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1119 lines
43 KiB
1119 lines
43 KiB
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local Details = _G.Details
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local Loc = _G.LibStub("AceLocale-3.0"):GetLocale ( "Details" )
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local SharedMedia = _G.LibStub:GetLibrary("LibSharedMedia-3.0")
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local UIParent = UIParent
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local _
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local addonName, Details222 = ...
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--remove warnings in the code
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local ipairs = ipairs
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local tinsert = table.insert
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local tremove = tremove
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local type = type
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local unpack = _G.unpack
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local PixelUtil = PixelUtil
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local UISpecialFrames = UISpecialFrames
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local CreateFrame = _G.CreateFrame
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local detailsFramework = DetailsFramework
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local breakdownWindowFrame = Details.BreakdownWindowFrame
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---@type button[]
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breakdownWindowFrame.RegisteredPluginButtons = {}
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breakdownWindowFrame.RegisteredPlugins = {}
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---register a plugin button to be shown in the breakdown window
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---@param newPluginButton df_button
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---@param newPluginAbsoluteName string
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function breakdownWindowFrame.RegisterPluginButton(newPluginButton, newPluginObject, newPluginAbsoluteName)
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newPluginButton:SetParent(DetailsBreakdownLeftMenuPluginsFrame)
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newPluginButton.PluginObject = newPluginObject
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newPluginButton.PluginAbsoluteName = newPluginAbsoluteName
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newPluginButton.PluginFrame = newPluginObject.Frame
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newPluginButton:SetTemplate("STANDARD_GRAY")
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--get the fontstring for this especific button
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local fontString = _G[newPluginButton:GetName() .. "_Text"]
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detailsFramework:SetFontDefault(fontString)
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newPluginObject.__breakdownwindow = true
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local newClickFunction = function(UIObjectButton)
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--GetCapsule() returns the table which encapsulates the UIButton
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local button = UIObjectButton:GetCapsule()
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local pluginObject = button.PluginObject
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breakdownWindowFrame.ShowPluginOnBreakdown(pluginObject, button)
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end
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newPluginButton:SetScript("OnClick", newClickFunction)
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table.insert(breakdownWindowFrame.RegisteredPluginButtons, newPluginButton)
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table.insert(breakdownWindowFrame.RegisteredPlugins, newPluginObject)
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end
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function breakdownWindowFrame.ShowPluginOnBreakdown(pluginObject, button)
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--hide all frames
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for _, thisPluginObject in ipairs(breakdownWindowFrame.RegisteredPlugins) do
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thisPluginObject.Frame:Hide()
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end
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--check if the breakdown window is closed
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if (not breakdownWindowFrame:IsShown()) then
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--as the breakdown require an actor and an instance, get a random one
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local currentCombat = Details:GetCurrentCombat()
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local damageContainer = currentCombat:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
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local actorObject = damageContainer._ActorTable[1]
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if (actorObject) then
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local instanceObject = Details:GetInstance(1)
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if (instanceObject) then
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Details:OpenBreakdownWindow(instanceObject, actorObject)
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end
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end
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end
