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356 lines
13 KiB
356 lines
13 KiB
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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local _detalhes = _G._detalhes
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local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> local pointers
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local _pairs = pairs --lua locals
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local _math_floor = math.floor --lua locals
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local _UnitAura = UnitAura
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local _
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local gump = _detalhes.gump --details local
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> constants
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local modo_alone = _detalhes._detalhes_props["MODO_ALONE"]
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local modo_grupo = _detalhes._detalhes_props["MODO_GROUP"]
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--> internal functions
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--> When a combat start
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function _detalhes:UpdateSolo()
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local SoloInstance = _detalhes.tabela_instancias[_detalhes.solo]
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_detalhes.SoloTables.CombatIDLast = _detalhes.SoloTables.CombatID
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_detalhes.SoloTables.CombatID = _detalhes:NumeroCombate()
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_detalhes.SoloTables.Attribute = SoloInstance.atributo
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end
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function _detalhes:CreateSoloCloseButton()
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local plugin, frame = self, self.Frame
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local button = CreateFrame ("Button", nil, frame, "UIPanelCloseButton")
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button:SetScript ("OnClick", function()
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if (not button.close_confirmation) then
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button.close_confirmation = gump:CreateSimplePanel (button, 296, 60, "", plugin.real_name .. "CloseConfirmation")
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button.close_confirmation:SetPoint ("center", frame, 0, 0)
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_G [button.close_confirmation:GetName() .. "TitleBar"]:Hide()
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local fade_background = button.close_confirmation:CreateTexture (nil, "background")
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fade_background:SetPoint ("topleft", frame, 0, 0)
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fade_background:SetPoint ("bottomright", frame, 0, 0)
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fade_background:SetTexture (0, 0, 0, 0.7)
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local close_func = function()
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local instance = plugin:GetPluginInstance()
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instance:ShutDown()
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button.close_confirmation:Hide()
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end
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local group_func = function()
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local instance = plugin:GetPluginInstance()
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instance:AlteraModo (instance, DETAILS_MODE_GROUP)
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button.close_confirmation:Hide()
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instance.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(instance.baseframe.cabecalho.modo_selecao)
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end
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local close_window = gump:NewButton (button.close_confirmation, nil, "$parentCloseWindowButton", "CloseWindowButton", 140, 20, close_func, nil, nil, nil, Loc ["STRING_MENU_CLOSE_INSTANCE"], 1, gump:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
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local back_to_group_and_raid = gump:NewButton (button.close_confirmation, nil, "$parentBackToGroupButton", "BackToGroupButton", 140, 20, group_func, nil, nil, nil, Loc ["STRING_SWITCH_TO"] .. ": " .. Loc ["STRING_MODE_GROUP"], 2, gump:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
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close_window:SetIcon ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]], nil, nil, nil, {0.143125, 0.8653125, 0.1446875, 0.8653125}, nil, nil, 2)
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back_to_group_and_raid:SetIcon ([[Interface\AddOns\Details\images\modo_icones]], nil, nil, nil, {32/256, 32/256*2, 0, 1}, nil, nil, 2)
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close_window:SetPoint ("topleft", 3, -4)
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close_window:SetPoint ("bottomright", -3, 31)
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back_to_group_and_raid:SetPoint ("topleft", 3, -31)
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back_to_group_and_raid:SetPoint ("bottomright", -3, 4)
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end
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button.close_confirmation:Show()
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end)
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button:SetWidth (20)
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button:SetHeight (20)
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--button:GetNormalTexture():SetDesaturated (true)
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return button
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end
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--> enable and disable Solo Mode for an Instance
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function _detalhes:SoloMode (show)
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if (show) then
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--> salvar a janela normal
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if (self.mostrando ~= "solo") then --> caso o addon tenha ligado ja no painel solo, n�o precisa rodar isso aqui
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self:SaveMainWindowPosition()
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if (self.rolagem) then
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self:EsconderScrollBar() --> hida a scrollbar
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end
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self.need_rolagem = false
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self.baseframe:EnableMouseWheel (false)
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Details.FadeHandler.Fader (self, 1, nil, "barras") --> escondendo a janela da inst�ncia [inst�ncia [force hide [velocidade [hidar o que]]]]
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self.mostrando = "solo"
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end
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_detalhes.SoloTables.instancia = self
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--> default plugin
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if (not _detalhes.SoloTables.built) then
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gump:PrepareSoloMode (self)
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end
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self.modo = _detalhes._detalhes_props["MODO_ALONE"]
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_detalhes.solo = self.meu_id
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--self:AtualizaSliderSolo (0)
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if (not self.posicao.solo.w) then --> primeira vez que o solo mode � executado nessa inst�ncia
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self.baseframe:SetWidth (300)
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self.baseframe:SetHeight (300)
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self:SaveMainWindowPosition()
