_button:SetPoint("bottomright", self.baseframe, "bottomright", -3, 0)
self.baseframe.resize_direita:SetAlpha(0)
self.baseframe.resize_esquerda:SetAlpha(0)
end
end
end
function _detalhes:TravasInstancias()
for index, instancia in ipairs(_detalhes.tabela_instancias) do
instancia:LockInstance (true)
end
end
function _detalhes:DestravarInstancias()
for index, instancia in ipairs(_detalhes.tabela_instancias) do
instancia:LockInstance (false)
end
end
--alias
function _detalhes:ShowWindow (temp, all)
return self:AtivarInstancia (temp, all)
end
function _detalhes:EnableInstance (temp, all)
return self:AtivarInstancia (temp, all)
end
function _detalhes:AtivarInstancia (temp, all)
self.ativa = true
DetailsFramework:Mixin(self, instanceMixins)
self.cached_bar_width = self.cached_bar_width or 0
self.modo = self.modo or 2
local lower = _detalhes:GetLowerInstanceNumber()
if (lower == self.meu_id) then
--os icones dos plugins precisam ser hostiados nessa instancia.
_detalhes.ToolBar:ReorganizeIcons (true) --n�o precisa recarregar toda a skin
end
if (not self.iniciada) then
self:RestauraJanela (self.meu_id, nil, true) --parece que esta chamando o ativar instance denovo... passei true no load_only vamos ver o resultado
--tiny threat parou de funcionar depois de /reload depois dessa mudança, talvez tenha algo para carregar ainda
self.iniciada = true
else
_detalhes.opened_windows = _detalhes.opened_windows+1
end
self:ChangeSkin() --carrega a skin aqui que era antes feito dentro do restaura janela
_detalhes:TrocaTabela(self, nil, nil, nil, true)
if (self.hide_icon) then
Details.FadeHandler.Fader(self.baseframe.cabecalho.atributo_icon, 1)
else
Details.FadeHandler.Fader(self.baseframe.cabecalho.atributo_icon, 0)
end
Details.FadeHandler.Fader(self.baseframe.cabecalho.ball, 0)
Details.FadeHandler.Fader(self.baseframe, 0)
Details.FadeHandler.Fader(self.rowframe, 0)
Details.FadeHandler.Fader(self.windowSwitchButton, 0)
self:SetMenuAlpha()
self.baseframe.cabecalho.fechar:Enable()
self:ChangeIcon()
if (not temp) then
if (self.modo == modo_raid) then
_detalhes.RaidTables:EnableRaidMode(self)
elseif (self.modo == modo_alone) then
self:SoloMode (true)
end
end
if (_detalhes.LastShowCommand and _detalhes.LastShowCommand+10 > GetTime()) then
self:ToolbarMenuButtons()
self:ToolbarSide()
self:AttributeMenu()
else
self:AdjustAlphaByContext(true)
end
self:DesaturateMenu()
if (not all) then
self:Desagrupar (-1)
end
self:CheckFor_EnabledTrashSuppression()
if (not temp and not _detalhes.initializing) then
_detalhes:SendEvent("DETAILS_INSTANCE_OPEN", nil, self)
end
if (self.modo == modo_raid) then
_detalhes.RaidTables:EnableRaidMode(self)
elseif (self.modo == modo_alone) then
self:SoloMode (true)
end
end
------------------------------------------------------------------------------------------------------------------------
--apaga de vez um inst�ncia
function _detalhes:ApagarInstancia (ID)
return _table_remove(_detalhes.tabela_instancias, ID)
end
------------------------------------------------------------------------------------------------------------------------
--retorna quantas inst�ncia h� no momento
function _detalhes:GetNumInstancesAmount()
return #_detalhes.tabela_instancias
end
function _detalhes:QuantasInstancias()
return #_detalhes.tabela_instancias
end
------------------------------------------------------------------------------------------------------------------------
function _detalhes:DeleteInstance (id)
local instance = _detalhes:GetInstance(id)
if (not instance) then
return false
end
--break snaps of previous and next window
local left_instance = _detalhes:GetInstance(id-1)
if (left_instance) then
for snap_side, instance_id in pairs(left_instance.snap) do
if (instance_id == id) then --snap na proxima instancia
left_instance.snap [snap_side] = nil
end
end
end
local right_instance = _detalhes:GetInstance(id+1)
if (right_instance) then
for snap_side, instance_id in pairs(right_instance.snap) do
if (instance_id == id) then --snap na proxima instancia
right_instance.snap [snap_side] = nil
end
end
end
--re align snaps for higher instances
for i = id+1, #_detalhes.tabela_instancias do
local this_instance = _detalhes:GetInstance(i)
--fix the snaps
for snap_side, instance_id in pairs(this_instance.snap) do
if (instance_id == i+1) then --snap na proxima instancia
this_instance.snap [snap_side] = i
elseif (instance_id == i-1 and i-2 > 0) then --snap na instancia anterior
this_instance.snap [snap_side] = i-2
else
this_instance.snap [snap_side] = nil
end
end
end
table.remove (_detalhes.tabela_instancias, id)
end
------------------------------------------------------------------------------------------------------------------------
--cria uma nova inst�ncia e a joga para o container de inst�ncias
function _detalhes:CreateInstance (id)
return _detalhes:CriarInstancia(_, id)
end
function _detalhes:CriarInstancia(_, id)
if (id and type(id) == "boolean") then
if (#_detalhes.tabela_instancias >= _detalhes.instances_amount) then
_detalhes:Msg(Loc ["STRING_INSTANCE_LIMIT"])
return false
end
local next_id = #_detalhes.tabela_instancias+1
if (_detalhes.unused_instances [next_id]) then
local new_instance = _detalhes.unused_instances [next_id]
_detalhes.tabela_instancias [next_id] = new_instance
_detalhes.unused_instances [next_id] = nil
new_instance:AtivarInstancia()
return new_instance
end
local new_instance = _detalhes:CreateNewInstance (next_id)
if (_detalhes.standard_skin) then
for key, value in pairs(_detalhes.standard_skin) do
if (type(value) == "table") then
new_instance [key] = Details.CopyTable(value)
else
new_instance [key] = value
end
end
new_instance:ChangeSkin()
else
--se n�o tiver um padr�o, criar de outra inst�ncia j� aberta.
local copy_from
for i = 1, next_id-1 do
local opened_instance = _detalhes:GetInstance(i)
if (opened_instance and opened_instance:IsEnabled() and opened_instance.baseframe) then
copy_from = opened_instance
break
end
end
if (copy_from) then
for key, value in pairs(copy_from) do
if (_detalhes.instance_defaults [key] ~= nil) then
if (type(value) == "table") then
new_instance [key] = Details.CopyTable(value)
else
new_instance [key] = value
end
end
end
new_instance:ChangeSkin()
end
end
return new_instance
elseif (id) then
local instancia = _detalhes.tabela_instancias [id]
if (instancia and not instancia:IsAtiva()) then
instancia:AtivarInstancia()
_detalhes:DelayOptionsRefresh (instancia)
return instancia
end
end
--antes de criar uma nova, ver se n�o h� alguma para reativar
for index, instancia in ipairs(_detalhes.tabela_instancias) do
if (not instancia:IsAtiva()) then
instancia:AtivarInstancia()
return instancia
end
end
if (#_detalhes.tabela_instancias >= _detalhes.instances_amount) then
return _detalhes:Msg(Loc ["STRING_INSTANCE_LIMIT"])
end
--verifica se n�o tem uma janela na pool de janelas fechadas
local next_id = #_detalhes.tabela_instancias+1
if (_detalhes.unused_instances [next_id]) then
local new_instance = _detalhes.unused_instances [next_id]
_detalhes.tabela_instancias [next_id] = new_instance
_detalhes.unused_instances [next_id] = nil
new_instance:AtivarInstancia()
_detalhes:GetLowerInstanceNumber()
return new_instance
end
--cria uma nova janela
local new_instance = _detalhes:CreateNewInstance (#_detalhes.tabela_instancias+1)
if (not _detalhes.initializing) then
_detalhes:SendEvent("DETAILS_INSTANCE_OPEN", nil, new_instance)
end
_detalhes:GetLowerInstanceNumber()
return new_instance
end
------------------------------------------------------------------------------------------------------------------------
--self � a inst�ncia que esta sendo movida.. instancia � a que esta parada
function _detalhes:EstaAgrupada(esta_instancia, lado) --lado //// 1 = encostou na esquerda // 2 = escostou emaixo // 3 = encostou na direita // 4 = encostou em cima
--local meu_snap = self.snap --pegou a tabela com {side, side, side, side}
if (esta_instancia.snap [lado]) then
return true --ha possui uma janela grudapa neste lado
elseif (lado == 1) then
if (self.snap [3]) then
return true
end
elseif (lado == 2) then
if (self.snap [4]) then
return true
end
elseif (lado == 3) then
if (self.snap [1]) then
return true
end
elseif (lado == 4) then
if (self.snap [2]) then
return true
end
end
return false --do contr�rio retorna false
end
function _detalhes:BaseFrameSnap()
local group = self:GetInstanceGroup()
for meu_id, instancia in ipairs(group) do
if (instancia:IsAtiva()) then
instancia.baseframe:ClearAllPoints()
end
end
local scale = self.window_scale
for _, instance in ipairs(group) do
instance:SetWindowScale (scale)
end
local my_baseframe = self.baseframe
for lado, snap_to in pairs(self.snap) do
local instancia_alvo = _detalhes.tabela_instancias [snap_to]
if (instancia_alvo) then
if (instancia_alvo.ativa and instancia_alvo.baseframe) then
if (lado == 1) then --a esquerda
instancia_alvo.baseframe:SetPoint("TOPRIGHT", my_baseframe, "TOPLEFT")
elseif (lado == 2) then --em baixo
local statusbar_y_mod = 0
if (not self.show_statusbar) then
statusbar_y_mod = 14
end
instancia_alvo.baseframe:SetPoint("TOPLEFT", my_baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
elseif (lado == 3) then --a direita
instancia_alvo.baseframe:SetPoint("BOTTOMLEFT", my_baseframe, "BOTTOMRIGHT")
elseif (lado == 4) then --em cima
local statusbar_y_mod = 0
if (not instancia_alvo.show_statusbar) then
statusbar_y_mod = -14
end
instancia_alvo.baseframe:SetPoint("BOTTOMLEFT", my_baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod)
end
end
end
end
--[
--aqui precisa de um efeito reverso
local reverso = self.meu_id - 2 --se existir
if (reverso > 0) then --se tiver uma inst�ncia l� tr�s
--aqui faz o efeito reverso:
local inicio_retro = self.meu_id - 1
for meu_id = inicio_retro, 1, -1 do
local instancia = _detalhes.tabela_instancias [meu_id]
for lado, snap_to in pairs(instancia.snap) do
if (snap_to < instancia.meu_id and snap_to ~= self.meu_id) then --se o lado que esta grudado for menor que o meu id... EX instnacia #2 grudada na #1
--ent�o tenho que pegar a inst�ncia do snap
local instancia_alvo = _detalhes.tabela_instancias [snap_to]
local lado_reverso
if (lado == 1) then
lado_reverso = 3
elseif (lado == 2) then
lado_reverso = 4
elseif (lado == 3) then
lado_reverso = 1
elseif (lado == 4) then
lado_reverso = 2
end
--fazer os setpoints
if (instancia_alvo.ativa and instancia_alvo.baseframe) then
if (lado_reverso == 1) then --a esquerda
instancia_alvo.baseframe:SetPoint("BOTTOMLEFT", instancia.baseframe, "BOTTOMRIGHT")
elseif (lado_reverso == 2) then --em baixo
local statusbar_y_mod = 0
if (not instancia_alvo.show_statusbar) then
statusbar_y_mod = -14
end