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if (not breakdownWindowFrame:IsShown()) then
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return
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end
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--reset the template on all plugin buttons
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for _, thisPluginButton in ipairs(breakdownWindowFrame.RegisteredPluginButtons) do
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---@cast thisPluginButton df_button
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thisPluginButton:SetTemplate(detailsFramework:GetTemplate("button", "STANDARD_GRAY")) --"DETAILS_PLUGINPANEL_BUTTON_TEMPLATE"
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end
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local pluginMainFrame = pluginObject.Frame
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--> sets the plugin main frame: pluginObject.Frame, as the frame to be shown in the breakdown window
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pluginMainFrame:EnableMouse(false)
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pluginMainFrame:SetSize(DetailsBreakdownWindow:GetSize())
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pluginMainFrame:ClearAllPoints()
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PixelUtil.SetPoint(pluginMainFrame, "topleft", DetailsBreakdownWindow, "topleft", 0, 0)
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pluginMainFrame:SetParent(DetailsBreakdownWindow)
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pluginMainFrame:Show()
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--> this click is what selects the plugin tab within the plugin code
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--may this be confused as we set OnClick right below, but the :Click() from framework buttons are different than the Blizzard ones
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if (button) then
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button:Click()
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button:SetTemplate(detailsFramework:GetTemplate("button", "DETAILS_PLUGINPANEL_BUTTONSELECTED_TEMPLATE"))
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end
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--> hide the current shown tab in the breakdown window
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Details222.BreakdownWindow.OnShowPluginFrame(pluginObject)
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end
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local PLAYER_DETAILS_WINDOW_WIDTH = 925
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local PLAYER_DETAILS_WINDOW_HEIGHT = 620
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local PLAYER_DETAILS_STATUSBAR_HEIGHT = 20
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local PLAYER_DETAILS_STATUSBAR_ALPHA = 1
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Details222.BreakdownWindow.width = PLAYER_DETAILS_WINDOW_WIDTH
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Details222.BreakdownWindow.height = PLAYER_DETAILS_WINDOW_HEIGHT
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---@type button[]
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Details.player_details_tabs = {}
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---@type button[]
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breakdownWindowFrame.currentTabsInUse = {}
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Details222.BreakdownWindow.BackdropSettings = {
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backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
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backdropcolor = {DetailsFramework:GetDefaultBackdropColor()},
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backdropbordercolor = {0, 0, 0, 0.7},
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}
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--create a base frame which will hold the scrollbox and plugin buttons
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local breakdownSideMenu = CreateFrame("frame", "DetailsBreakdownLeftMenuFrame", breakdownWindowFrame, "BackdropTemplate")
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breakdownWindowFrame.BreakdownSideMenuFrame = breakdownSideMenu
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--create a frame to hold plugin buttons
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local pluginsFrame = CreateFrame("frame", "DetailsBreakdownLeftMenuPluginsFrame", breakdownSideMenu, "BackdropTemplate")
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breakdownWindowFrame.BreakdownPluginSelectionFrame = pluginsFrame
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--create the frame to hold tab buttons
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local tabButtonsFrame = CreateFrame("frame", "DetailsBreakdownTabsFrame", breakdownWindowFrame, "BackdropTemplate")
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breakdownWindowFrame.BreakdownTabsFrame = tabButtonsFrame
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local summaryWidgets = {}
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local currentTab = "Summary"
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local subAttributes = Details.sub_atributos
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---return true if the breakdown window is shown and showing a plugin
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---@return boolean
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function Details222.BreakdownWindow.IsPluginShown()
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if (breakdownWindowFrame:IsShown()) then
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return breakdownWindowFrame.shownPluginObject ~= nil
