You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

424 lines
14 KiB

local addonName, Details222 = ...
local breakdownWindow = Details.BreakdownWindow
local Loc = LibStub("AceLocale-3.0"):GetLocale("Details")
local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")
local unpack = unpack
local GetTime = GetTime
local CreateFrame = CreateFrame
local GetSpellLink = GetSpellLink or C_Spell.GetSpellLink
local GetSpellInfo = Details222.GetSpellInfo
local _GetSpellInfo = Details.GetSpellInfo
local GameTooltip = GameTooltip
local DF = DetailsFramework
local detailsFramework = DetailsFramework
local tinsert = table.insert
local spellsTab = DetailsSpellBreakdownTab
local headerContainerType = spellsTab.headerContainerType
local CONST_BAR_HEIGHT = 20
local CONST_SPELLSCROLL_LINEHEIGHT = 20
local CONST_TARGET_TEXTURE = [[Interface\MINIMAP\TRACKING\Target]]
local CONST_SPELLBLOCK_DEFAULT_COLOR = {.4, .4, .4, 1}
local CONST_SPELLBLOCK_HEADERTEXT_COLOR = {.9, .8, 0, 1}
local CONST_SPELLBLOCK_HEADERTEXT_SIZE = 11
---create a targetbar within the target scroll
---@param self breakdownphasescrollframe
---@param index number
---@return breakdownphasebar
function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
---@type breakdownphasebar
local phaseBar = CreateFrame("button", self:GetName() .. "PhaseBarButton" .. index, self)
phaseBar.index = index
--size and positioning
phaseBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
phaseBar:SetPoint("topleft", self, "topleft", 1, y)
phaseBar:SetPoint("topright", self, "topright", -1, y)
phaseBar:EnableMouse(true)
phaseBar:SetAlpha(0.823)
phaseBar:SetFrameStrata("HIGH")
phaseBar:SetScript("OnEnter", nil)
phaseBar:SetScript("OnLeave", nil)
DF:Mixin(phaseBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", phaseBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.5)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(phaseBar:GetFrameLevel() - 1)
phaseBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda"))
statusBar:SetStatusBarTexture(statusBarTexture)
statusBar:SetStatusBarColor(1, 1, 1, 1)
---@type texture shown when the mouse hoverover this bar
local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
hightlightTexture:SetAllPoints()
statusBar.highlightTexture = hightlightTexture
---@type texture background texture
local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
backgroundTexture:SetAllPoints()
backgroundTexture:SetColorTexture(.05, .05, .05)
backgroundTexture:SetAlpha(1)
statusBar.backgroundTexture = backgroundTexture
--create an icon
---@type texture
local icon = statusBar:CreateTexture("$parentTexture", "overlay")
icon:SetPoint("left", statusBar, "left", 0, 0)
icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
icon:SetTexCoord(.1, .9, .1, .9)
phaseBar.Icon = icon
phaseBar:AddFrameToHeaderAlignment(icon)
phaseBar.InLineTexts = {}
for i = 1, 5 do
---@type fontstring
local fontString = phaseBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
fontString:SetJustifyH("left")
fontString:SetTextColor(1, 1, 1, 1)
fontString:SetNonSpaceWrap(true)
fontString:SetWordWrap(false)
phaseBar["lineText" .. i] = fontString
phaseBar.InLineTexts[i] = fontString
fontString:SetTextColor(1, 1, 1, 1)
phaseBar:AddFrameToHeaderAlignment(fontString)
end
phaseBar:AlignWithHeader(self.Header, "left")
return phaseBar
end
---get a spell bar from the scroll box, if it doesn't exist, return nil
---@param scrollFrame table
---@param lineIndex number
---@return breakdownphasebar
local getPhaseBar = function(scrollFrame, lineIndex)
---@type breakdownphasebar
local phaseBar = scrollFrame:GetLine(lineIndex)
--reset header alignment
phaseBar:ResetFramesToHeaderAlignment()
spellsTab.UpdateBarSettings(phaseBar)
--reset columns, hiding them
phaseBar.Icon:Hide()
for inLineIndex = 1, #phaseBar.InLineTexts do
phaseBar.InLineTexts[inLineIndex]:SetText("")
end
return phaseBar
end
---@param scrollFrame table
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshPhaseFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshphases ~refreshfunc ~refresh ~refreshp ~updatephasebar
local lineIndex = 1
local formatFunc = Details:GetCurrentToKFunction()