instancia_alvo.baseframe:SetPoint("BOTTOMLEFT", instancia.baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod) -- + (statusbar_y_mod*-1)
elseif (lado_reverso == 3) then --a direita
instancia_alvo.baseframe:SetPoint("TOPRIGHT", instancia.baseframe, "TOPLEFT")
elseif (lado_reverso == 4) then --em cima
local statusbar_y_mod = 0
if (not instancia.show_statusbar) then
statusbar_y_mod = 14
end
instancia_alvo.baseframe:SetPoint("TOPLEFT", instancia.baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
end
end
end
end
end
end
--]]
for meu_id, instancia in ipairs(_detalhes.tabela_instancias) do
if (meu_id > self.meu_id) then
for lado, snap_to in pairs(instancia.snap) do
if (snap_to > instancia.meu_id and snap_to ~= self.meu_id) then
local instancia_alvo = _detalhes.tabela_instancias [snap_to]
if (instancia_alvo.ativa and instancia_alvo.baseframe) then
if (lado == 1) then --a esquerda
instancia_alvo.baseframe:SetPoint("TOPRIGHT", instancia.baseframe, "TOPLEFT")
elseif (lado == 2) then --em baixo
local statusbar_y_mod = 0
if (not instancia.show_statusbar) then
statusbar_y_mod = 14
end
instancia_alvo.baseframe:SetPoint("TOPLEFT", instancia.baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
elseif (lado == 3) then --a direita
instancia_alvo.baseframe:SetPoint("BOTTOMLEFT", instancia.baseframe, "BOTTOMRIGHT")
elseif (lado == 4) then --em cima
local statusbar_y_mod = 0
if (not instancia_alvo.show_statusbar) then
statusbar_y_mod = -14
end
instancia_alvo.baseframe:SetPoint("BOTTOMLEFT", instancia.baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod)
end
end
end
end
end
end
end
function _detalhes:agrupar_janelas(lados)
local instancia = self
for lado, esta_instancia in pairs(lados) do
if (esta_instancia) then
instancia.baseframe:ClearAllPoints()
esta_instancia = _detalhes.tabela_instancias [esta_instancia]
instancia:SetWindowScale (esta_instancia.window_scale)
if (lado == 3) then --direita
--mover frame
instancia.baseframe:SetPoint("TOPRIGHT", esta_instancia.baseframe, "TOPLEFT")
instancia.baseframe:SetPoint("RIGHT", esta_instancia.baseframe, "LEFT")
instancia.baseframe:SetPoint("BOTTOMRIGHT", esta_instancia.baseframe, "BOTTOMLEFT")
local _, height = esta_instancia:GetSize()
instancia:SetSize(nil, height)
--salva o snap
self.snap [3] = esta_instancia.meu_id
esta_instancia.snap [1] = self.meu_id
elseif (lado == 4) then --cima
--mover frame
local statusbar_y_mod = 0
if (not esta_instancia.show_statusbar) then
statusbar_y_mod = 14
end
instancia.baseframe:SetPoint("TOPLEFT", esta_instancia.baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
instancia.baseframe:SetPoint("TOP", esta_instancia.baseframe, "BOTTOM", 0, -34 + statusbar_y_mod)
instancia.baseframe:SetPoint("TOPRIGHT", esta_instancia.baseframe, "BOTTOMRIGHT", 0, -34 + statusbar_y_mod)
local _, height = esta_instancia:GetSize()
instancia:SetSize(nil, height)
--salva o snap
self.snap [4] = esta_instancia.meu_id
esta_instancia.snap [2] = self.meu_id
elseif (lado == 1) then --esquerda
--mover frame
instancia.baseframe:SetPoint("TOPLEFT", esta_instancia.baseframe, "TOPRIGHT")
instancia.baseframe:SetPoint("LEFT", esta_instancia.baseframe, "RIGHT")
instancia.baseframe:SetPoint("BOTTOMLEFT", esta_instancia.baseframe, "BOTTOMRIGHT")
local _, height = esta_instancia:GetSize()
instancia:SetSize(nil, height)
--salva o snap
self.snap [1] = esta_instancia.meu_id
esta_instancia.snap [3] = self.meu_id
elseif (lado == 2) then --baixo
--mover frame
local statusbar_y_mod = 0
if (not instancia.show_statusbar) then
statusbar_y_mod = -14
end
instancia.baseframe:SetPoint("BOTTOMLEFT", esta_instancia.baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod)
instancia.baseframe:SetPoint("BOTTOM", esta_instancia.baseframe, "TOP", 0, 34 + statusbar_y_mod)
instancia.baseframe:SetPoint("BOTTOMRIGHT", esta_instancia.baseframe, "TOPRIGHT", 0, 34 + statusbar_y_mod)
local _, height = esta_instancia:GetSize()
instancia:SetSize(nil, height)
--salva o snap
self.snap [2] = esta_instancia.meu_id
esta_instancia.snap [4] = self.meu_id
end
if (not esta_instancia.ativa) then
esta_instancia:AtivarInstancia()
end
end
end
if (not _detalhes.disable_lock_ungroup_buttons) then
instancia.break_snap_button:SetAlpha(1)
end
if (_detalhes.tutorial.unlock_button < 4) then
_detalhes.temp_table1.IconSize = 32
_detalhes.temp_table1.TextHeightMod = -6
_detalhes.popup:ShowMe(instancia.break_snap_button, "tooltip", "Interface\\Buttons\\LockButton-Unlocked-Up", Loc ["STRING_UNLOCK"], 150, _detalhes.temp_table1)
--UIFrameFlash (instancia.break_snap_button, .5, .5, 5, false, 0, 0)
_detalhes.tutorial.unlock_button = _detalhes.tutorial.unlock_button + 1
end
_detalhes:DelayOptionsRefresh()
end
_detalhes.MakeInstanceGroup = _detalhes.agrupar_janelas
function _detalhes:UngroupInstance()
return self:Desagrupar(-1)
end
function _detalhes:Desagrupar (instancia, lado, lado2)
if (lado2 == -1) then
instancia = lado
self = instancia
lado = lado2
end
if (self.meu_id and not lado2) then --significa que self � uma instancia
lado = instancia
instancia = self
end
if (type(instancia) == "number") then --significa que passou o n�mero da inst�ncia
instancia = _detalhes.tabela_instancias [instancia]
end
_detalhes:DelayOptionsRefresh (nil, true)
if (not lado) then
return
end
if (lado < 0) then --clicou no bot�o para desagrupar tudo
local ID = instancia.meu_id
for id, esta_instancia in ipairs(_detalhes.tabela_instancias) do
for index, iid in pairs(esta_instancia.snap) do -- index = 1 left , 3 right, 2 bottom, 4 top
if (iid and (iid == ID or id == ID)) then -- iid = instancia.meu_id
esta_instancia.snap [index] = nil
if (instancia.verticalSnap or esta_instancia.verticalSnap) then
if (not esta_instancia.snap [2] and not esta_instancia.snap [4]) then
esta_instancia.verticalSnap = false
esta_instancia.horizontalSnap = false
end
elseif (instancia.horizontalSnap or esta_instancia.horizontalSnap) then
if (not esta_instancia.snap [1] and not esta_instancia.snap [3]) then
esta_instancia.horizontalSnap = false
esta_instancia.verticalSnap = false
end
end
if (index == 2) then -- index � o codigo do snap
--esta_instancia.baseframe.rodape.StatusBarLeftAnchor:SetPoint("left", esta_instancia.baseframe.rodape.top_bg, "left", 5, 58)
--esta_instancia.baseframe.rodape.StatusBarCenterAnchor:SetPoint("center", esta_instancia.baseframe.rodape.top_bg, "center", 0, 58)
--esta_instancia.baseframe.rodape.esquerdo:SetTexture("Interface\\AddOns\\Details\\images\\bar_down_left")
--esta_instancia.baseframe.rodape.esquerdo.have_snap = nil
end
end
end
end
instancia.break_snap_button:SetAlpha(0)
instancia.verticalSnap = false
instancia.horizontalSnap = false
return
end
local esta_instancia = _detalhes.tabela_instancias [instancia.snap[lado]]
if (not esta_instancia) then
return
end
instancia.snap [lado] = nil
if (lado == 1) then
esta_instancia.snap [3] = nil
elseif (lado == 2) then
esta_instancia.snap [4] = nil
elseif (lado == 3) then
esta_instancia.snap [1] = nil
elseif (lado == 4) then
esta_instancia.snap [2] = nil
end
instancia.break_snap_button:SetAlpha(0)
if (instancia.iniciada) then
instancia:SaveMainWindowPosition()
instancia:RestoreMainWindowPosition()
end
if (esta_instancia.iniciada) then
esta_instancia:SaveMainWindowPosition()
esta_instancia:RestoreMainWindowPosition()
end
end
function _detalhes:SnapTextures (remove)
for id, esta_instancia in ipairs(_detalhes.tabela_instancias) do
if (esta_instancia:IsAtiva()) then
if (esta_instancia.baseframe.rodape.esquerdo.have_snap) then
if (remove) then
--esta_instancia.baseframe.rodape.esquerdo:SetTexture("Interface\\AddOns\\Details\\images\\bar_down_left")
else
--esta_instancia.baseframe.rodape.esquerdo:SetTexture("Interface\\AddOns\\Details\\images\\bar_down_left_snap")
end
end
end
end
end
--cria uma janela para uma nova inst�ncia
--search key: ~new ~nova
function _detalhes:CreateDisabledInstance(ID, skin_table)
--first check if we can recycle a old instance
if (_detalhes.unused_instances [ID]) then
local new_instance = _detalhes.unused_instances [ID]
_detalhes.tabela_instancias [ID] = new_instance
_detalhes.unused_instances [ID] = nil
--replace the values on recycled instance
new_instance:ResetInstanceConfig()
--copy values from a previous skin saved
if (skin_table) then
--copy from skin_table to new_instance
_detalhes.table.copy(new_instance, skin_table)
end
return new_instance
end
--must create a new one
local new_instance = {
--instance id
meu_id = ID,
--internal stuff
barras = {}, --container que ir� armazenar todas as barras
barraS = {nil, nil}, --de x at� x s�o as barras que est�o sendo mostradas na tela
rolagem = false, --barra de rolagem n�o esta sendo mostrada
largura_scroll = 26,
bar_mod = 0,
bgdisplay_loc = 0,
--displaying row info
rows_created = 0,
rows_showing = 0,
rows_max = 50,
--saved pos for normal mode and lone wolf mode
posicao = {
["normal"] = {x = 1, y = 2, w = 300, h = 200},
["solo"] = {x = 1, y = 2, w = 300, h = 200}
},
--save information about window snaps
snap = {},
--current state starts as normal
mostrando = "normal",
--menu consolidated
consolidate = false, --deprecated
icons = {true, true, true, true},
--status bar stuff
StatusBar = {options = {}},
--more stuff
atributo = 1, --dano
sub_atributo = 1, --damage done
sub_atributo_last = {1, 1, 1, 1, 1},
segmento = 0, --combate atual
modo = modo_grupo,
last_modo = modo_grupo,
LastModo = modo_grupo,
}
DetailsFramework:Mixin(new_instance, instanceMixins)
setmetatable(new_instance, _detalhes)
_detalhes.tabela_instancias[#_detalhes.tabela_instancias+1] = new_instance
--fill the empty instance with default values
new_instance:ResetInstanceConfig()
--copy values from a previous skin saved
if (skin_table) then
--copy from skin_table to new_instance
_detalhes.table.copy(new_instance, skin_table)
end
--setup default wallpaper
new_instance.wallpaper.texture = "Interface\\AddOns\\Details\\images\\background"
--finish
return new_instance
end
---create a new instance of a Details! window in the user interface
---@param instanceId instanceid
---@return instance
function Details:CreateNewInstance(instanceId)
local newInstance = {}
setmetatable(newInstance, Details)
Details.tabela_instancias[#Details.tabela_instancias+1] = newInstance
DetailsFramework:Mixin(newInstance, instanceMixins)
--instance id
newInstance.meu_id = instanceId
--setup all config
newInstance:ResetInstanceConfig()
--setup default wallpaper
newInstance.wallpaper.texture = "Interface\\AddOns\\Details\\images\\background"
--internal stuff
newInstance.barras = {} --store the bars which shows data to the user
newInstance.barraS = {nil, nil} --range of bars showing on the window
newInstance.rolagem = false --scroll is shown?