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end
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return false
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end
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function breakdownWindowFrame.GetShownPluginObject()
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return breakdownWindowFrame.shownPluginObject
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end
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function Details222.BreakdownWindow.OnShowPluginFrame(pluginObject)
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--need to selected the selected tab and hide its content
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for index = 1, #Details.player_details_tabs do
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local tabButton = Details.player_details_tabs[index]
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tabButton.frame:Hide()
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end
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breakdownWindowFrame.BreakdownTabsFrame:Hide()
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breakdownWindowFrame.shownPluginObject = pluginObject
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breakdownWindowFrame.classIcon:Hide()
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breakdownWindowFrame.closeButton:Hide()
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breakdownWindowFrame.actorName:Hide()
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breakdownWindowFrame.attributeName:Hide()
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breakdownWindowFrame.avatar:Hide()
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breakdownWindowFrame.avatar_bg:Hide()
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breakdownWindowFrame.avatar_attribute:Hide()
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breakdownWindowFrame.avatar_nick:Hide()
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end
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function Details222.BreakdownWindow.HidePluginFrame()
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if (breakdownWindowFrame.shownPluginObject) then
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breakdownWindowFrame.shownPluginObject.Frame:Hide()
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breakdownWindowFrame.shownPluginObject = nil
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end
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breakdownWindowFrame.classIcon:Show()
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breakdownWindowFrame.closeButton:Show()
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breakdownWindowFrame.actorName:Show()
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breakdownWindowFrame.attributeName:Show()
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breakdownWindowFrame.avatar:Show()
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breakdownWindowFrame.avatar_bg:Show()
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breakdownWindowFrame.avatar_attribute:Show()
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breakdownWindowFrame.avatar_nick:Show()
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--reset the template on all plugin buttons
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for _, thisPluginButton in ipairs(breakdownWindowFrame.RegisteredPluginButtons) do
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---@cast thisPluginButton df_button
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thisPluginButton:SetTemplate(detailsFramework:GetTemplate("button", "STANDARD_GRAY"))
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end
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end
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function Details222.BreakdownWindow.ApplyFontSettings(fontString)
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detailsFramework:SetFontSize(fontString, Details.breakdown_general.font_size)
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detailsFramework:SetFontColor(fontString, Details.breakdown_general.font_color)
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detailsFramework:SetFontOutline(fontString, Details.breakdown_general.font_outline)
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detailsFramework:SetFontFace(fontString, Details.breakdown_general.font_face)
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end
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function Details222.BreakdownWindow.ApplyTextureSettings(statusBar)
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local textureFile = SharedMedia:Fetch("statusbar", Details.breakdown_general.bar_texture)
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local texture = statusBar:GetStatusBarTexture()
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if (texture) then
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texture:SetTexture(textureFile)
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else
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statusBar:SetStatusBarTexture(textureFile)
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end
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end
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------------------------------------------------------------------------------------------------------------------------------
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--self = instancia
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--jogador = classe_damage ou classe_heal
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function Details:GetBreakdownTabsInUse()
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return breakdownWindowFrame.currentTabsInUse
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end