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else
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self:RestoreMainWindowPosition()
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local w, h = self:GetSize()
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if (w ~= 300 or h ~= 300) then
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self.baseframe:SetWidth (300)
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self.baseframe:SetHeight (300)
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self:SaveMainWindowPosition()
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end
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end
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local first_enabled_plugin, first_enabled_plugin_index
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for index, plugin in ipairs (_detalhes.SoloTables.Plugins) do
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if (plugin.__enabled) then
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first_enabled_plugin = plugin
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first_enabled_plugin_index = index
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end
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end
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if (not first_enabled_plugin) then
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_detalhes:WaitForSoloPlugin (self)
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else
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if (not _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode]) then
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_detalhes.SoloTables.Mode = first_enabled_plugin_index
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end
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_detalhes.SoloTables:switch (nil, _detalhes.SoloTables.Mode)
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end
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else
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--print ("--------------------------------")
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--print (debugstack())
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if (_detalhes.PluginCount.SOLO > 0) then
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local solo_frame = _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame
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if (solo_frame) then
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_detalhes.SoloTables:switch()
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end
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end
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_detalhes.solo = nil --> destranca a janela solo para ser usada em outras inst�ncias
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self.mostrando = "normal"
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self:RestoreMainWindowPosition()
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if (_G.DetailsWaitForPluginFrame:IsShown()) then
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_detalhes:CancelWaitForPlugin()
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end
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Details.FadeHandler.Fader (self, 1, nil, "barras")
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Details.FadeHandler.Fader (self.scroll, 0)
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if (self.need_rolagem) then
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self:MostrarScrollBar (true)
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else
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--> precisa verificar se ele precisa a rolagem certo?
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self:ReajustaGump()
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end
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--> calcula se existem barras, etc...
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if (not self.rows_fit_in_window) then --> as barras n�o forma iniciadas ainda
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self.rows_fit_in_window = _math_floor (self.baseframe.BoxBarrasAltura / self.row_height)
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if (self.rows_created < self.rows_fit_in_window) then
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for i = #self.barras+1, self.rows_fit_in_window do
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local nova_barra = gump:CriaNovaBarra (self, i, 30) --> cria nova barra
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nova_barra.lineText1:SetText (Loc ["STRING_NEWROW"])
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nova_barra.statusbar:SetValue (100)
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self.barras [i] = nova_barra
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end
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self.rows_created = #self.barras
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end
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end
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end
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end
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function _detalhes.SoloTables:EnableSoloMode (instance, plugin_name, from_cooltip)
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--> check if came from cooltip
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if (from_cooltip) then
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self = _detalhes.SoloTables
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instance = plugin_name
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plugin_name = from_cooltip
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end
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instance:SoloMode (true)
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_detalhes.SoloTables:switch (nil, plugin_name)
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end
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--> Build Solo Mode Tables and Functions
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function gump:PrepareSoloMode (instancia)
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_detalhes.SoloTables.built = true
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_detalhes.SoloTables.SpellCastTable = {} --> not used
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_detalhes.SoloTables.TimeTable = {} --> not used
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_detalhes.SoloTables.Mode = _detalhes.SoloTables.Mode or 1 --> solo mode
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function _detalhes.SoloTables:GetActiveIndex()
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return _detalhes.SoloTables.Mode
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end
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function _detalhes.SoloTables:switch (_, _switchTo)
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--> just hide all
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if (not _switchTo) then
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if (#_detalhes.SoloTables.Plugins > 0) then --> have at least one plugin
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_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:Hide()
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end
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return
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end
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--> if passed the absolute plugin name
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if (type (_switchTo) == "string") then
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for index, ptable in ipairs (_detalhes.SoloTables.Menu) do
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if (ptable [3].__enabled and ptable [4] == _switchTo) then
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_switchTo = index
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break
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end
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end
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elseif (_switchTo == -1) then
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_switchTo = _detalhes.SoloTables.Mode + 1
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if (_switchTo > #_detalhes.SoloTables.Plugins) then
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_switchTo = 1
