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--parei (20/11) declarando o header, precisa agora modificar a config do header quando atualizar
--fazer uma função para alterar a config header.columns para add ou remover attributos
--próximo: ao criar uma janela AllInOne, precisa criar uma nova instancia no Details!
--na tabela de configuração precisa dizer que é uma all in one e o details vai chamar esse arquivo pra atualizar
--(ainda aqui) parei atualizando o height da titlebar
--proximo passo: atualizar o resto das propriedade da title bar
--fazer as funcções para setar os valores na titleBar
--verificar se precisa add funcções no mixin dos bottões como SetTexture, SetVertexColor
--tem que fazer a função de ShowWindow() e ToggleWindows()
--fazer a criação do header e fazer o header ser redirecionado (aumentar ou diminuir o tamanho by dragging)
local LibWindow = LibStub("LibWindow-1.1")
local df = DetailsFramework
local detailsFramework = DetailsFramework
local Details = Details
local addonName, DetailsPrivite = ...
local defaultWindowSettings = {
isOpened = true,
libwindow = {},
width = 350,
height = 150,
titlebar = {
--done here: all options can be retrived from details! settings
},
header = {
show_name = true, --false | on for debug
show_icon = true,
auto_size = true, --false | on for debug
columns = { --damage, dps, percent
{1, 1},
{1, 2},
{1, 1, "%"}
},
},
}
--namespace
DetailsPrivite.AllInOneWindow = {}
local attributeCodes = {
}
DetailsPrivite.WindowTooltip = {}
local textureCoords = {
show_mainmenu = {0/256, 32/256, 0, 1},
show_segments = {32/256, 64/256, 0, 1},
show_report = {96/256, 128/256, 0, 1},
show_reset = {128/256, 160/256, 0, 1},
show_displays = {66/256, 93/256, 0, 1},
show_close = {160/256, 192/256, 0, 1},
}
--namespace
Details.AllInOneWindow = {
--store the frame of all AllInOne windows, this table does not same with the addon
FramesCreated = {},
WindowsOpened = 0,
--return a table: {{settings}, {settings}, {settings}, {settings}, ...}
GetAllSettings = function()
--setting within profile
return Details.all_in_one_windows
end,
--return the amount of settings by calling the above function and returning the amount of indexes
GetNumSettings = function()
return #Details.AllInOneWindow.GetAllSettings()
end,
--return which will be the next settingID if a new setting is added
GetNextSettingID = function()
return #Details.all_in_one_windows + 1
end,
--return the settingTable of a settingID
GetSettingsByID = function(ID)
return Details.AllInOneWindow.GetAllSettings()[ID]
end,
--add a setting and return the settingID
AddSetting = function(newSettingTable)
local allSettings = Details.AllInOneWindow.GetAllSettings()
allSettings[#allSettings+1] = newSettingTable
return #allSettings
end,
--frames already created on this session
GetAllFrames = function()
return Details.AllInOneWindow.FramesCreated
end,
GetNumFrames = function()
return #Details.AllInOneWindow.GetAllFrames()
end,
GetFrameBySettingID = function(settingId)
local numFramesCreated = Details.AllInOneWindow.GetNumFrames()
for id = 1, numFramesCreated do
local window = Details.AllInOneWindow.GetFrameByID(id)
if (window:GetSettingsID() == settingId) then
return window:GetSettings()
end
end
end,
AddFrame = function(frame)
Details.AllInOneWindow.FramesCreated[#Details.AllInOneWindow.FramesCreated+1] = frame
return #Details.AllInOneWindow.FramesCreated+1
end,
GetFrameByID = function(ID)
return Details.AllInOneWindow.FramesCreated[ID]
end,
RestoreAllWindows = function()
end,
ShowWindow = function(settingId)
end,
HideWindow = function(settingId)
assert(type(settingId) ~= "number", "Details.AllInOneWindow.HideWindow require a number on 'settingId'")
local settings = Details.AllInOneWindow.GetAllSettings()