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function Details:GetBreakdownTabByName(tabName, tablePool)
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tablePool = tablePool or Details.player_details_tabs
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for index = 1, #tablePool do
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local tab = tablePool[index]
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if (tab.tabname == tabName) then
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return tab, index
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end
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end
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end
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--return the combat being used to show the data in the opened breakdown window
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function Details:GetCombatFromBreakdownWindow()
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---@type instance
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local instance = breakdownWindowFrame.instancia
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return instance:GetCombat()
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end
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---return the window that requested to open the player breakdown window
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---@return instance
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function Details:GetActiveWindowFromBreakdownWindow()
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return breakdownWindowFrame.instancia
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end
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--return if the breakdown window is showing damage or heal
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function Details:GetDisplayTypeFromBreakdownWindow()
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return breakdownWindowFrame.atributo, breakdownWindowFrame.sub_atributo
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end
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---return the actor object in use by the breakdown window
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---@return actor actorObject
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function Details:GetActorObjectFromBreakdownWindow()
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return breakdownWindowFrame.jogador
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end
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function Details:GetBreakdownWindow()
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return Details.BreakdownWindowFrame
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end
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function Details:IsBreakdownWindowOpen()
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return breakdownWindowFrame.ativo
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end
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function Details222.BreakdownWindow.RefreshPlayerScroll()
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if (breakdownWindowFrame.playerScrollBox) then
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breakdownWindowFrame.playerScrollBox:Refresh()
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end
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end
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Details.PlayerBreakdown.RoundedCornerPreset = {
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roundness = 6,
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color = {.1, .1, .1, 0.834},
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}
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Details222.RegisteredFramesToColor = {}
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function Details:RegisterFrameToColor(frame)
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Details222.RegisteredFramesToColor[#Details222.RegisteredFramesToColor+1] = frame
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local colorTable = Details.frame_background_color
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frame:SetColor(unpack(colorTable))
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end
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function Details:RefreshWindowColor()
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local colorTable = Details.frame_background_color
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Details:SetWindowColor(unpack(colorTable))
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end
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function Details:SetWindowColor(r, g, b, a)
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--SetColor implemented by rounded corners
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breakdownWindowFrame:SetColor(r, g, b, a)
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breakdownSideMenu:SetColor(r, g, b, a)
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if (DetailsOptionsWindow) then
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DetailsOptionsWindow:SetColor(r, g, b, a)
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DetailsPluginContainerWindowMenuFrame:SetColor(r, g, b, a)
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end
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if (DetailsReportWindow) then
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DetailsReportWindow:SetColor(r, g, b, a)
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end
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if (DetailsAllAttributesFrame) then
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DetailsAllAttributesFrame:SetColor(r, g, b, a)
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end