newInstance.largura_scroll = 26
newInstance.bar_mod = 0
newInstance.bgdisplay_loc = 0
newInstance.cached_bar_width = 0
--displaying row info
newInstance.rows_created = 0
newInstance.rows_showing = 0
newInstance.rows_max = 50
newInstance.rows_fit_in_window = nil
--saved pos for normal mode and lone wolf mode
newInstance.posicao = {
["normal"] = {x = 1, y = 2, w = 300, h = 200},
["solo"] = {x = 1, y = 2, w = 300, h = 200}
}
--save information about window snaps
newInstance.snap = {}
--current state starts as normal
newInstance.mostrando = "normal"
--menu consolidated
newInstance.consolidate = false
newInstance.icons = {true, true, true, true}
--create window frames
local _baseframe, _bgframe, _bgframe_display, _scrollframe = gump:CriaJanelaPrincipal(instanceId, newInstance, true)
newInstance.baseframe = _baseframe
newInstance.bgframe = _bgframe
newInstance.bgdisplay = _bgframe_display
newInstance.scroll = _scrollframe
--status bar stuff
newInstance.StatusBar = {}
newInstance.StatusBar.left = nil
newInstance.StatusBar.center = nil
newInstance.StatusBar.right = nil
newInstance.StatusBar.options = {}
--create some plugins in the statusbar
local clock = Details.StatusBar:CreateStatusBarChildForInstance(newInstance, "DETAILS_STATUSBAR_PLUGIN_CLOCK")
Details.StatusBar:SetCenterPlugin(newInstance, clock)
local segment = Details.StatusBar:CreateStatusBarChildForInstance(newInstance, "DETAILS_STATUSBAR_PLUGIN_PSEGMENT")
Details.StatusBar:SetLeftPlugin(newInstance, segment)
local dps = Details.StatusBar:CreateStatusBarChildForInstance(newInstance, "DETAILS_STATUSBAR_PLUGIN_PDPS")
Details.StatusBar:SetRightPlugin(newInstance, dps)
--internal stuff
newInstance.alturaAntiga = _baseframe:GetHeight()
newInstance.atributo = 1 --dano
newInstance.sub_atributo = 1 --damage done
newInstance.sub_atributo_last = {1, 1, 1, 1, 1}
newInstance.segmento = -1 --combate atual
newInstance.modo = modo_grupo
newInstance.last_modo = modo_grupo
newInstance.LastModo = modo_grupo
--change the attribute
Details:TrocaTabela(newInstance, 0, 1, 1)
--internal stuff
newInstance.row_height = newInstance.row_info.height + newInstance.row_info.space.between
newInstance.oldwith = newInstance.baseframe:GetWidth()
newInstance.iniciada = true
newInstance:SaveMainWindowPosition()
newInstance:ReajustaGump()
newInstance.rows_fit_in_window = _math_floor(newInstance.posicao[newInstance.mostrando].h / newInstance.row_height)
--all done
newInstance:AtivarInstancia()
newInstance:ShowSideBars()
newInstance.skin = "no skin"
newInstance:ChangeSkin(Details.default_skin_to_use)
return newInstance
end
------------------------------------------------------------------------------------------------------------------------
--ao reiniciar o addon esta fun��o � rodada para recriar a janela da inst�ncia
--search key: ~restaura ~inicio ~start
function Details:RestoreWindow(index, temp, loadOnly)
self:RestauraJanela (index, temp, loadOnly)
end
function _detalhes:RestauraJanela(index, temp, load_only)
DetailsFramework:Mixin(self, instanceMixins)
--load
self:LoadInstanceConfig()
--reset internal stuff
self.sub_atributo_last = self.sub_atributo_last or {1, 1, 1, 1, 1}
self.rolagem = false
self.need_rolagem = false
self.barras = {}
self.barraS = {nil, nil}
self.rows_fit_in_window = nil
self.consolidate = self.consolidate or false
self.icons = self.icons or {true, true, true, true}
self.rows_created = 0
self.rows_showing = 0
self.rows_max = 50
self.largura_scroll = 26
self.bar_mod = 0
self.bgdisplay_loc = 0
self.last_modo = self.last_modo or modo_grupo
self.cached_bar_width = self.cached_bar_width or 0
self.row_height = self.row_info.height + self.row_info.space.between
self.rows_fit_in_window = _math_floor(self.posicao[self.mostrando].h / self.row_height)
--create frames
local isLocked = self.isLocked
local _baseframe, _bgframe, _bgframe_display, _scrollframe = gump:CriaJanelaPrincipal (self.meu_id, self)
self.baseframe = _baseframe
self.bgframe = _bgframe
self.bgdisplay = _bgframe_display
self.scroll = _scrollframe
_baseframe:EnableMouseWheel(false)
self.alturaAntiga = _baseframe:GetHeight()
--self.isLocked = isLocked --window isn't locked when just created it
--change the attribute
_detalhes:TrocaTabela(self, self.segmento, self.atributo, self.sub_atributo, true) --passando true no 5� valor para a fun��o ignorar a checagem de valores iguais
--set wallpaper
if (self.wallpaper.enabled) then
self:InstanceWallpaper (true)
end
--set the color of this instance window
self:InstanceColor (self.color)
--scrollbar
self:EsconderScrollBar (true)
--check snaps
self.snap = self.snap or {}
--status bar stuff
self.StatusBar = {}
self.StatusBar.left = nil
self.StatusBar.center = nil
self.StatusBar.right = nil
self.StatusBarSaved = self.StatusBarSaved or {options = {}}
self.StatusBar.options = self.StatusBarSaved.options
if (self.StatusBarSaved.left and self.StatusBarSaved.left == "NONE") then
self.StatusBarSaved.left = "DETAILS_STATUSBAR_PLUGIN_PSEGMENT"
end
local segment = _detalhes.StatusBar:CreateStatusBarChildForInstance (self, self.StatusBarSaved.left or "DETAILS_STATUSBAR_PLUGIN_PSEGMENT")
_detalhes.StatusBar:SetLeftPlugin (self, segment, true)
if (self.StatusBarSaved.center and self.StatusBarSaved.center == "NONE") then
self.StatusBarSaved.center = "DETAILS_STATUSBAR_PLUGIN_CLOCK"
end
local clock = _detalhes.StatusBar:CreateStatusBarChildForInstance (self, self.StatusBarSaved.center or "DETAILS_STATUSBAR_PLUGIN_CLOCK")
_detalhes.StatusBar:SetCenterPlugin (self, clock, true)
if (self.StatusBarSaved.right and self.StatusBarSaved.right == "NONE") then
self.StatusBarSaved.right = "DETAILS_STATUSBAR_PLUGIN_PDURABILITY"
end
local durability = _detalhes.StatusBar:CreateStatusBarChildForInstance (self, self.StatusBarSaved.right or "DETAILS_STATUSBAR_PLUGIN_PDURABILITY")
_detalhes.StatusBar:SetRightPlugin (self, durability, true)
--load mode
if (self.modo == modo_alone) then
if (_detalhes.solo and _detalhes.solo ~= self.meu_id) then --prote��o para ter apenas uma inst�ncia com a janela SOLO
self.modo = modo_grupo
self.mostrando = "normal"
else
self:SoloMode (true)
_detalhes.solo = self.meu_id
end
elseif (self.modo == modo_raid) then
_detalhes.raid = self.meu_id
else
self.mostrando = "normal"
end
--internal stuff
self.oldwith = self.baseframe:GetWidth()
self:RestoreMainWindowPosition()
self:ReajustaGump()
--self:SaveMainWindowPosition()
--fix for the weird white window default skin
--this is a auto detect for configuration corruption, happens usually when the user install Details! over old config settings
--check if the skin used in the window is the default skin, check if statusbar is in use and if the color of the window is full white
if (self.skin == _detalhes.default_skin_to_use and self.show_statusbar) then
if(self.color[1] == 1 and self.color[2] == 1 and self.color[3] == 1 and self.color[4] == 1) then
Details:Msg("error 0xFF85DD")
self.skin = "no skin"
self:ChangeSkin(_detalhes.default_skin_to_use)
end
end
if (not load_only) then
self.iniciada = true
self:AtivarInstancia (temp)
self:ChangeSkin()
end
--all done
return
end
function Details:SwitchBack()
local previousSwitch = self.auto_switch_to_old
if (previousSwitch) then
if (self.modo ~= previousSwitch[1]) then
self:SetMode(previousSwitch[1])
end
if (self.modo == Details._detalhes_props["MODO_RAID"]) then
Details.RaidTables:switch(nil, previousSwitch [5], self)
elseif (self.modo == Details._detalhes_props["MODO_ALONE"]) then
Details.SoloTables:switch(nil, previousSwitch [6])
else
Details:TrocaTabela(self, previousSwitch [4], previousSwitch [2], previousSwitch [3])
end
self.auto_switch_to_old = nil
end
end
function Details:SwitchTo (switch_table, nosave)
if (not nosave) then
self.auto_switch_to_old = {self.modo, self.atributo, self.sub_atributo, self.segmento, self:GetRaidPluginName(), _detalhes.SoloTables.Mode}
end
if (switch_table [1] == "raid") then
local plugin_global_name, can_switch = switch_table[2], true
--plugin global name
for _, instance in ipairs(_detalhes.tabela_instancias) do
if (instance ~= self and instance:IsEnabled() and instance.baseframe and instance.modo == modo_raid) then
if (instance.current_raid_plugin == plugin_global_name) then
can_switch = false
break
end
end
end
if (can_switch) then
_detalhes.RaidTables:EnableRaidMode (self, switch_table [2])
else
local plugin = _detalhes:GetPlugin (plugin_global_name)
_detalhes:Msg("Auto Switch: a window is already showing " .. (plugin.__name or "" .. ", please review your switch config."))