local windowSetting = settings[settingId]
assert(type(windowSetting) ~= "table", "Details.AllInOneWindow.HideWindow settings not found for settingId: " .. settingId)
if (windowSetting) then
if (windowSetting.isOpened) then
windowSetting.isOpened = false
--get the window being used by this setting
local window = Details.AllInOneWindow.GetFrameBySettingID(settingId)
if (window) then
window:Hide()
end
end
end
end,
HideAllWindows = function()
local numSettings = Details.AllInOneWindow.GetNumSettings()
--table with all the settings for all AllInOne windows in the current profile
local settings = Details.AllInOneWindow.GetAllSettings()
for settingId = 1, numSettings do
local windowSetting = Details.AllInOneWindow.GetSettingsByID(settingId)
if (windowSetting.isOpened) then
Details.AllInOneWindow.HideWindow(settingId)
end
end
end,
ToggleWindows = function()
end,
}
local menuButtonMixin = {
GetSettingName = function(button)
return button.settingName
end,
}
local menuSupportFrameMixin = {
Constructor = function(menuSupportFrame)
menuSupportFrame:SetSize(1, 1)
menuSupportFrame.allButtons = {}
menuSupportFrame:CreateMenuButton("CloseMenu", "show_close")
menuSupportFrame:CreateMenuButton("MainMenu", "show_mainmenu")
menuSupportFrame:CreateMenuButton("SegmentsMenu", "show_segments")
menuSupportFrame:CreateMenuButton("DisplaysMenu", "show_report")
menuSupportFrame:CreateMenuButton("ReportMenu", "show_reset")
menuSupportFrame:CreateMenuButton("ResetMenu", "show_displays")
end,
GetNumButtons = function(supportFrame)
return #supportFrame.allButtons
end,
GetButtonByIndex = function(supportFrame, buttonIndex)
return supportFrame.allButtons[buttonIndex]
end,
CreateMenuButton = function(supportFrame, name, settingName)
local newButton = CreateFrame("button", "$parent" .. name, supportFrame)
newButton:SetSize(20, 20)
newButton:SetScale(1)
supportFrame.allButtons[#supportFrame.allButtons+1] = newButton
df:Mixin(newButton, menuButtonMixin)
newButton.settingName = settingName
return newButton
end,
Refresh = function(supportFrame)
local window = supportFrame:GetParent():GetParent()
--problem: it is getting the settings from the AllInOneWindow settings, it should get from Details! default window settings
--this settings should return the regular window setting from Details! on _detalhes.tabela_instancias[windowId]
local settings = window:GetSettings().titlebar.menu_buttons
supportFrame:ClearAllPoints()
supportFrame:SetSize(1, 1)
supportFrame:SetScale(settings.scale)
supportFrame:SetAlpha(settings.alpha)
--buttons currently allowed to show by the user settings
local allShownButtons = {}
for i = 1, supportFrame:GetNumButtons() do
local button = supportFrame:GetButtonByIndex(i)
if (settings[button:GetSettingName()]) then
allShownButtons[#allShownButtons+1] = button
button:Show()
df:SetRegularButtonTexture(button, settings.texture_file, textureCoords[button:GetSettingName()])
df:SetRegularButtonVertexColor(button, settings.color)
else
button:Hide()
end
end
--hardcoded to place the menu buttons in the left side of the window
--if needed this can be "right" with the header leave space for it
local attachPoint = "left"
if (settings.alignment == "horizontal") then
--make it attach to the left side of the title bar or the right side of the title bar
supportFrame:SetPoint(attachPoint, window.TitleBar, attachPoint, settings.x_offset, settings.y_offset)
local paddingAmount = attachPoint == "left" and settings.padding or (settings.padding * -1)
for i = 1, #allShownButtons do
local button = allShownButtons[i]
if (i ==1) then
button:SetPoint(attachPoint, supportFrame, attachPoint, 0, 0)
else
local previousButton = allShownButtons[i - 1]
local sideToAttach = attachPoint == "left" and "right" or "left"