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if (DetailsSpellBreakdownOptionsPanel) then
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DetailsSpellBreakdownOptionsPanel:SetColor(r, g, b, a)
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end
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for idx, frame in ipairs(Details222.RegisteredFramesToColor) do
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frame:SetColor(r, g, b, a)
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end
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local colorTable = Details.frame_background_color
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colorTable[1] = r
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colorTable[2] = g
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colorTable[3] = b
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colorTable[4] = a
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local instanceTable = Details:GetAllInstances()
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for _, instance in ipairs(instanceTable) do
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if (instance:IsEnabled()) then
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local baseFrame = instance.baseframe
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local fullWindowFrame = baseFrame.fullWindowFrame
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if (fullWindowFrame.__rcorners) then
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if (fullWindowFrame.BottomHorizontalEdge:IsShown()) then
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fullWindowFrame:SetColor(r, g, b, a)
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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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---open the breakdown window
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---@param self details
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---@param instanceObject instance
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---@param actorObject actor
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---@param bFromAttributeChange boolean|nil
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---@param bIsRefresh boolean|nil
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---@param bIsShiftKeyDown boolean|nil
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---@param bIsControlKeyDown boolean|nil
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function Details:OpenBreakdownWindow(instanceObject, actorObject, bFromAttributeChange, bIsRefresh, bIsShiftKeyDown, bIsControlKeyDown)
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---@type number, number
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local mainAttribute, subAttribute = instanceObject:GetDisplay()
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if (not breakdownWindowFrame.__rcorners) then
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breakdownWindowFrame:SetBackdropColor(.1, .1, .1, 0)
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breakdownWindowFrame:SetBackdropBorderColor(.1, .1, .1, 0)
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detailsFramework:AddRoundedCornersToFrame(breakdownWindowFrame, Details.PlayerBreakdown.RoundedCornerPreset)
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detailsFramework:AddRoundedCornersToFrame(breakdownSideMenu, Details.PlayerBreakdown.RoundedCornerPreset)
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end
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Details:SetWindowColor(unpack(Details.frame_background_color))
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if (not Details.row_singleclick_overwrite[mainAttribute] or not Details.row_singleclick_overwrite[mainAttribute][subAttribute]) then
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Details:CloseBreakdownWindow()
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return
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elseif (type(Details.row_singleclick_overwrite[mainAttribute][subAttribute]) == "function") then
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if (bFromAttributeChange) then
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Details:CloseBreakdownWindow()
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return
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end
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Details.row_singleclick_overwrite[mainAttribute][subAttribute](_, actorObject, instanceObject, bIsShiftKeyDown, bIsControlKeyDown)
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return
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end
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if (instanceObject:GetMode() == DETAILS_MODE_RAID) then
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Details:CloseBreakdownWindow()
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return
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end
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--Details.info_jogador armazena o jogador que esta sendo mostrado na janela de detalhes
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if (breakdownWindowFrame.jogador and breakdownWindowFrame.jogador == actorObject and instanceObject and breakdownWindowFrame.atributo and mainAttribute == breakdownWindowFrame.atributo and subAttribute == breakdownWindowFrame.sub_atributo and not bIsRefresh) then
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if (not breakdownWindowFrame.shownPluginObject) then
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Details:CloseBreakdownWindow() --clicked in the same player bar, close the window
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return
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end
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end