end
else
--muda para um atributo normal
if (self.modo ~= _detalhes._detalhes_props["MODO_GROUP"]) then
self:SetMode(_detalhes._detalhes_props["MODO_GROUP"])
end
_detalhes:TrocaTabela(self, nil, switch_table [1], switch_table [2])
end
end
--backtable indexes: [1]: mode [2]: attribute [3]: sub attribute [4]: segment [5]: raidmode index [6]: solomode index
function _detalhes:CheckSwitchOnCombatEnd (nowipe, warning)
local old_attribute, old_sub_atribute = self:GetDisplay()
self:SwitchBack()
local role = _UnitGroupRolesAssigned("player")
local got_switch = false
if (role == "DAMAGER" and self.switch_damager) then
self:SwitchTo (self.switch_damager, true)
got_switch = true
elseif (role == "HEALER" and self.switch_healer) then
self:SwitchTo (self.switch_healer, true)
got_switch = true
elseif (role == "TANK" and self.switch_tank) then
self:SwitchTo (self.switch_tank, true)
got_switch = true
elseif (role == "NONE" and _detalhes.last_assigned_role ~= "NONE") then
self:SwitchBack()
got_switch = true
end
if (warning and got_switch) then
local current_attribute, current_sub_atribute = self:GetDisplay()
if (current_attribute ~= old_attribute or current_sub_atribute ~= old_sub_atribute) then
local attribute_name = self:GetInstanceAttributeText()
self:InstanceAlert (string.format(Loc ["STRING_SWITCH_WARNING"], attribute_name), {[[Interface\CHARACTERFRAME\UI-StateIcon]], 18, 18, false, 0.5, 1, 0, 0.5}, 4)
end
end
if (self.switch_all_roles_after_wipe and not nowipe) then
if (_detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.instance_type == "raid" and not _detalhes.tabela_vigente.is_boss.killed and _detalhes.tabela_vigente.is_boss.name) then
self:SwitchBack()
self:SwitchTo (self.switch_all_roles_after_wipe)
end
end
end
function _detalhes:CheckSwitchOnLogon (warning)
for index, instancia in ipairs(_detalhes.tabela_instancias) do
if (instancia.ativa) then
instancia:CheckSwitchOnCombatEnd (true, warning)
end
end
end
function _detalhes:CheckSegmentForSwitchOnCombatStart()
end
function _detalhes:CheckSwitchOnCombatStart (check_segment)
self:SwitchBack()
local all_roles = self.switch_all_roles_in_combat
local role = _UnitGroupRolesAssigned("player")
local got_switch = false
if (role == "DAMAGER" and self.switch_damager_in_combat) then
self:SwitchTo (self.switch_damager_in_combat)
got_switch = true
elseif (role == "HEALER" and self.switch_healer_in_combat) then
self:SwitchTo (self.switch_healer_in_combat)
got_switch = true
elseif (role == "TANK" and self.switch_tank_in_combat) then
self:SwitchTo (self.switch_tank_in_combat)
got_switch = true
elseif (self.switch_all_roles_in_combat) then
self:SwitchTo (self.switch_all_roles_in_combat)
got_switch = true
end
if (check_segment and got_switch) then
if (self:GetSegment() ~= 0) then
self:TrocaTabela(0)
end
end
end
local createStatusbarOptions = function(optionsTable)
local newTable = {}
newTable.textColor = optionsTable.textColor
newTable.textSize = optionsTable.textSize
newTable.textFace = optionsTable.textFace
newTable.textXMod = optionsTable.textXMod
newTable.textYMod = optionsTable.textYMod
newTable.isHidden = optionsTable.isHidden
newTable.segmentType = optionsTable.segmentType
newTable.textAlign = optionsTable.textAlign
newTable.timeType = optionsTable.timeType
newTable.textStyle = optionsTable.textStyle
return newTable
end
function _detalhes:ExportSkin()
--create the table
local exported = {
version = _detalhes.preset_version --skin version
}
--export the keys
for key, value in pairs(self) do
if (_detalhes.instance_defaults [key] ~= nil) then
if (type(value) == "table") then
exported [key] = Details.CopyTable(value)
else
exported [key] = value
end
end
end
--export size and positioning
if (_detalhes.profile_save_pos) then
exported.posicao = self.posicao
else
exported.posicao = nil
end
--export mini displays
if (self.StatusBar and self.StatusBar.left) then
exported.StatusBarSaved = {
["left"] = self.StatusBar.left.real_name or "NONE",
["center"] = self.StatusBar.center.real_name or "NONE",
["right"] = self.StatusBar.right.real_name or "NONE",
}
local leftOptions = createStatusbarOptions(self.StatusBar.left.options)
local centerOptions = createStatusbarOptions(self.StatusBar.center.options)
local rightOptions = createStatusbarOptions(self.StatusBar.right.options)
exported.StatusBarSaved.options = {
[exported.StatusBarSaved.left] = leftOptions,
[exported.StatusBarSaved.center] = centerOptions,
[exported.StatusBarSaved.right] = rightOptions,
}
elseif (self.StatusBarSaved) then
local leftName = self.StatusBarSaved.left
local centerName = self.StatusBarSaved.center
local rightName = self.StatusBarSaved.right
local options = self.StatusBarSaved.options
local leftOptions = createStatusbarOptions(options[leftName])
local centerOptions = createStatusbarOptions(options[centerName])
local rightOptions = createStatusbarOptions(options[rightName])
options[leftName] = leftOptions
options[centerName] = centerOptions
options[rightName] = rightOptions
exported.StatusBarSaved = DetailsFramework.table.copy({}, self.StatusBarSaved)
end
return exported
end
function _detalhes:ApplySavedSkin (style)
if (not style.version or _detalhes.preset_version > style.version) then
return _detalhes:Msg(Loc ["STRING_OPTIONS_PRESETTOOLD"])
end
--set skin preset
local skin = style.skin
self.skin = ""
self:ChangeSkin (skin)
--overwrite all instance parameters with saved ones
for key, value in pairs(style) do
if (key ~= "skin") then
if (type(value) == "table") then
self [key] = Details.CopyTable(value)
else
self [key] = value
end
end
end
--check for new keys inside tables
for key, value in pairs(_detalhes.instance_defaults) do
if (type(value) == "table") then
for key2, value2 in pairs(value) do
if (self [key] [key2] == nil) then
if (type(value2) == "table") then
self [key] [key2] = Details.CopyTable(_detalhes.instance_defaults [key] [key2])
else
self [key] [key2] = value2
end
end
end
end
end
self.StatusBarSaved = style.StatusBarSaved and Details.CopyTable(style.StatusBarSaved) or {options = {}}
self.StatusBar.options = self.StatusBarSaved.options
_detalhes.StatusBar:UpdateChilds (self)
--apply all changed attributes
self:ChangeSkin()
--export size and positioning
if (_detalhes.profile_save_pos) then
self.posicao = style.posicao
self:RestoreMainWindowPosition()
else
self.posicao = Details.CopyTable(self.posicao)
end
end
------------------------------------------------------------------------------------------------------------------------
function _detalhes:InstanceReset(instance)
if (instance) then
self = instance
end
Details.FadeHandler.Fader(self, "in", nil, "barras")
self:AtualizaSegmentos(self)
self:AtualizaSoloMode_AfertReset()
self:ResetaGump()
if (not _detalhes.initializing) then
_detalhes:RefreshMainWindow(self, true) --atualiza todas as instancias
end
end
function _detalhes:RefreshBars(instance)
if (instance) then
self = instance
end
self:InstanceRefreshRows(instance)
end
function _detalhes:SetBackgroundColor(...)
local red = select(1, ...)
if (not red) then
self.bgdisplay:SetBackdropColor(self.bg_r, self.bg_g, self.bg_b, self.bg_alpha)
self.baseframe:SetBackdropColor(self.bg_r, self.bg_g, self.bg_b, self.bg_alpha)
return
end
local r, g, b = gump:ParseColors(...)
self.bgdisplay:SetBackdropColor(r, g, b, self.bg_alpha or _detalhes.default_bg_alpha)
self.baseframe:SetBackdropColor(r, g, b, self.bg_alpha or _detalhes.default_bg_alpha)
self.bg_r = r
self.bg_g = g
self.bg_b = b
end
function _detalhes:SetBackgroundAlpha (alpha)
if (not alpha) then
alpha = self.bg_alpha
end
self.bgdisplay:SetBackdropColor(self.bg_r, self.bg_g, self.bg_b, alpha)
self.baseframe:SetBackdropColor(self.bg_r, self.bg_g, self.bg_b, alpha)
self.bg_alpha = alpha
end
function _detalhes:GetSize()
return self.baseframe:GetWidth(), self.baseframe:GetHeight()
end
function _detalhes:GetRealSize()
return self.baseframe:GetWidth() * self.baseframe:GetScale(), self.baseframe:GetHeight() * self.baseframe:GetScale()
end
function _detalhes:GetPositionOnScreen()
local xOfs, yOfs = self.baseframe:GetCenter()
if (not xOfs) then
return
end
-- credits to ckknight (http://www.curseforge.com/profiles/ckknight/)
local _scale = self.baseframe:GetEffectiveScale()
local _UIscale = UIParent:GetScale()
xOfs = xOfs*_scale - GetScreenWidth()*_UIscale/2
yOfs = yOfs*_scale - GetScreenHeight()*_UIscale/2
return xOfs/_UIscale, yOfs/_UIscale
end
--alias
function _detalhes:SetSize(w, h)
return self:Resize (w, h)
end
function _detalhes:Resize (w, h)
if (w) then
self.baseframe:SetWidth(w)
end
if (h) then
self.baseframe:SetHeight(h)
end
self:SaveMainWindowPosition()
return true
end
--/run Details:GetWindow(1):ToggleMaxSize()
function _detalhes:ToggleMaxSize()
if (self.is_in_max_size) then
self.is_in_max_size = false
self:SetSize(self.original_width, self.original_height)
else
local original_width, original_height = self:GetSize()
self.original_width, self.original_height = original_width, original_height
self.is_in_max_size = true
self:SetSize(original_width, 450)
end
end
------------------------------------------------------------------------------------------------------------------------
function Details:PostponeSwitchToCurrent(instance)
if (
not instance.last_interaction or
(
(instance.ativa) and
(instance.last_interaction+3 < Details._tempo) and
(not DetailsReportWindow or not DetailsReportWindow:IsShown()) and
(not Details.playerDetailWindow:IsShown())
)
) then
instance._postponing_switch = nil
if (instance.segmento > 0 and instance.auto_current) then
instance:TrocaTabela(0) --muda o segmento pra current
instance:InstanceAlert(Loc ["STRING_CHANGED_TO_CURRENT"], {[[Interface\AddOns\Details\images\toolbar_icons]], 18, 18, false, 32/256, 64/256, 0, 1}, 6)
return
else
return
end
end
if (instance.is_interacting and instance.last_interaction < Details._tempo) then
instance.last_interaction = Details._tempo
end
--instance._postponing_switch = Details:ScheduleTimer("PostponeSwitchToCurrent", 1, instance)
instance._postponing_switch = Details.Schedules.NewTimer(1, Details.PostponeSwitchToCurrent, Details, instance)
end
function Details:CheckSwitchToCurrent()
for _, instance in ipairs(Details.tabela_instancias) do
if (instance.ativa and instance.auto_current and instance.baseframe and instance.segmento > 0) then
if (instance.is_interacting and instance.last_interaction < Details._tempo) then
instance.last_interaction = Details._tempo
end
if ((instance.last_interaction and (instance.last_interaction+3 > Details._tempo)) or (DetailsReportWindow and DetailsReportWindow:IsShown()) or (Details.playerDetailWindow:IsShown())) then
--postpone