button:SetPoint(attachPoint, previousButton, sideToAttach, paddingAmount, 0)
end
end
elseif (settings.alignment == "vertical") then
if (attachPoint == "left") then
supportFrame:SetPoint("topright", window.TitleBar, "topleft", settings.x_offset, settings.y_offset)
else
supportFrame:SetPoint("topleft", window.TitleBar, "topright", settings.x_offset, settings.y_offset)
end
--here left == top to bottom | right = bottom to top
local paddingAmount = attachPoint == "left" and settings.padding or (settings.padding * -1)
local attachTo = attachPoint == "left" and "top" or "bottom"
for i = 1, #allShownButtons do
local button = allShownButtons[i]
if (i ==1) then
button:SetPoint(attachTo, supportFrame, attachTo, 0, 0)
else
local previousButton = allShownButtons[i - 1]
local sideToAttach = attachTo == "left" and "bottom" or "top"
button:SetPoint(attachTo, previousButton, sideToAttach, paddingAmount, 0)
end
end
end
end,
}
local headerMixin = {
Constructor = function(header)
end,
}
local titleBarMixin = { --~titlebar
--run when the title bar is created
Constructor = function(titleBar)
titleBar:EnableMouse(false)
--create support frame for control buttons, it also will create the control buttons as children
titleBar:CreateMenuSupportFrame()
--create the elapsed time string
titleBar:CreateCombatTimeString()
titleBar:SetCombatTimeText("02:36") --debug
--create titlebar texture
titleBar:CreateTexture()
--create header
titleBar:CreateHeader()
end,
GetSettings = function(titleBar)
--get the settings from the main window
return titleBar:GetParent():GetSettings()
end,
SetSetting = function()
--this function exists and get overriden by the SetSetting of the window mixin
end,
SetTitleBarHeight = function(titleBar, height)
assert(type(height) == "number", "Invalid height, usage: TitleBar:SetTitleBarHeight(height)")
titleBar:SetHeight(height)
titleBar:SetSetting(height, "titlebar", "height")
titleBar:Refresh()
end,
SetTitleBarTextSize = function(window, size)
if (not size or type(size) ~= "number") then
return
end
df:SetFontSize(window.TitleBar.CombatTime, size)
end,
SetTitleBarTextColor = function(window, color)
local r, g, b, a = df:ParseColor(color)
df:SetFontColor(window.TitleBar.CombatTime, r, g, b, a)
end,
SetTitleBarTextFont = function(window, font)
end,
SetTitleBarTextOutline = function(window, outline)
end,
SetTitleBarTextShadow = function(window, shadow, xOffset, yOffset)
end,
SetTexture = function(titleBar, texturePath, textureCoord, vertexColor, maskTexture)
if (texturePath) then
titleBar.BackgroundTexture:SetTexture(texturePath)
if (maskTexture) then
titleBar.BackgroundTexture:SetMask(maskTexture)
else
titleBar.BackgroundTexture:SetMask("")
end
if (vertexColor) then
local r, g, b, a = detailsFramework:ParseColors(vertexColor)
titleBar.BackgroundTexture:SetVertexColor(r, g, b, a)
else
titleBar.BackgroundTexture:SetVertexColor(1, 1, 1, 1)
end
if (textureCoord) then
titleBar.BackgroundTexture:SetTexCoord(unpack(textureCoord))
else
titleBar.BackgroundTexture:SetTexCoord(0, 1, 0, 1)
end
else
titleBar.BackgroundTexture:SetTexture("")
end
end,
CreateTexture = function(titleBar)
local texture = titleBar:CreateTexture("$parentBackgroundTexture", "border")
titleBar.BackgroundTexture = texture
return texture
end,
GetTexture = function(titleBar)
return titleBar.BackgroundTexture
end,
CreateCombatTimeString = function(titleBar)
local combatTimeString = titleBar:CreateFontString("$parentCombatTime", "overlay", "GameFontNormal")
titleBar.CombatTime = combatTimeString
return titleBar.CombatTime
end,
GetCombatTimeString = function(titleBar)
return titleBar.CombatTime
end,
SetCombatTimeText = function(titleBar, combatTime)
local combatTimeString = titleBar:GetCombatTimeString()
if (type(combatTime) == "string") then