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if (not actorObject) then
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Details:CloseBreakdownWindow()
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return
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end
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--create the player list frame in the left side of the window
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Details.PlayerBreakdown.CreatePlayerListFrame()
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Details.PlayerBreakdown.CreateDumpDataFrame()
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--show the frame containing the tab buttons
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breakdownWindowFrame.BreakdownTabsFrame:Show()
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--hide the plugin if any is shown
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Details222.BreakdownWindow.HidePluginFrame()
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if (not breakdownWindowFrame.bHasInitialized) then
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local infoNumPoints = breakdownWindowFrame:GetNumPoints()
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for i = 1, infoNumPoints do
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local point1, anchorObject, point2, x, y = breakdownWindowFrame:GetPoint(i)
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if (not anchorObject) then
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breakdownWindowFrame:ClearAllPoints()
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end
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end
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breakdownWindowFrame:SetUserPlaced(false)
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breakdownWindowFrame:SetDontSavePosition(true)
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local okay, errorText = pcall(function()
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breakdownWindowFrame:SetPoint("center", UIParent, "center", 0, 0)
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end)
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if (not okay) then
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breakdownWindowFrame:ClearAllPoints()
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breakdownWindowFrame:SetPoint("center", UIParent, "center", 0, 0)
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end
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breakdownWindowFrame.bHasInitialized = true
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end
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if (not breakdownWindowFrame.RightSideBar) then
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--breakdownWindow:CreateRightSideBar()
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end
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--todo: all portuguese keys to english
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breakdownWindowFrame.ativo = true --sinaliza o addon que a janela esta aberta
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breakdownWindowFrame.atributo = mainAttribute --instancia.atributo -> grava o atributo (damage, heal, etc)
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breakdownWindowFrame.sub_atributo = subAttribute --instancia.sub_atributo -> grava o sub atributo (damage done, dps, damage taken, etc)
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breakdownWindowFrame.jogador = actorObject --de qual jogador (objeto classe_damage)
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breakdownWindowFrame.instancia = instanceObject --salva a refer�ncia da inst�ncia que pediu o breakdownWindow
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breakdownWindowFrame.target_text = Loc ["STRING_TARGETS"] .. ":"
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breakdownWindowFrame.target_member = "total"
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breakdownWindowFrame.target_persecond = false
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breakdownWindowFrame.mostrando = nil
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local playerName = breakdownWindowFrame.jogador:Name()
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local atributo_nome = subAttributes[breakdownWindowFrame.atributo].lista [breakdownWindowFrame.sub_atributo] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] --// nome do atributo // precisa ser o sub atributo correto???
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--removendo o nome da realm do jogador
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if (playerName:find("-")) then
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playerName = playerName:gsub(("-.*"), "")
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end
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if (breakdownWindowFrame.instancia.atributo == 1 and breakdownWindowFrame.instancia.sub_atributo == 6) then --enemy
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atributo_nome = subAttributes [breakdownWindowFrame.atributo].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"]
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end
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breakdownWindowFrame.actorName:SetText(playerName) --found it
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breakdownWindowFrame.attributeName:SetText(atributo_nome)
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local serial = actorObject.serial
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local avatar
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if (serial ~= "") then
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avatar = NickTag:GetNicknameTable(serial)
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end