--instance._postponing_switch = Details:ScheduleTimer("PostponeSwitchToCurrent", 1, instance)
instance._postponing_switch = Details.Schedules.NewTimer(1, Details.PostponeSwitchToCurrent, Details, instance)
else
instance:TrocaTabela(0) --muda o segmento pra current
instance:InstanceAlert (Loc ["STRING_CHANGED_TO_CURRENT"], {[[Interface\AddOns\Details\images\toolbar_icons]], 18, 18, false, 32/256, 64/256, 0, 1}, 6)
instance._postponing_switch = nil
end
end
end
end
function Details:Freeze(instancia)
if (not instancia) then
instancia = self
end
if (not _detalhes.initializing) then
instancia:ResetaGump()
Details.FadeHandler.Fader(instancia, "in", nil, "barras")
end
instancia:InstanceMsg(Loc ["STRING_FREEZE"], [[Interface\CHARACTERFRAME\Disconnect-Icon]], "silver")
--instancia.freeze_icon:Show()
--instancia.freeze_texto:Show()
--local width = instancia:GetSize()
--instancia.freeze_texto:SetWidth(width-64)
instancia.freezed = true
end
function _detalhes:UnFreeze(instancia)
if (not instancia) then
instancia = self
end
self:InstanceMsg(false)
--instancia.freeze_icon:Hide()
--instancia.freeze_texto:Hide()
instancia.freezed = false
if (not _detalhes.initializing) then
--instancia:RestoreMainWindowPosition()
instancia:ReajustaGump()
end
end
function _detalhes:AtualizaSegmentos (instancia)
if (instancia.iniciada) then
if (instancia.segmento == -1) then
--instancia.baseframe.rodape.segmento:SetText(segmentos.overall) --localiza-me
instancia.showing = _detalhes.tabela_overall
elseif (instancia.segmento == 0) then
--instancia.baseframe.rodape.segmento:SetText(segmentos.current) --localiza-me
instancia.showing = _detalhes.tabela_vigente
--print("==> Changing the Segment now! - classe_instancia.lua 1922")
else
instancia.showing = _detalhes.tabela_historico.tabelas [instancia.segmento]
--instancia.baseframe.rodape.segmento:SetText(segmentos.past..instancia.segmento) --localiza-me
end
end
end
function _detalhes:AtualizaSegmentos_AfterCombat (instancia, historico)
if (instancia.freezed) then
return --se esta congelada n�o tem o que fazer
end
local segmento = instancia.segmento
local _fadeType, _fadeSpeed = _unpack(_detalhes.row_fade_in)
if (segmento == _detalhes.segments_amount) then --significa que o index [5] passou a ser [6] com a entrada da nova tabela
instancia.showing = historico.tabelas [_detalhes.segments_amount] --ent�o ele volta a pegar o index [5] que antes era o index [4]
--print("==> Changing the Segment now! - classe_instancia.lua 1942")
Details.FadeHandler.Fader(instancia, _fadeType, _fadeSpeed, "barras")
instancia.showing[instancia.atributo].need_refresh = true
instancia.v_barras = true
instancia:ResetaGump()
instancia:RefreshMainWindow(true)
_detalhes:AtualizarJanela (instancia)
elseif (segmento < _detalhes.segments_amount and segmento > 0) then
instancia.showing = historico.tabelas [segmento]
--print("==> Changing the Segment now! - classe_instancia.lua 1952")
Details.FadeHandler.Fader(instancia, _fadeType, _fadeSpeed, "barras") --"in", nil
instancia.showing[instancia.atributo].need_refresh = true
instancia.v_barras = true
instancia:ResetaGump()
instancia:RefreshMainWindow(true)
_detalhes:AtualizarJanela (instancia)
end
end
---return if the attribute and sub attribute passed are in range of valid attributes
---@param attributeId attributeid
---@param subAttributeId attributeid
---@return boolean
function Details222.Instances.ValidateAttribute(attributeId, subAttributeId)
if (attributeId == 1) then
if (subAttributeId < 0 or subAttributeId > _detalhes.atributos[1]) then
return false
end
elseif (attributeId == 2) then
if (subAttributeId < 0 or subAttributeId > _detalhes.atributos[2]) then
return false
end
elseif (attributeId == 3) then
if (subAttributeId < 0 or subAttributeId > _detalhes.atributos[3]) then
return false
end
elseif (attributeId == 4) then
if (subAttributeId < 0 or subAttributeId > _detalhes.atributos[4]) then
return false
end
elseif (attributeId == 5) then
return true
else
return false
end
return true
end
function _detalhes:SetDisplay(segment, attribute, subAttribute, isInstanceStarup, instanceMode)
if (not self.meu_id) then
return
end
return self:TrocaTabela(self, segment, attribute, subAttribute, isInstanceStarup, instanceMode)
end
---change the data shown in the window
---@param instance instance
---@param segmentId number
---@param attributeId number
---@param subAttributeId number
---@param fromInstanceStart any
---@param instanceMode any
---@return unknown
function _detalhes:TrocaTabela(instance, segmentId, attributeId, subAttributeId, fromInstanceStart, instanceMode)
if (self and self.meu_id and not instance) then
instanceMode = fromInstanceStart
fromInstanceStart = subAttributeId
subAttributeId = attributeId
attributeId = segmentId
segmentId = instance
instance = self
end
if (fromInstanceStart == "LeftButton") then
fromInstanceStart = nil
end
if (type(instance) == "number") then
subAttributeId = attributeId
attributeId = segmentId
segmentId = instance
instance = self
end
if (instanceMode and instanceMode ~= instance:GetMode()) then
instance:SetMode(instanceMode)
end
local update_coolTip = false
local sub_attribute_click = false
if (type(segmentId) == "boolean" and segmentId) then --clicou em um sub atributo
sub_attribute_click = true
segmentId = instance.segmento
elseif (segmentId == -2) then --clicou para mudar de segmento
segmentId = instance.segmento + 1
if (segmentId > _detalhes.segments_amount) then
segmentId = -1
end
update_coolTip = true
elseif (segmentId == -3) then --clicou para mudar de atributo
segmentId = instance.segmento
attributeId = instance.atributo+1
if (attributeId > atributos[0]) then
attributeId = 1
end
update_coolTip = true
elseif (segmentId == -4) then --clicou para mudar de sub atributo
segmentId = instance.segmento
subAttributeId = instance.sub_atributo+1
if (subAttributeId > atributos[instance.atributo]) then
subAttributeId = 1
end
update_coolTip = true
end
--pega os atributos desta instancia
local current_segmento = instance.segmento
local current_atributo = instance.atributo
local current_sub_atributo = instance.sub_atributo
local atributo_changed = false
--verifica se os valores passados s�o v�lidos
if (not segmentId) then
segmentId = instance.segmento
elseif (type(segmentId) ~= "number") then
segmentId = instance.segmento
end
if (not attributeId) then
attributeId = instance.atributo
elseif (type(attributeId) ~= "number") then
attributeId = instance.atributo
end
if (not subAttributeId) then
if (attributeId == current_atributo) then
subAttributeId = instance.sub_atributo
else
subAttributeId = instance.sub_atributo_last [attributeId]
end
elseif (type(subAttributeId) ~= "number") then
subAttributeId = instance.sub_atributo
end
--j� esta mostrando isso que esta pedindo
if (not fromInstanceStart and segmentId == current_segmento and attributeId == current_atributo and subAttributeId == current_sub_atributo and not _detalhes.initializing) then
return false
end
if (not Details222.Instances.ValidateAttribute(attributeId, subAttributeId)) then
subAttributeId = 1
attributeId = 1
_detalhes:Msg("invalid attribute, switching to damage done.")
end
if (Details.auto_swap_to_dynamic_overall and Details.in_combat and UnitAffectingCombat("player")) then
if (segmentId >= 0) then
if (attributeId == 5) then
local dynamicOverallDataCustomID = Details222.GetCustomDisplayIDByName(Loc["STRING_CUSTOM_DYNAMICOVERAL"])
if (dynamicOverallDataCustomID == subAttributeId) then
attributeId = 1
subAttributeId = 1
end
end
elseif (segmentId == -1) then
if (attributeId == 1) then
if (subAttributeId == 1) then
local dynamicOverallDataCustomID = Details222.GetCustomDisplayIDByName(Loc["STRING_CUSTOM_DYNAMICOVERAL"])
if (dynamicOverallDataCustomID) then
attributeId = 5
subAttributeId = dynamicOverallDataCustomID
end
end
end
end
end
--Muda o segmento caso necess�rio
if (segmentId ~= current_segmento or _detalhes.initializing or fromInstanceStart) then
--na troca de segmento, conferir se a instancia esta frozen
if (instance.freezed) then
if (not fromInstanceStart) then
instance:UnFreeze()
else
instance.freezed = false
end
end
instance.segmento = segmentId
if (segmentId == -1) then --overall
instance.showing = _detalhes.tabela_overall
elseif (segmentId == 0) then --combate atual
instance.showing = _detalhes.tabela_vigente
--print("==> Changing the Segment now! - classe_instancia.lua 2115")
else --alguma tabela do hist�rico
instance.showing = _detalhes.tabela_historico.tabelas [segmentId]
end
if (update_coolTip) then
_detalhes.popup:Select(1, segmentId+2)
end
if (instance.showing and instance.showing.contra) then
--print("DEBUG: contra", instancia.showing.contra)
end
_detalhes:SendEvent("DETAILS_INSTANCE_CHANGESEGMENT", nil, instance, segmentId)
if (_detalhes.instances_segments_locked and not fromInstanceStart) then
for _, thisInstance in ipairs(_detalhes.tabela_instancias) do
if (thisInstance.meu_id ~= instance.meu_id and thisInstance.ativa and not thisInstance._postponing_switch and not thisInstance._postponing_current) then
if (thisInstance:GetSegment() >= 0) then
if (thisInstance.modo == 2 or thisInstance.modo == 3) then
--check if the instance is frozen
if (thisInstance.freezed) then
if (not fromInstanceStart) then
thisInstance:UnFreeze()
else
thisInstance.freezed = false
end
end
thisInstance.segmento = segmentId
if (segmentId == DETAILS_SEGMENTID_OVERALL) then
thisInstance.showing = Details:GetOverallCombat()
elseif (segmentId == DETAILS_SEGMENTID_CURRENT) then
thisInstance.showing = Details:GetCurrentCombat()
else
thisInstance.showing = Details:GetCombat(segmentId)
end
if (not thisInstance.showing) then
if (not fromInstanceStart) then
thisInstance:Freeze()
end
return
end
thisInstance.v_barras = true
thisInstance.showing [attributeId].need_refresh = true
if (not _detalhes.initializing and not fromInstanceStart) then
thisInstance:ResetaGump()
thisInstance:RefreshMainWindow(true)
end
_detalhes:SendEvent("DETAILS_INSTANCE_CHANGESEGMENT", nil, thisInstance, segmentId)
end
end
end
end
end
end
--if the main attibute is 5 (custom), check if there is any custom display, is isn't, change the attribute and sub attribute to 1 (damage done)
if (attributeId == 5) then
if (#_detalhes.custom < 1) then
attributeId = 1
subAttributeId = 1
end
end
if (attributeId ~= current_atributo or _detalhes.initializing or fromInstanceStart or (instance.modo == modo_alone or instance.modo == modo_raid)) then
if (instance.modo == modo_alone and not (_detalhes.initializing or fromInstanceStart)) then
if (_detalhes.SoloTables.Mode == #_detalhes.SoloTables.Plugins) then
_detalhes.popup:Select(1, 1)
else
if (_detalhes.PluginCount.SOLO > 0) then