combatTimeString:SetText(combatTime)
elseif (type(combatTime) == "number") then
local timeAsString = DetailsFramework:IntegerToTimer(combatTime)
combatTimeString:SetText(timeAsString)
else
--if no valid time passed, clear the timer
combatTimeString:SetText("")
end
end,
Refresh = function(titleBar)
local settings = titleBar:GetSettings()
--title bar is always shown
settings.titlebar_shown = true
--titlebar_shown = false,
--titlebar_height = 16,
--titlebar_texture = "Details Serenity",
--titlebar_texture_color = {.2, .2, .2, 0.8},
if (settings.titlebar_shown) then
titleBar:Show()
--height
local height = settings.titlebar_height
titleBar:SetHeight(height)
titleBar:SetTexture(settings.titlebar_texture, nil, settings.titlebar_texture_color)
local header = titleBar:GetHeader()
else
titleBar:Hide()
end
local timerShown = settings.timer_show
local menuSupportFrame = titleBar:GetMenuSupportFrame()
menuSupportFrame:Update()
end,
GetMenuSupportFrame = function(titleBar)
return titleBar.MenuSupportFrame
end,
--menu support frame is the frame which will parent the menu buttons (cogwheel, segments, report button, etc)
CreateMenuSupportFrame = function(titleBar)
local menuSupportFrame = CreateFrame("frame", "$parentMenuSupportFrame", titleBar, "BackdropTemplate")
titleBar.MenuSupportFrame = menuSupportFrame
detailsFramework:Mixin(menuSupportFrame, menuSupportFrameMixin)
menuSupportFrame:Constructor()
return menuSupportFrame
end,
CreateHeader = function(titleBar)
local defaultHeaderTable = {
{text = "", width = 20}, --spec icon
{text = "Actor Name", width = 60, attribute = {name = true}},
{text = "Damage Done", width = 60, attribute = {1, 1}},
{text = "DPS", width = 50, attribute = {1, 2}},
{text = "Damage %", width = 50, attribute = {percent = true}},
{text = "Healing Done", width = 60, attribute = {1, 1}},
{text = "HPS", width = 50, attribute = {1, 2}},
{text = "Healing %", width = 50, attribute = {percent = true}},
}
local defaultHeaderOptions = {
padding = 2,
}
local headerFrame = DetailsFramework:CreateHeader(titleBar, defaultHeaderTable, defaultHeaderOptions)
titleBar.Header = headerFrame
detailsFramework:Mixin(headerFrame, headerMixin)
headerFrame:Constructor()
return headerFrame
end,
GetHeader = function(titleBar)
return titleBar.Header
end,
}
local AllInOneWindowMixin = {
SetSetting = function(window, value, ...)
local config = window:GetSettings()
local currentTable = config
local lastKey = ""
for index, key in ipairs({...}) do
if (type(currentTable[key]) == "table") then
currentTable = currentTable[value]
else
lastKey = key
end
end
currentTable[lastKey] = value
end,
IsOpened = function(window)
return Details.AllInOneWindow.GetSettingsByID(window:GetSettingsID()).isOpened
end,
SetWindowSize = function(self, width, height)
end,
GetSettings = function(window)
return window.settings
end,
SetSettingID = function(window, newSettingId)
assert(type(newSettingId) ~= "number", "window.SetSettingID require a number on 'newSettingId'")
local settings = Details.AllInOneWindow.GetSettingsByID(newSettingId)
if (settings) then
window.id = newSettingId
window.settings = settings
else
error("window.SetSettingID could not find a settings for ID " .. newSettingId)
end
end,
GetSettingsID = function(window)
return window.id
end,
CreateTitleBar = function(window)
local titleBar = CreateFrame("frame", "$parentTitleBar", window, "BackdropTemplate")
window.TitleBar = titleBar
df:Mixin(titleBar, titleBarMixin)
titleBar:Constructor()
return titleBar
end,
GetTitleBar = function(window)
return window.TitleBar
end,
Refresh = function(window)
local settingsId = window:GetSettingsID()
local settings = window:GetSettings()
if (not settings.isOpened) then
window:Hide()
return
end
local titleBar = window:GetTitleBar()