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if (avatar and avatar[1]) then
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breakdownWindowFrame.actorName:SetText((not Details.ignore_nicktag and avatar[1]) or playerName)
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end
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if (avatar and avatar[2]) then
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breakdownWindowFrame.avatar:SetTexture(avatar[2])
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breakdownWindowFrame.avatar_bg:SetTexture(avatar[4])
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if (avatar[5]) then
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breakdownWindowFrame.avatar_bg:SetTexCoord(unpack(avatar[5]))
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end
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if (avatar[6]) then
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breakdownWindowFrame.avatar_bg:SetVertexColor(unpack(avatar[6]))
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end
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breakdownWindowFrame.avatar_nick:SetText(avatar[1] or playerName)
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breakdownWindowFrame.avatar_attribute:SetText(atributo_nome)
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breakdownWindowFrame.avatar_attribute:SetPoint("CENTER", breakdownWindowFrame.avatar_nick, "CENTER", 0, 14)
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breakdownWindowFrame.avatar:Show()
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breakdownWindowFrame.avatar_bg:Show()
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breakdownWindowFrame.avatar_bg:SetAlpha(.65)
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breakdownWindowFrame.avatar_nick:Show()
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breakdownWindowFrame.avatar_attribute:Show()
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breakdownWindowFrame.actorName:Hide()
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breakdownWindowFrame.attributeName:Hide()
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else
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breakdownWindowFrame.avatar:Hide()
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breakdownWindowFrame.avatar_bg:Hide()
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breakdownWindowFrame.avatar_nick:Hide()
|
|
breakdownWindowFrame.avatar_attribute:Hide()
|
|
|
|
breakdownWindowFrame.actorName:Show()
|
|
breakdownWindowFrame.attributeName:Show()
|
|
end
|
|
|
|
breakdownWindowFrame.attributeName:SetPoint("bottomleft", breakdownWindowFrame.actorName, "topleft", 0, 2)
|
|
|
|
---@type string
|
|
local actorClass = actorObject:Class()
|
|
|
|
if (not actorClass) then
|
|
actorClass = "monster"
|
|
end
|
|
|
|
breakdownWindowFrame.classIcon:SetTexture("Interface\\AddOns\\Details\\images\\classes") --top left
|
|
breakdownWindowFrame.SetClassIcon(actorObject, actorClass)
|
|
|
|
Details.FadeHandler.Fader(breakdownWindowFrame, 0)
|
|
Details:UpdateBreakdownPlayerList()
|
|
Details:InitializeAurasTab()
|
|
Details:InitializeCompareTab()
|
|
|
|
--open tab
|
|
local tabsShown = {}
|
|
local tabsReplaced = {}
|
|
local tabReplacedAmount = 0
|
|
|
|
Details:Destroy(breakdownWindowFrame.currentTabsInUse)
|
|
|
|
for index = 1, #Details.player_details_tabs do
|
|
local tab = Details.player_details_tabs[index]
|
|
tab.replaced = nil
|
|
tabsShown[#tabsShown+1] = tab
|
|
end
|
|
|
|
for index = 1, #tabsShown do
|
|
--get the tab
|
|
local tab = tabsShown[index]
|
|
|
|
if (tab.replaces) then
|
|
local attributeList = tab.replaces.attributes
|
|
if (attributeList[breakdownWindowFrame.atributo]) then
|
|
if (attributeList[breakdownWindowFrame.atributo][breakdownWindowFrame.sub_atributo]) then
|
|
local tabReplaced, tabIndex = Details:GetBreakdownTabByName(tab.replaces.tabNameToReplace, tabsShown)
|
|
if (tabReplaced and tabIndex < index) then
|
|
tabReplaced:Hide()
|
|
tabReplaced.frame:Hide()
|
|
tinsert(tabsReplaced, tabReplaced)
|
|
tremove(tabsShown, tabIndex)
|
|
tinsert(tabsShown, tabIndex, tab)
|
|
|
|
if (tabReplaced.tabname == breakdownWindowFrame.selectedTab) then
|
|
breakdownWindowFrame.selectedTab = tab.tabname
|
|
end
|
|
|
|
tabReplaced.replaced = true
|
|
tabReplacedAmount = tabReplacedAmount + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local newTabsShown = {}
|
|
local tabAlreadyInUse = {}
|
|
|
|
for index = 1, #tabsShown do
|
|
if (not tabAlreadyInUse[tabsShown[index].tabname]) then
|
|
tabAlreadyInUse[tabsShown[index].tabname] = true
|
|
tinsert(newTabsShown, tabsShown[index])
|
|
end
|
|
end
|
|
|
|
tabsShown = newTabsShown
|
|
breakdownWindowFrame.currentTabsInUse = newTabsShown
|
|
|
|
breakdownWindowFrame:ShowTabs()
|
|
Details222.BreakdownWindow.CurrentDefaultTab = nil
|
|
|
|
local shownTab
|
|
for index = 1, #tabsShown do
|
|
local tabButton = tabsShown[index]
|
|
if (tabButton:condition(breakdownWindowFrame.jogador, breakdownWindowFrame.atributo, breakdownWindowFrame.sub_atributo)) then
|
|
if (tabButton.IsDefaultTab) then
|
|
Details222.BreakdownWindow.CurrentDefaultTab = tabButton
|
|
end
|
|
|
|
if (breakdownWindowFrame.selectedTab == tabButton.tabname) then
|
|
tabButton:DoClick()
|
|
tabButton:OnShowFunc()
|
|
shownTab = tabButton
|
|
|
|
actorObject:MontaInfo() --old api to update the breakdown window
|
|
end
|
|
end
|
|
end
|
|
|
|
if (shownTab) then
|
|
shownTab:Click()
|
|
end
|
|
end
|
|
|
|
function Details:CloseBreakdownWindow()
|
|
if (breakdownWindowFrame.ativo) then
|
|
Details.FadeHandler.Fader(breakdownWindowFrame, 1)
|
|
|
|
breakdownWindowFrame.ativo = false --sinaliza o addon que a janela esta agora fechada
|
|
breakdownWindowFrame.jogador = nil
|
|
breakdownWindowFrame.atributo = nil
|
|
breakdownWindowFrame.sub_atributo = nil
|
|
breakdownWindowFrame.instancia = nil