_detalhes.popup:Select(1, _detalhes.SoloTables.Mode+1)
end
end
return _detalhes.SoloTables.switch (nil, nil, -1)
elseif ((instance.modo == modo_raid) and not (_detalhes.initializing or fromInstanceStart)) then --raid
return --do nothing when clicking in the button
end
atributo_changed = true
instance.atributo = attributeId
instance.sub_atributo = instance.sub_atributo_last[attributeId]
--change icon
instance:ChangeIcon()
if (update_coolTip) then
_detalhes.popup:Select(1, attributeId)
_detalhes.popup:Select(2, instance.sub_atributo, attributeId)
end
_detalhes:InstanceCall(_detalhes.CheckPsUpdate)
_detalhes:SendEvent("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instance, attributeId, subAttributeId)
end
if (subAttributeId ~= current_sub_atributo or _detalhes.initializing or fromInstanceStart or atributo_changed) then
instance.sub_atributo = subAttributeId
if (sub_attribute_click) then
instance.sub_atributo_last[instance.atributo] = instance.sub_atributo
end
if (instance.atributo == 5) then --custom
instance:ChangeIcon()
end
Details:InstanceCall(Details.CheckPsUpdate)
Details:SendEvent("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instance, attributeId, subAttributeId)
instance:ChangeIcon()
end
if (Details.playerDetailWindow:IsShown() and instance == Details.playerDetailWindow.instancia) then
if (not instance.showing or instance.atributo > 4) then
Details:FechaJanelaInfo()
else
local actor = instance.showing (instance.atributo, Details.playerDetailWindow.jogador.nome)
if (actor) then
instance:AbreJanelaInfo (actor, true)
else
Details:FechaJanelaInfo()
end
end
end
--if there's no combat object to show, freeze the window
if (not instance.showing) then
if (not fromInstanceStart) then
instance:Freeze()
end
return false
else
--refresh clock plugin
end
instance.v_barras = true
instance.showing[attributeId].need_refresh = true
if (not Details.initializing and not fromInstanceStart) then
instance:ResetaGump()
instance:RefreshMainWindow(true)
end
return true
end
function _detalhes:GetRaidPluginName()
return self.current_raid_plugin or self.last_raid_plugin
end
function _detalhes:GetInstanceAttributeText()
if (self.modo == modo_grupo or self.modo == modo_all) then
local attribute = self.atributo
local sub_attribute = self.sub_atributo
local name = _detalhes:GetSubAttributeName (attribute, sub_attribute)
return name or "Unknown"
elseif (self.modo == modo_raid) then
local plugin_name = self.current_raid_plugin or self.last_raid_plugin
if (plugin_name) then
local plugin_object = _detalhes:GetPlugin (plugin_name)
if (plugin_object) then
return plugin_object.__name
else
return "Unknown Plugin"
end
else
return "Unknown Plugin"
end
elseif (self.modo == modo_alone) then
local atributo = _detalhes.SoloTables.Mode or 1
local SoloInfo = _detalhes.SoloTables.Menu [atributo]
if (SoloInfo) then
return SoloInfo [1]
else
return "Unknown Plugin"
end
end
end
function _detalhes:MontaRaidOption (instancia)
local available_plugins = _detalhes.RaidTables:GetAvailablePlugins()
if (#available_plugins == 0) then
return false
end
local amount = 0
for index, ptable in ipairs(available_plugins) do
if (ptable [3].__enabled) then
GameCooltip:AddMenu (1, _detalhes.RaidTables.switch, ptable [4], instancia, nil, ptable [1], ptable [2], true) --PluginName, PluginIcon, PluginObject, PluginAbsoluteName
amount = amount + 1
end
end
if (amount == 0) then
return false
end
GameCooltip:SetOption("NoLastSelectedBar", true)
GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
return true
end
function _detalhes:MontaSoloOption (instancia)
for index, ptable in ipairs(_detalhes.SoloTables.Menu) do
if (ptable [3].__enabled) then
GameCooltip:AddMenu (1, _detalhes.SoloTables.switch, index, nil, nil, ptable [1], ptable [2], true)
end
end
if (_detalhes.SoloTables.Mode) then
GameCooltip:SetLastSelected (1, _detalhes.SoloTables.Mode)
end
GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
return true
end
-- ~menu
local menu_wallpaper_custom_color = {1, 0, 0, 1}
local wallpaper_bg_color = {.8, .8, .8, 0.2}
local menu_icones = {
"Interface\\AddOns\\Details\\images\\atributos_icones_damage",
"Interface\\AddOns\\Details\\images\\atributos_icones_heal",
"Interface\\AddOns\\Details\\images\\atributos_icones_energyze",
"Interface\\AddOns\\Details\\images\\atributos_icones_misc"
}
function _detalhes:MontaAtributosOption (instancia, func)
func = func or instancia.TrocaTabela
local checked1 = instancia.atributo
local atributo_ativo = instancia.atributo --pega o numero
local options
if (atributo_ativo == 5) then --custom
options = {Loc ["STRING_CUSTOM_NEW"]}
for index, custom in ipairs(_detalhes.custom) do
options [#options+1] = custom.name
end
else
options = sub_atributos [atributo_ativo].lista
end
local CoolTip = _G.GameCooltip
local p = 0.125 --32/256
local gindex = 1
for i = 1, atributos[0] do --[0] armazena quantos atributos existem
CoolTip:AddMenu (1, func, nil, i, nil, atributos.lista[i], nil, true)
CoolTip:AddIcon ("Interface\\AddOns\\Details\\images\\atributos_icones", 1, 1, 20, 20, p*(i-1), p*(i), 0, 1)
if (_detalhes.tooltip.submenu_wallpaper) then
if (i == 1) then
CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\WarlockDestruction-TopLeft]], {1, 0.22, 0, 0.55}, wallpaper_bg_color)
elseif (i == 2) then
CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\bg-priest-holy]], {1, .6, 0, .2}, wallpaper_bg_color)
elseif (i == 3) then
CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\ShamanEnhancement-TopLeft]], {0, 1, .2, .6}, wallpaper_bg_color)
elseif (i == 4) then
CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\WarlockCurses-TopLeft]], {.2, 1, 0, 1}, wallpaper_bg_color)
end
else
--wallpaper = main window
--CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
end
local options = sub_atributos [i].lista
if (not instancia.sub_atributo_last) then
instancia.sub_atributo_last = {1, 1, 1, 1, 1}
end
for o = 1, atributos [i] do
if (_detalhes:CaptureIsEnabled ( _detalhes.atributos_capture [gindex] )) then
CoolTip:AddMenu (2, func, true, i, o, options[o], nil, true)
CoolTip:AddIcon (menu_icones[i], 2, 1, 20, 20, p*(o-1), p*(o), 0, 1)
else
CoolTip:AddLine(options[o], nil, 2, .5, .5, .5, 1)
CoolTip:AddMenu (2, func, true, i, o)
CoolTip:AddIcon (menu_icones[i], 2, 1, 20, 20, p*(o-1), p*(o), 0, 1, {.3, .3, .3, 1})
end
gindex = gindex + 1
end
CoolTip:SetLastSelected (2, i, instancia.sub_atributo_last [i])
end
--custom
--GameCooltip:AddLine("$div")
CoolTip:AddLine("$div", nil, 1, -3, 1)
CoolTip:AddMenu (1, func, nil, 5, nil, atributos.lista[5], nil, true)
CoolTip:AddIcon ("Interface\\AddOns\\Details\\images\\atributos_icones", 1, 1, 20, 20, p*(5-1), p*(5), 0, 1)
CoolTip:AddMenu (2, _detalhes.OpenCustomDisplayWindow, nil, nil, nil, Loc ["STRING_CUSTOM_NEW"], nil, true)
CoolTip:AddIcon ([[Interface\CHATFRAME\UI-ChatIcon-Maximize-Up]], 2, 1, 20, 20, 3/32, 29/32, 3/32, 29/32)
CoolTip:AddLine("$div", nil, 2, nil, -8, -13)
for index, custom in ipairs(_detalhes.custom) do
if (custom.temp) then
CoolTip:AddLine(custom.name .. Loc ["STRING_CUSTOM_TEMPORARILY"], nil, 2)
else
CoolTip:AddLine(custom.name, nil, 2)
end
CoolTip:AddMenu (2, func, true, 5, index)
CoolTip:AddIcon (custom.icon, 2, 1, 20, 20)
end
--set the wallpaper on custom
if (_detalhes.tooltip.submenu_wallpaper) then
CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\WarriorArm-TopLeft]], menu_wallpaper_custom_color, wallpaper_bg_color)
else
--CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
end
if (#_detalhes.custom == 0) then
CoolTip:SetLastSelected (2, 6, 2)
else
if (instancia.atributo == 5) then
CoolTip:SetLastSelected (2, 6, instancia.sub_atributo+2)
else
CoolTip:SetLastSelected (2, 6, instancia.sub_atributo_last [5]+2)
end
end
CoolTip:SetOption("StatusBarTexture", [[Interface\AddOns\Details\images\bar4_vidro]])
CoolTip:SetOption("ButtonsYMod", -7)
CoolTip:SetOption("HeighMod", 7)
CoolTip:SetOption("ButtonsYModSub", -7)
CoolTip:SetOption("HeighModSub", 7)
CoolTip:SetOption("SelectedTopAnchorMod", -2)
CoolTip:SetOption("SelectedBottomAnchorMod", 2)
CoolTip:SetOption("TextFont", _detalhes.font_faces.menus)
_detalhes:SetTooltipMinWidth()
local last_selected = atributo_ativo
if (atributo_ativo == 5) then
last_selected = 6
end
CoolTip:SetLastSelected (1, last_selected)
--removed the menu backdrop
--CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
return menu_principal, sub_menus
end
local iconCoords = {
[1] = {-1, 0, 0, 0, -1, -1, 0, 0}, --damage, dps, taken, friendldire, frags, enemy damage taken, auras, by spell
[2] = {0, 1, 1, 1, 0, 0, 1}, --healing, hps, overheal, taken, enemyheal, damageprevented, healabsorbed
[3] = {0, -2, -1, 0, 0, 0}, --mana, rage, energy, rune, other resources, alternate power
[4] = {0, 0, -1, 0, 0, 0, 0, 0}, --ccBreak, res, kick, dispel, deaths, cooldowns, buffUptime, debuffUptime
}
local getFineTunedIconCoords = function(attribute, subAttribute)
return iconCoords[attribute] and iconCoords[attribute][subAttribute] or 0
end
function _detalhes:ChangeIcon(icon)
local skin = _detalhes.skins [self.skin]
if (not skin) then
skin = _detalhes.skins [_detalhes.default_skin_to_use]
end
if (not self.hide_icon) then
if (skin.icon_on_top) then
self.baseframe.cabecalho.atributo_icon:SetParent(self.floatingframe)
else
self.baseframe.cabecalho.atributo_icon:SetParent(self.baseframe)
end
end
if (icon) then
--plugin chamou uma troca de icone
self.baseframe.cabecalho.atributo_icon:SetTexture(icon)
self.baseframe.cabecalho.atributo_icon:SetTexCoord(5/64, 60/64, 3/64, 62/64)
local icon_size = skin.icon_plugins_size
self.baseframe.cabecalho.atributo_icon:SetWidth(icon_size[1])
self.baseframe.cabecalho.atributo_icon:SetHeight(icon_size[2])
local icon_anchor = skin.icon_anchor_plugins
self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
self.baseframe.cabecalho.atributo_icon:SetPoint("TOPRIGHT", self.baseframe.cabecalho.ball_point, "TOPRIGHT", icon_anchor[1], icon_anchor[2])
elseif (self.modo == modo_alone) then --solo
--icon is set by the plugin
elseif (self.modo == modo_grupo or self.modo == modo_all) then --grupo
if (self.atributo == 5) then
--custom
if (_detalhes.custom [self.sub_atributo]) then
local icon = _detalhes.custom [self.sub_atributo].icon
self.baseframe.cabecalho.atributo_icon:SetTexture(icon)
self.baseframe.cabecalho.atributo_icon:SetTexCoord(5/64, 60/64, 3/64, 62/64)
local icon_size = skin.icon_plugins_size
self.baseframe.cabecalho.atributo_icon:SetWidth(icon_size[1])
self.baseframe.cabecalho.atributo_icon:SetHeight(icon_size[2])
local icon_anchor = skin.icon_anchor_plugins
self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