local phaseElapsedTime = scrollData.phaseElapsed
for i = 1, totalLines do
local index = i + offset
local dataTable = scrollData[index]
if (dataTable) then
local phaseBar = getPhaseBar(scrollFrame, lineIndex)
phaseBar.statusBar:SetValue(100)
local totalDone = dataTable.amountDone
local phaseName = dataTable.phaseName
local phaseNameFormatted = "Phase: " .. phaseName
local amountDoneFormatted = formatFunc(nil, totalDone)
local positionWithInPhase = math.floor(dataTable.positionWithInPhase)
local percentDone = string.format("%.1f", dataTable.percentDone)
local elapsedTime = phaseElapsedTime[phaseName]
local phaseDps = formatFunc(nil, totalDone / elapsedTime)
phaseBar.Icon:Show()
phaseBar.Icon:SetTexture([[Interface\Garrison\orderhall-missions-mechanic9]])
phaseBar.Icon:SetTexCoord(11/64, 53/64, 11/64, 53/64)
phaseBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
phaseBar:AddFrameToHeaderAlignment(phaseBar.Icon)
for inLineIndex = 1, #phaseBar.InLineTexts do
phaseBar.InLineTexts[inLineIndex]:SetText("")
end
local text1 = phaseBar.InLineTexts[1]
phaseBar:AddFrameToHeaderAlignment(text1)
text1:SetText(phaseNameFormatted)
local text2 = phaseBar.InLineTexts[2]
phaseBar:AddFrameToHeaderAlignment(text2)
text2:SetText("#" .. positionWithInPhase)
local text3 = phaseBar.InLineTexts[3]
phaseBar:AddFrameToHeaderAlignment(text3)
text3:SetText(amountDoneFormatted)
local text4 = phaseBar.InLineTexts[4]
phaseBar:AddFrameToHeaderAlignment(text4)
text4:SetText(phaseDps)
local text5 = phaseBar.InLineTexts[5]
phaseBar:AddFrameToHeaderAlignment(text5)
text5:SetText(percentDone .. "%")
lineIndex = lineIndex + 1
end
end
end
---create a container to show value per phase
---@param tabFrame tabframe
---@return breakdownphasescrollframe
function spellsTab.CreatePhasesContainer(tabFrame) --~phase ~createphasecontainer ~createphasescroll
---@type width
local width = Details.breakdown_spell_tab.phasecontainer_width
---@type height
local height = Details.breakdown_spell_tab.phasecontainer_height
local defaultAmountOfLines = 10
--create a container for the scrollframe
local options = {
width = Details.breakdown_spell_tab.phasecontainer_width,
height = Details.breakdown_spell_tab.phasecontainer_height,
is_locked = Details.breakdown_spell_tab.phasecontainer_islocked,
can_move = false,
can_move_children = false,
use_top_resizer = true,
use_right_resizer = true,
use_left_resizer = true,
use_bottom_resizer = true,
}
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "PhaseScrollContainer")
container:SetPoint("topleft", spellsTab.GetTargetScrollContainer(), "topright", 26, 0)
container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
spellsTab.PhaseContainerFrame = container
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetPhaseScrollFrame():GetHeight()
Details.breakdown_spell_tab.phasecontainer_height = settingValue
local lineAmount = math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT)
spellsTab.GetPhaseScrollFrame():SetNumFramesShown(lineAmount)
elseif (settingName == "width") then
Details.breakdown_spell_tab.phasecontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.phasecontainer_islocked = settingValue
end
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
---@type breakdownphasescrollframe not sure is this is correct
local phaseScrollFrame = DF:CreateScrollBox(container, "$parentPhaseScroll", refreshPhaseFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(phaseScrollFrame)
---@param self breakdownphasescrollframe
---@return breakdownreporttable
function phaseScrollFrame:GetReportData()
local instance = spellsTab.GetInstance()
local data = phaseScrollFrame:GetData()
local formatFunc = Details:GetCurrentToKFunction()
local actorObject = spellsTab.GetActor()
local displayId, subDisplayId = instance:GetDisplay()
local subDisplayName = Details:GetSubAttributeName(displayId, subDisplayId)
local combatName = instance:GetCombat():GetCombatName()
---@type breakdownreporttable
local reportData = {
title = "Phases for " .. detailsFramework:RemoveRealmName(actorObject:Name()) .. " | " .. subDisplayName .. " | " .. combatName
}
for i = 1, #data do
local dataTable = data[i]
reportData[#reportData+1] = {