titleBar:Refresh()
end,
}
--override
titleBarMixin.SetSetting = AllInOneWindowMixin.SetSetting
--[=[
lib window need to be on the AllInOneWindow:Update() so it can register the new libwindow table on profile change
--register on libwindow
LibWindow.RegisterConfig(newWindow, windowSettings.libwindow)
LibWindow.RestorePosition(newWindow)
LibWindow.MakeDraggable(newWindow)
--set the size using the settings
newWindow:SetSize(windowSettings.width, windowSettings.height)
--rnable mouse for click through
newWindow:EnableMouse(true)
--setmovable for locked
newWindow:SetMovable(true)
--title bar position (default on top)
titleBar:SetPoint("topleft", newWindow, "topleft", 0, 0)
titleBar:SetPoint("topright", newWindow, "topright", 0, 0)
--title bar height
titleBar:SetHeight(20)
--combat time position
combatTimeString:SetPoint("left", titleBar, "left", 2, 0)
--]=]
--create only the frame for a new window ~newwindow ñewwindow
function Details.AllInOneWindow.CreateFrame(settingId)
--create the new window
local newFrame = CreateFrame("frame", "DetailsNewWindow" .. settingId, UIParent, "BackdropTemplate")
newFrame.id = settingId
df:Mixin(newFrame, AllInOneWindowMixin)
newFrame:SetPoint("center", UIParent, "center", -400, 0)
--create the title bar
newFrame:CreateTitleBar()
--create scroll bar
--create resizers
--add the frame to the frame pool
local frameId = Details.AllInOneWindow.AddFrame(newFrame)
return newFrame
end
--Entry Point to create a new window, must pass here at least once
--create the settings for a new window plus the frames
function Details.AllInOneWindow.CreateNew()
local newSettings = {}
--copy the settings prototype
df.table.deploy(newSettings, defaultWindowSettings)
--copy the settings from a skin
local skinTable = Details:GetSkin("Minimalistic")
df.table.deploy(newSettings, skinTable.instance_cprops)
--add the new settings table into the profile where the new window settings are stored
local settingId = Details.AllInOneWindow.AddSetting(newSettings)
--reload all windows
Details.AllInOneWindow.ReloadAll()
return settingId
end
--assuming this will run when the profile is loaded
--assuming there will be only one All In One Window
--used when a profile finished loading
--entry point for loading a window on profile change, on Initialization or when a new window is created
--at the moment of details! creation, there's zero settings available
function Details.AllInOneWindow.ReloadAll()
--get the amount of settings
local numSettings = Details.AllInOneWindow.GetNumSettings()
--table with all window frames already created on this session
local framesCreated = Details.AllInOneWindow.GetAllFrames()
--next frame to be used
local frameIndex = 1
for settingId = 1, numSettings do
local windowSetting = Details.AllInOneWindow.GetSettingsByID(settingId)
if (windowSetting.isOpened) then
local windowFrame = framesCreated[frameIndex]
if (not windowFrame) then
windowFrame = Details.AllInOneWindow.CreateFrame(settingId)
end
frameIndex = frameIndex + 1
windowFrame:SetSettingID(settingId)
--libwindow
LibWindow.RegisterConfig(windowFrame, windowSetting.libwindow)
LibWindow.RestorePosition(windowFrame)
LibWindow.MakeDraggable(windowFrame)
--setup the frame using the settings
windowFrame:Refresh()
end
end
end
------------------------------------------------------------------------------------------------------------------------
function DetailsPrivite.WindowTooltip.CreateTooltipFrame()
local damageDoneTooltipFrame = CreateFrame("frame", "DetailsWindowTooltipFrame", UIParent, "BackdropTemplate")
DetailsFramework:ApplyStandardBackdrop(damageDoneTooltipFrame)
--create header
--create 4 scroll frames
--create 4 separators
--import data from the regular tooltip functions on each attribute file
end