self.baseframe.cabecalho.atributo_icon:SetPoint("TOPRIGHT", self.baseframe.cabecalho.ball_point, "TOPRIGHT", icon_anchor[1], icon_anchor[2])
end
else
--set the attribute icon
self.baseframe.cabecalho.atributo_icon:SetTexture(menu_icones [self.atributo])
if (self.icon_desaturated) then
self.baseframe.cabecalho.atributo_icon:SetDesaturated(true)
else
self.baseframe.cabecalho.atributo_icon:SetDesaturated(false)
end
local p = 0.125 --32/256
self.baseframe.cabecalho.atributo_icon:SetTexCoord(p * (self.sub_atributo-1), p * (self.sub_atributo), 0, 1)
self.baseframe.cabecalho.atributo_icon:SetSize(16, 16)
self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
if (self.menu_attribute_string) then
local yOffset = getFineTunedIconCoords(self.atributo, self.sub_atributo)
self.baseframe.cabecalho.atributo_icon:SetPoint("right", self.menu_attribute_string.widget, "left", -4, 1 + yOffset)
end
if (skin.attribute_icon_anchor) then
self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
self.baseframe.cabecalho.atributo_icon:SetPoint("topleft", self.baseframe.cabecalho.ball_point, "topleft", skin.attribute_icon_anchor[1], skin.attribute_icon_anchor[2])
end
if (skin.attribute_icon_size) then
self.baseframe.cabecalho.atributo_icon:SetSize(unpack(skin.attribute_icon_size))
end
end
elseif (self.modo == modo_raid) then --raid
--icon is set by the plugin
end
end
---this function runs after the mode of a instance is changed
---@param instance instance
function Details222.Instances.OnModeChanged(instance)
local modeId = instance:GetMode()
if (modeId == modo_alone) then
if (instance.LastModo == modo_raid) then
Details.RaidTables:DisableRaidMode(instance)
end
--check if there's a disabled window with solo mode enabled
Details:InstanciaCallFunctionOffline(Details.InstanciaCheckForDisabledSolo)
instance:ChangeIcon()
instance:SoloMode(true)
elseif (modeId == modo_raid) then
if (instance.LastModo == modo_alone) then
instance:SoloMode(false)
end
instance:ChangeIcon()
Details.RaidTables:EnableRaidMode(instance)
elseif (modeId == modo_grupo or modeId == modo_all) then
if (instance.LastModo == modo_alone) then
instance:SoloMode(false)
elseif (instance.LastModo == modo_raid) then
Details.RaidTables:DisableRaidMode(instance)
end
Details:ResetaGump(instance)
instance:RefreshMainWindow(true)
Details:SendEvent("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instance, instance.atributo, instance.sub_atributo)
end
instance:ChangeIcon()
Details:SendEvent("DETAILS_INSTANCE_CHANGEMODE", nil, instance, modeId)
end
local function GetDpsHps (_thisActor, key)
local keyname
if (key == "dps") then
keyname = "last_dps"
elseif (key == "hps") then
keyname = "last_hps"
end
if (_thisActor [keyname]) then
return _thisActor [keyname]
else
if ((_detalhes.time_type == 2 and _thisActor.grupo) or not _detalhes:CaptureGet("damage")) then
local dps = _thisActor.total / _thisActor:GetCombatTime()
_thisActor [keyname] = dps
return dps
else
if (not _thisActor.on_hold) then
local dps = _thisActor.total/_thisActor:Tempo() --calcula o dps deste objeto
_thisActor [keyname] = dps --salva o dps dele
return dps
else
if (_thisActor [keyname] == 0) then --n�o calculou o dps dele ainda mas entrou em standby
local dps = _thisActor.total/_thisActor:Tempo()
_thisActor [keyname] = dps
return dps
else
return _thisActor [keyname]
end
end
end
end
end
-- table sent to report func / f1: format value1 / f2: format value2
-- report_table = a table header: {"report results for:"}
-- data = table with {{value1 (string), value2 ( the value)} , {value1 (string), value2 ( the value)}}
local default_format_value1 = function(v) return v end
local default_format_value2 = function(v) return v end
local default_format_value3 = function(i, v1, v2)
return "" .. i .. ". " .. v1 .. " " .. v2
end
function _detalhes:FormatReportLines (report_table, data, f1, f2, f3)
f1 = f1 or default_format_value1
f2 = f2 or default_format_value2
f3 = f3 or default_format_value3
if (not _detalhes.fontstring_len) then
_detalhes.fontstring_len = _detalhes.listener:CreateFontString(nil, "background", "GameFontNormal")
end
local _, fontSize = FCF_GetChatWindowInfo (1)
if (fontSize < 1) then
fontSize = 10
end
local fonte, _, flags = _detalhes.fontstring_len:GetFont()
_detalhes.fontstring_len:SetFont(fonte, fontSize, flags)
_detalhes.fontstring_len:SetText("DEFAULT NAME")
local biggest_len = _detalhes.fontstring_len:GetStringWidth()
for index, t in ipairs(data) do
local v1 = f1 (t[1])
_detalhes.fontstring_len:SetText(v1)
local len = _detalhes.fontstring_len:GetStringWidth()
if (len > biggest_len) then
biggest_len = len
end
end
if (biggest_len > 130) then
biggest_len = 130
end
for index, t in ipairs(data) do
local v1, v2 = f1 (t[1]), f2 (t[2])
if (v1 and v2 and type(v1) == "string" and type(v2) == "string") then
v1 = v1 .. " "
_detalhes.fontstring_len:SetText(v1)
local len = _detalhes.fontstring_len:GetStringWidth()
while (len < biggest_len) do
v1 = v1 .. "."
_detalhes.fontstring_len:SetText(v1)
len = _detalhes.fontstring_len:GetStringWidth()
end
report_table [#report_table+1] = f3 (index, v1, v2)
end
end
end
local report_name_function = function(name)
local name, index = unpack(name)
if (_detalhes.remove_realm_from_name and name:find("-")) then
return index .. ". " .. name:gsub(("%-.*"), "")
else
return index .. ". " .. name
end
end
local report_amount_function = function(t)
local amount, dps, percent, is_string, index = unpack(t)
if (not is_string) then
if (dps) then
if (_detalhes.report_schema == 1) then
return _detalhes:ToKReport (_math_floor(amount)) .. " (" .. _detalhes:ToKMin (_math_floor(dps)) .. ", " .. percent .. "%)"
elseif (_detalhes.report_schema == 2) then
return percent .. "% (" .. _detalhes:ToKMin (_math_floor(dps)) .. ", " .. _detalhes:ToKReport ( _math_floor(amount)) .. ")"
elseif (_detalhes.report_schema == 3) then
return percent .. "% (" .. _detalhes:ToKReport ( _math_floor(amount) ) .. ", " .. _detalhes:ToKMin (_math_floor(dps)) .. ")"
end
else
if (_detalhes.report_schema == 1) then
return _detalhes:ToKReport (amount) .. " (" .. percent .. "%)"
else
return percent .. "% (" .. _detalhes:ToKReport (amount) .. ")"
end
end
else
return amount
end
end
local report_build_line = function(i, v1, v2)
return v1 .. " " .. v2
end
--Reportar o que esta na janela da inst�ncia
function _detalhes:monta_relatorio (este_relatorio, custom)
if (custom) then
--shrink
local report_lines = {}
for i = 1, _detalhes.report_lines+1, 1 do --#este_relatorio -- o +1 � pq ele conta o cabe�alho como uma linha
report_lines [#report_lines+1] = este_relatorio[i]
end
return self:envia_relatorio (report_lines, true)
end
local amt = _detalhes.report_lines
local report_lines = {}
if (self.atributo == 5) then --custom
if (self.segmento == -1) then --overall
report_lines [#report_lines+1] = "Details!: " .. Loc ["STRING_OVERALL"] .. " " .. self.customName .. " " .. Loc ["STRING_CUSTOM_REPORT"]
else
report_lines [#report_lines+1] = "Details!: " .. self.customName .. " " .. Loc ["STRING_CUSTOM_REPORT"]
end
else
if (self.segmento == -1) then --overall
report_lines [#report_lines+1] = "Details!: " .. Loc ["STRING_OVERALL"] .. " " .. _detalhes.sub_atributos [self.atributo].lista [self.sub_atributo]
else
report_lines [#report_lines+1] = "Details!: " .. _detalhes.sub_atributos [self.atributo].lista [self.sub_atributo]
end
end
if (self.meu_id and self.atributo and self.sub_atributo and _detalhes.report_where ~= "WHISPER" and _detalhes.report_where ~= "WHISPER2") then
local already_exists
for index, reported in ipairs(_detalhes.latest_report_table) do
if (reported [1] == self.meu_id and reported [2] == self.atributo and reported [3] == self.sub_atributo and reported [5] == _detalhes.report_where) then
already_exists = index
break
end
end
if (already_exists) then
--push it to front
local t = tremove(_detalhes.latest_report_table, already_exists)
t [4] = amt
tinsert(_detalhes.latest_report_table, 1, t)
else
if (self.atributo == 5) then
local custom_name = self:GetCustomObject():GetName()
tinsert(_detalhes.latest_report_table, 1, {self.meu_id, self.atributo, self.sub_atributo, amt, _detalhes.report_where, custom_name})
else
tinsert(_detalhes.latest_report_table, 1, {self.meu_id, self.atributo, self.sub_atributo, amt, _detalhes.report_where})
end
end
tremove(_detalhes.latest_report_table, 11)
end
local barras = self.barras
local esta_barra
local is_current = _G ["Details_Report_CB_1"]:GetChecked()
local is_reverse = _G ["Details_Report_CB_2"]:GetChecked()
local name_member = "nome"
if (not is_current) then
local total, keyName, keyNameSec, first
local container_amount = 0
local atributo = self.atributo
local container = self.showing [atributo]._ActorTable
if (atributo == 1) then --damage
if (self.sub_atributo == 5) then --frags
local frags = self.showing.frags
local reportarFrags = {}
for name, amount in pairs(frags) do
--string para imprimir direto sem calculos
reportarFrags [#reportarFrags+1] = {frag = tostring(amount), nome = name}
end
container = reportarFrags
container_amount = #reportarFrags
keyName = "frag"
elseif (self.sub_atributo == 7) then --auras e voidzones
total, keyName, first, container_amount, container, name_member = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
elseif (self.sub_atributo == 8) then --damage taken by spell
total, keyName, first, container_amount, container = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
for _, t in ipairs(container) do
t.nome = _detalhes:GetSpellLink(t.spellid)
end
else
total, keyName, first, container_amount = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
if (self.sub_atributo == 1) then
keyNameSec = "dps"
elseif (self.sub_atributo == 2) then
end
end
elseif (atributo == 2) then --heal
total, keyName, first, container_amount = _detalhes.atributo_heal:RefreshWindow (self, self.showing, true, true)
if (self.sub_atributo == 1) then
keyNameSec = "hps"
end
elseif (atributo == 3) then --energy
total, keyName, first, container_amount = _detalhes.atributo_energy:RefreshWindow (self, self.showing, true, true)
elseif (atributo == 4) then --misc
if (self.sub_atributo == 5) then --mortes
local mortes = self.showing.last_events_tables
local reportarMortes = {}
for index, morte in ipairs(mortes) do
reportarMortes [#reportarMortes+1] = {dead = morte [6], nome = morte [3]:gsub(("%-.*"), "")}
end
container = reportarMortes
container_amount = #reportarMortes
keyName = "dead"
else
total, keyName, first, container_amount = _detalhes.atributo_misc:RefreshWindow (self, self.showing, true, true)
end
elseif (atributo == 5) then --custom
if (_detalhes.custom [self.sub_atributo]) then
total, container, first, container_amount, nm = _detalhes.atributo_custom:RefreshWindow (self, self.showing, true, true)