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end
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end
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local ThisFrame = _detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode]
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if (not ThisFrame or not ThisFrame.__enabled) then
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--> frame not found, try in few second again
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_detalhes.SoloTables.Mode = _switchTo
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_detalhes:WaitForSoloPlugin (instancia)
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return
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end
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--> hide current frame
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_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:Hide()
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--> switch mode
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_detalhes.SoloTables.Mode = _switchTo
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--> show and setpoint new frame
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_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:Show()
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_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:SetPoint ("TOPLEFT",_detalhes.SoloTables.instancia.bgframe)
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_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].Frame:SetFrameLevel (20)
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_detalhes.SoloTables.instancia:ChangeIcon (_detalhes.SoloTables.Menu [_detalhes.SoloTables.Mode] [2])
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_detalhes.SoloTables.Plugins [_detalhes.SoloTables.Mode].instance_id = _detalhes.SoloTables.instancia:GetId()
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_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, _detalhes.SoloTables.instancia, _detalhes.SoloTables.instancia.atributo, _detalhes.SoloTables.instancia.sub_atributo)
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end
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return true
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end
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function _detalhes:CloseSoloDebuffs()
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local SoloDebuffUptime = _detalhes.tabela_vigente.SoloDebuffUptime
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if (not SoloDebuffUptime) then
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return
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end
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for SpellId, DebuffTable in _pairs (SoloDebuffUptime) do
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if (DebuffTable.start) then
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DebuffTable.duration = DebuffTable.duration + (_detalhes._tempo - DebuffTable.start) --> time do parser ser� igual ao time()?
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DebuffTable.start = nil
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end
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DebuffTable.Active = false
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end
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end
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--> Buffs ter� em todos os Solo Modes
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function _detalhes.SoloTables:CatchBuffs()
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--> reset bufftables
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_detalhes.SoloTables.SoloBuffUptime = _detalhes.SoloTables.SoloBuffUptime or {}
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for spellname, BuffTable in _pairs (_detalhes.SoloTables.SoloBuffUptime) do
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--local BuffEntryTable = _detalhes.SoloTables.BuffTextEntry [BuffTable.tableIndex]
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if (BuffTable.Active) then
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BuffTable.start = _detalhes._tempo
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BuffTable.castedAmt = 1
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BuffTable.appliedAt = {}
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--BuffEntryTable.backgroundFrame:Active()
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else
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BuffTable.start = nil
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BuffTable.castedAmt = 0
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BuffTable.appliedAt = {}
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--BuffEntryTable.backgroundFrame:Desactive()
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end
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BuffTable.duration = 0
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BuffTable.refreshAmt = 0
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BuffTable.droppedAmt = 0
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end
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--> catch buffs untracked yet
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for buffIndex = 1, 41 do
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local name = _UnitAura ("player", buffIndex)
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if (name) then
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for index, BuffName in _pairs (_detalhes.SoloTables.BuffsTableNameCache) do
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if (BuffName == name) then
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local BuffObject = _detalhes.SoloTables.SoloBuffUptime [name]
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if (not BuffObject) then
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_detalhes.SoloTables.SoloBuffUptime [name] = {name = name, duration = 0, start = nil, castedAmt = 1, refreshAmt = 0, droppedAmt = 0, Active = true, tableIndex = index, appliedAt = {}}
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end
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end
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end
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end
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end
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end
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function _detalhes:InstanciaCheckForDisabledSolo (instancia)
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if (not instancia) then
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instancia = self
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end
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if (instancia.modo == modo_alone) then
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--print ("arrumando a instancia "..instancia.meu_id)
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if (instancia.iniciada) then
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_detalhes:AlteraModo (instancia, modo_grupo)
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instancia:SoloMode (false)
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_detalhes:ResetaGump (instancia)
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else
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instancia.modo = modo_grupo
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instancia.last_modo = modo_grupo
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end
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end
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end
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function _detalhes:AtualizaSoloMode_AfertReset (instancia)
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if (_detalhes.SoloTables.CombatIDLast) then
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_detalhes.SoloTables.CombatIDLast = nil
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end
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if (_detalhes.SoloTables.CombatID) then
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_detalhes.SoloTables.CombatID = 0
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end
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end
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