name = "Phase:" .. dataTable.phaseName,
amount = formatFunc(nil, dataTable.amountDone),
percent = string.format("%.1f", dataTable.percentDone) .. "%",
}
end
return reportData
end
phaseScrollFrame:SetBackdrop({})
phaseScrollFrame:SetAllPoints()
container:RegisterChildForDrag(phaseScrollFrame)
phaseScrollFrame.DontHideChildrenOnPreRefresh = false
tabFrame.PhaseScrollFrame = phaseScrollFrame
spellsTab.PhaseScrollFrame = phaseScrollFrame
spellsTab.ApplyStandardBackdrop(container, phaseScrollFrame)
function phaseScrollFrame:RefreshMe() --~refreshme (phases) ~refreshmep
--get the value of the top 1 ranking spell
---@type actor
local actorObject = spellsTab.GetActor()
---@type combat
local combatObject = spellsTab.GetCombat()
local actorName = actorObject:Name()
---@type instance
local instanceObject = spellsTab.GetInstance()
local mainAttribute = instanceObject:GetDisplay()
local data = {
--playerObject = playerObject,
--attribute = attribute,
--combatObject = combatObject,
combatTime = combatObject:GetCombatTime(),
}
local playerPhases = {}
local totalDamage = 0
local phaseElapsed = {}
local phasesInfo = combatObject:GetPhases()
if (not phasesInfo) then
spellsTab.PhaseContainerFrame:Hide()
return
end
if (#phasesInfo == 1) then
--if there's only one phase, then there's no need to show phases
spellsTab.PhaseContainerFrame:Hide()
return
else
spellsTab.PhaseContainerFrame:Show()
end
if (#phasesInfo >= 1) then
--get phase elapsed time
for i = 1, #phasesInfo do
local thisPhase = phasesInfo[i]
local phaseName = thisPhase[1]
local startTime = thisPhase[2]
local nextPhase = phasesInfo[i + 1]
if (nextPhase) then
--if there's a next phase, use it's start time as end time to calcule elapsed time
local endTime = nextPhase[2]
local elapsedTime = endTime - startTime
phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
else
--if there's no next phase, use the combat end time as end time to calcule elapsed time
local endTime = combatObject:GetCombatTime()
local elapsedTime = endTime - startTime
phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
end
end
--get damage info
local dataTable = mainAttribute == 1 and phasesInfo.damage or phasesInfo.heal
for phaseName, playersTable in pairs(dataTable) do --each phase
local allPlayers = {} --all players for this phase
for playerName, amount in pairs(playersTable) do
tinsert(allPlayers, {playerName, amount})
totalDamage = totalDamage + amount
end
table.sort(allPlayers, function(a, b)
return a[2] > b[2]
end)
local myRank = 0
for i = 1, #allPlayers do
if (allPlayers[i][1] == actorName) then
myRank = i
break
end
end
tinsert(playerPhases, {phaseName, playersTable[actorName] or 0, myRank, (playersTable[actorName] or 0) / totalDamage * 100})
end
end
table.sort(playerPhases, function(a, b) return a[1] < b[1] end)
for i = 1, #playerPhases do
data[#data+1] = {
phaseName = playerPhases[i][1],
amountDone = playerPhases[i][2],
positionWithInPhase = playerPhases[i][3],
percentDone = playerPhases[i][4],
}
end
data.totalDamage = totalDamage
data.phaseElapsed = phaseElapsed
phaseScrollFrame:SetData(data)
phaseScrollFrame:Refresh()
end
--~header
local headerOptions = {
padding = 2,
header_height = 14,
reziser_shown = true,
reziser_width = 2,
reziser_color = {.5, .5, .5, 0.7},
reziser_max_width = 246,
header_click_callback = spellsTab.OnAnyColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
---@type df_headerframe
local header = DetailsFramework:CreateHeader(container, spellsTab.phaseContainerColumnData, headerOptions)
phaseScrollFrame.Header = header
phaseScrollFrame.Header:SetPoint("topleft", phaseScrollFrame, "topleft", 0, 1)
phaseScrollFrame.Header:SetColumnSettingChangedCallback(spellsTab.OnHeaderColumnOptionChanged)
--cache the type of this container
headerContainerType[phaseScrollFrame.Header] = "phases"
--create the scroll lines
for i = 1, defaultAmountOfLines do
phaseScrollFrame:CreateLine(spellsTab.CreatePhaseBar)
end
tabFrame.phases = container:CreateFontString(nil, "overlay", "QuestFont_Large")
tabFrame.phases:SetPoint("bottomleft", container, "topleft", 2, 2)
tabFrame.phases:SetText("Phases:") --localize-me
return phaseScrollFrame
end