if (nm) then
name_member = nm
end
keyName = "report_value"
else
total, keyName, first, container_amount = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
total = 1
atributo = 1
container = self.showing [atributo]._ActorTable
end
end
amt = math.min (amt, container_amount or 0)
local raw_data_to_report = {}
for i = 1, container_amount do
local actor = container [i]
if (actor) then
-- get the total
local amount, is_string
if (type(actor [keyName]) == "number") then
amount = _math_floor(actor [keyName])
else
amount = actor [keyName]
is_string = true
end
-- get the name
local name = actor [name_member] or ""
if (not is_string) then
-- get the percent
local percent
if (self.atributo == 2 and self.sub_atributo == 3) then --overheal
percent = _cstr ("%.1f", actor.totalover / (actor.totalover + actor.total) * 100)
elseif (not is_string) then
percent = _cstr ("%.1f", amount / max(total, 0.00001) * 100)
end
-- get the dps
local dps = false
if (keyNameSec) then
dps = GetDpsHps (actor, keyNameSec)
end
raw_data_to_report [#raw_data_to_report+1] = {{name, i}, {amount, dps, percent, false}}
else
raw_data_to_report [#raw_data_to_report+1] = {{name, i}, {amount, false, false, true}}
end
else
break
end
end
if (is_reverse) then
local t = {}
for i = #raw_data_to_report, 1, -1 do
tinsert(t, raw_data_to_report [i])
if (#t >= amt) then
break
end
end
_detalhes:FormatReportLines (report_lines, t, report_name_function, report_amount_function, report_build_line)
else
for i = #raw_data_to_report, amt+1, -1 do
tremove(raw_data_to_report, i)
end
_detalhes:FormatReportLines (report_lines, raw_data_to_report, report_name_function, report_amount_function, report_build_line)
end
else
local raw_data_to_report = {}
for i = 1, amt do
local window_bar = self.barras [i]
if (window_bar) then
if (not window_bar.hidden or window_bar.fading_out) then
raw_data_to_report [#raw_data_to_report+1] = {window_bar.lineText1:GetText(), window_bar.lineText4:GetText()}
else
break
end
else
break
end
end
_detalhes:FormatReportLines (report_lines, raw_data_to_report, nil, nil, report_build_line)
end
return self:envia_relatorio (report_lines)
end
function _detalhes:envia_relatorio (linhas, custom)
local segmento = self.segmento
local luta = nil
local combatObject
if (not custom) then
if (not linhas[1]) then
return _detalhes:Msg(Loc ["STRING_ACTORFRAME_NOTHING"])
end
if (segmento == -1) then --overall
--luta = Loc ["STRING_REPORT_LAST"] .. " " .. #_detalhes.tabela_historico.tabelas .. " " .. Loc ["STRING_REPORT_FIGHTS"]
luta = _detalhes.tabela_overall.overall_enemy_name
combatObject = _detalhes.tabela_overall
elseif (segmento == 0) then --current
if (_detalhes.tabela_vigente.is_boss) then
local encounterName = _detalhes.tabela_vigente.is_boss.name
if (encounterName) then
luta = encounterName
end
elseif (_detalhes.tabela_vigente.is_pvp) then
local battleground_name = _detalhes.tabela_vigente.is_pvp.name
if (battleground_name) then
luta = battleground_name
end
end
local isMythicDungeon = _detalhes.tabela_vigente:IsMythicDungeon()
if (isMythicDungeon) then
local mythicDungeonInfo = _detalhes.tabela_vigente:GetMythicDungeonInfo()
if (mythicDungeonInfo) then
local isMythicOverallSegment, segmentID, mythicLevel, EJID, mapID, zoneName, encounterID, encounterName, startedAt, endedAt, runID = _detalhes:UnpackMythicDungeonInfo (mythicDungeonInfo)
if (isMythicOverallSegment) then
luta = zoneName .. " +" .. mythicLevel .. " (" .. Loc ["STRING_SEGMENTS_LIST_OVERALL"] .. ")"
else
if (segmentID == "trashoverall") then
luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
else
luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_BOSS"] .. ")"
end
end
else
luta = Loc ["STRING_SEGMENTS_LIST_TRASH"]
end
end
if (not luta) then
if (_detalhes.tabela_vigente.enemy) then
luta = _detalhes.tabela_vigente.enemy
end
end
if (not luta) then
luta = _detalhes.segmentos.current
end
combatObject = _detalhes.tabela_vigente
else
if (segmento == 1) then
if (_detalhes.tabela_historico.tabelas[1].is_boss) then
local encounterName = _detalhes.tabela_historico.tabelas[1].is_boss.name
if (encounterName) then
luta = encounterName .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"] .. ")"
end
elseif (_detalhes.tabela_historico.tabelas[1].is_pvp) then
local battleground_name = _detalhes.tabela_historico.tabelas[1].is_pvp.name
if (battleground_name) then
luta = battleground_name .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"] .. ")"
end
end
local thisSegment = _detalhes.tabela_historico.tabelas[1]
local isMythicDungeon = thisSegment:IsMythicDungeon()
if (isMythicDungeon) then
local mythicDungeonInfo = thisSegment:GetMythicDungeonInfo()
if (mythicDungeonInfo) then
local isMythicOverallSegment, segmentID, mythicLevel, EJID, mapID, zoneName, encounterID, encounterName, startedAt, endedAt, runID = _detalhes:UnpackMythicDungeonInfo (mythicDungeonInfo)
if (isMythicOverallSegment) then
luta = zoneName .. " +" .. mythicLevel .. " (" .. Loc ["STRING_SEGMENTS_LIST_OVERALL"] .. ")"
else
if (segmentID == "trashoverall") then
luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
else
luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_BOSS"] .. ")"
end
end
else
luta = Loc ["STRING_SEGMENTS_LIST_TRASH"]
end
end
if (not luta) then
if (_detalhes.tabela_historico.tabelas[1].enemy) then
luta = _detalhes.tabela_historico.tabelas[1].enemy .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"] .. ")"
end
end
if (not luta) then
luta = Loc ["STRING_REPORT_LASTFIGHT"]
end
combatObject = _detalhes.tabela_historico.tabelas[1]
else
if (_detalhes.tabela_historico.tabelas[segmento].is_boss) then
local encounterName = _detalhes.tabela_historico.tabelas[segmento].is_boss.name
if (encounterName) then
luta = encounterName .. " (" .. segmento .. " " .. Loc ["STRING_REPORT_PREVIOUSFIGHTS"] .. ")"
end
elseif (_detalhes.tabela_historico.tabelas[segmento].is_pvp) then
local battleground_name = _detalhes.tabela_historico.tabelas[segmento].is_pvp.name
if (battleground_name) then
luta = battleground_name .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"] .. ")"
end
end
local thisSegment = _detalhes.tabela_historico.tabelas [segmento]
local isMythicDungeon = thisSegment:IsMythicDungeon()
if (isMythicDungeon) then
local mythicDungeonInfo = thisSegment:GetMythicDungeonInfo()
if (mythicDungeonInfo) then
local isMythicOverallSegment, segmentID, mythicLevel, EJID, mapID, zoneName, encounterID, encounterName, startedAt, endedAt, runID = _detalhes:UnpackMythicDungeonInfo (mythicDungeonInfo)
if (isMythicOverallSegment) then
luta = zoneName .. " +" .. mythicLevel .. " (" .. Loc ["STRING_SEGMENTS_LIST_OVERALL"] .. ")"
else
if (segmentID == "trashoverall") then
luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
else
luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_BOSS"] .. ")"
end
end
else
luta = Loc ["STRING_SEGMENTS_LIST_TRASH"]
end
end
if (not luta) then
if (_detalhes.tabela_historico.tabelas[segmento].enemy) then
luta = _detalhes.tabela_historico.tabelas[segmento].enemy .. " (" .. segmento .. " " .. Loc ["STRING_REPORT_PREVIOUSFIGHTS"] .. ")"
end
end
if (not luta) then
luta = " (" .. segmento .. " " .. Loc ["STRING_REPORT_PREVIOUSFIGHTS"] .. ")"
end
combatObject = _detalhes.tabela_historico.tabelas[segmento]
end
end
linhas[1] = linhas[1] .. " " .. Loc ["STRING_REPORT"] .. " " .. luta
end
--adicionar o tempo de luta
local segmentTime = ""
if (combatObject) then
local combatTime = combatObject:GetCombatTime()
segmentTime = _detalhes.gump:IntegerToTimer(combatTime or 0)
end
--effective ou active time
if (_detalhes.time_type == 2) then
linhas[1] = linhas[1] .. " [" .. segmentTime .. " EF]"
else
linhas[1] = linhas[1] .. " [" .. segmentTime .. " AC]"
end
local editbox = _detalhes.janela_report.editbox
if (editbox.focus) then --n�o precionou enter antes de clicar no okey
local texto = _detalhes:trim (editbox:GetText())
if (_string_len (texto) > 0) then
_detalhes.report_to_who = texto
editbox:AddHistoryLine (texto)
editbox:SetText(texto)
else
_detalhes.report_to_who = ""
editbox:SetText("")
end
editbox.perdeu_foco = true --isso aqui pra quando estiver editando e clicar em outra caixa
editbox:ClearFocus()
end
_detalhes:DelayUpdateReportWindowRecentlyReported()
if (_detalhes.report_where == "COPY") then
_detalhes:SendReportTextWindow (linhas)
return
end
local to_who = _detalhes.report_where
local channel = to_who:find("CHANNEL")
local is_btag = to_who:find("REALID")
local send_report_channel = function(timerObject)
_SendChatMessage (timerObject.Arg1, timerObject.Arg2, timerObject.Arg3, timerObject.Arg4)
end
local sendReportBnet = function(timerObject)
BNSendWhisper(timerObject.Arg1, timerObject.Arg2)
end
local delay = 200
if (channel) then
channel = to_who:gsub((".*|"), "")
for i = 1, #linhas do
if (channel == "Trade") then
channel = "Trade - City"
end
local channelName = GetChannelName (channel)
local timer = C_Timer.NewTimer(i * delay / 1000, send_report_channel)
timer.Arg1 = linhas[i]
timer.Arg2 = "CHANNEL"
timer.Arg3 = nil
timer.Arg4 = channelName
end
return
elseif (is_btag) then
local bnetAccountID = to_who:gsub((".*|"), "")
bnetAccountID = tonumber(bnetAccountID)
for i = 1, #linhas do
local timer = C_Timer.NewTimer(i * delay / 1000, sendReportBnet)
timer.Arg1 = bnetAccountID
timer.Arg2 = linhas[i]
end
return
elseif (to_who == "WHISPER") then --whisper
local alvo = _detalhes.report_to_who
if (not alvo or alvo == "") then
_detalhes:Msg(Loc ["STRING_REPORT_INVALIDTARGET"])
return
end
for i = 1, #linhas do
local timer = C_Timer.NewTimer(i * delay / 1000, send_report_channel)
timer.Arg1 = linhas[i]
timer.Arg2 = to_who
timer.Arg3 = nil
timer.Arg4 = alvo
end
return
elseif (to_who == "WHISPER2") then --whisper target
to_who = "WHISPER"
local alvo
if (_UnitExists ("target")) then
if (_UnitIsPlayer ("target")) then
local nome, realm = _UnitName ("target")
if (realm and realm ~= "") then
nome = nome.."-"..realm
end
alvo = nome
else
_detalhes:Msg(Loc ["STRING_REPORT_INVALIDTARGET"])
return
end
else
_detalhes:Msg(Loc ["STRING_REPORT_INVALIDTARGET"])
return
end
for i = 1, #linhas do
local timer = C_Timer.NewTimer(i * delay / 1000, send_report_channel)
timer.Arg1 = linhas[i]
timer.Arg2 = to_who
timer.Arg3 = nil
timer.Arg4 = alvo
end
return
end
if (to_who == "RAID" or to_who == "PARTY") then
if (GetNumGroupMembers (LE_PARTY_CATEGORY_INSTANCE) > 0) then
to_who = "INSTANCE_CHAT"
end
end
for i = 1, #linhas do
local timer = C_Timer.NewTimer(i * delay / 1000, send_report_channel)
timer.Arg1 = linhas[i]
timer.Arg2 = to_who
timer.Arg3 = nil
timer.Arg4 = nil
end
end
-- enda elsef