|
|
|
|
breakdownWindowFrame.actorName:SetText("")
|
|
breakdownWindowFrame.attributeName:SetText("")
|
|
|
|
--iterate all tabs and clear caches
|
|
local tabsInUse = Details:GetBreakdownTabsInUse()
|
|
for index = 1, #tabsInUse do
|
|
local tabButton = tabsInUse[index]
|
|
tabButton.last_actor = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
function Details.PlayerBreakdown.CreateDumpDataFrame()
|
|
local playerSelectionScrollFrame = DetailsBreakdownWindowPlayerScrollBox
|
|
breakdownWindowFrame.dumpDataFrame = CreateFrame("frame", "$parentDumpTableFrame", playerSelectionScrollFrame, "BackdropTemplate")
|
|
breakdownWindowFrame.dumpDataFrame:SetPoint("topleft", playerSelectionScrollFrame, "topleft", 0, 0)
|
|
breakdownWindowFrame.dumpDataFrame:SetPoint("bottomright", playerSelectionScrollFrame, "bottomright", 0, 0)
|
|
breakdownWindowFrame.dumpDataFrame:SetFrameLevel(playerSelectionScrollFrame:GetFrameLevel() + 10)
|
|
detailsFramework:ApplyStandardBackdrop(breakdownWindowFrame.dumpDataFrame, true)
|
|
breakdownWindowFrame.dumpDataFrame:Hide()
|
|
|
|
--create a details framework special lua editor
|
|
breakdownWindowFrame.dumpDataFrame.luaEditor = detailsFramework:NewSpecialLuaEditorEntry(breakdownWindowFrame.dumpDataFrame, 1, 1, "text", "$parentCodeEditorWindow")
|
|
breakdownWindowFrame.dumpDataFrame.luaEditor:SetPoint("topleft", breakdownWindowFrame.dumpDataFrame, "topleft", 2, -2)
|
|
breakdownWindowFrame.dumpDataFrame.luaEditor:SetPoint("bottomright", breakdownWindowFrame.dumpDataFrame, "bottomright", -2, 2)
|
|
breakdownWindowFrame.dumpDataFrame.luaEditor:SetFrameLevel(breakdownWindowFrame.dumpDataFrame:GetFrameLevel()+1)
|
|
breakdownWindowFrame.dumpDataFrame.luaEditor:SetBackdrop({})
|
|
|
|
--hide the scroll bar
|
|
DetailsBreakdownWindowPlayerScrollBoxDumpTableFrameCodeEditorWindowScrollBar:Hide()
|
|
end
|
|
|
|
function breakdownWindowFrame:CreateRightSideBar() --not enabled
|
|
breakdownWindowFrame.RightSideBar = CreateFrame("frame", nil, breakdownWindowFrame, "BackdropTemplate")
|
|
breakdownWindowFrame.RightSideBar:SetWidth(20)
|
|
breakdownWindowFrame.RightSideBar:SetPoint("topleft", breakdownWindowFrame, "topright", 1, 0)
|
|
breakdownWindowFrame.RightSideBar:SetPoint("bottomleft", breakdownWindowFrame, "bottomright", 1, 0)
|
|
local rightSideBarAlpha = 0.75
|
|
|
|
detailsFramework:ApplyStandardBackdrop(breakdownWindowFrame.RightSideBar)
|
|
|
|
local toggleMergePlayerSpells = function()
|
|
Details.merge_player_abilities = not Details.merge_player_abilities
|
|
local playerObject = Details:GetActorObjectFromBreakdownWindow()
|
|
local instanceObject = Details:GetActiveWindowFromBreakdownWindow()
|
|
Details:OpenBreakdownWindow(instanceObject, playerObject) --toggle
|
|
Details:OpenBreakdownWindow(instanceObject, playerObject)
|
|
end
|
|
|
|
local mergePlayerSpellsCheckbox = detailsFramework:CreateSwitch(breakdownWindowFrame, toggleMergePlayerSpells, Details.merge_player_abilities, _, _, _, _, _, _, _, _, _, _, detailsFramework:GetTemplate("switch", "OPTIONS_CHECKBOX_BRIGHT_TEMPLATE"))
|
|
mergePlayerSpellsCheckbox:SetAsCheckBox()
|
|
mergePlayerSpellsCheckbox:SetPoint("bottom", breakdownWindowFrame.RightSideBar, "bottom", 0, 2)
|
|
|
|
local mergePlayerSpellsLabel = breakdownWindowFrame.RightSideBar:CreateFontString(nil, "overlay", "GameFontNormal")
|
|
mergePlayerSpellsLabel:SetText("Merge Player Spells")
|
|
detailsFramework:SetFontRotation(mergePlayerSpellsLabel, 90)
|
|
mergePlayerSpellsLabel:SetPoint("center", mergePlayerSpellsCheckbox.widget, "center", -6, mergePlayerSpellsCheckbox:GetHeight()/2 + mergePlayerSpellsLabel:GetStringWidth() / 2)
|
|
|
|
--
|
|
|
|
local toggleMergePetSpells = function()
|
|
Details.merge_pet_abilities = not Details.merge_pet_abilities
|
|
local playerObject = Details:GetActorObjectFromBreakdownWindow()
|
|
local instanceObject = Details:GetActiveWindowFromBreakdownWindow()
|
|
Details:OpenBreakdownWindow(instanceObject, playerObject) --toggle
|
|
Details:OpenBreakdownWindow(instanceObject, playerObject)
|
|
end
|
|
local mergePetSpellsCheckbox = detailsFramework:CreateSwitch(breakdownWindowFrame, toggleMergePetSpells, Details.merge_pet_abilities, _, _, _, _, _, _, _, _, _, _, detailsFramework:GetTemplate("switch", "OPTIONS_CHECKBOX_BRIGHT_TEMPLATE"))
|
|
mergePetSpellsCheckbox:SetAsCheckBox(true)
|
|
mergePetSpellsCheckbox:SetPoint("bottom", breakdownWindowFrame.RightSideBar, "bottom", 0, 160)
|
|
|
|
local mergePetSpellsLabel = breakdownWindowFrame.RightSideBar:CreateFontString(nil, "overlay", "GameFontNormal")
|
|
mergePetSpellsLabel:SetText("Merge Pet Spells")
|
|
detailsFramework:SetFontRotation(mergePetSpellsLabel, 90)
|
|
mergePetSpellsLabel:SetPoint("center", mergePetSpellsCheckbox.widget, "center", -6, mergePetSpellsCheckbox:GetHeight()/2 + mergePetSpellsLabel:GetStringWidth() / 2)
|
|
|
|
mergePlayerSpellsCheckbox:SetAlpha(rightSideBarAlpha)
|
|
mergePlayerSpellsLabel:SetAlpha(rightSideBarAlpha)
|
|
mergePetSpellsCheckbox:SetAlpha(rightSideBarAlpha)
|
|
mergePetSpellsLabel:SetAlpha(rightSideBarAlpha)
|
|
end
|
|
|
|
---@type {[number]: boolean}
|
|
Details222.BreakdownWindow.ExpandedSpells = {}
|
|
|
|
---set a spell as expanded or not in the breakdown window
|
|
---@param key any
|
|
---@param bIsExpanded boolean
|
|
function Details222.BreakdownWindow.SetSpellAsExpanded(key, bIsExpanded)
|
|
Details222.BreakdownWindow.ExpandedSpells[key] = bIsExpanded
|
|
end
|
|
|
|
---get the state of the expanded for a spell
|
|
---@param key any
|
|
---@return boolean
|
|
function Details222.BreakdownWindow.IsSpellExpanded(key)
|
|
return Details222.BreakdownWindow.ExpandedSpells[key]
|
|
end
|
|
|
|
---receives spell data to show in the summary tab
|
|
---@param data breakdownspelldatalist
|
|
---@param actorObject actor
|
|
---@param combatObject combat
|
|
---@param instance instance
|
|
function Details222.BreakdownWindow.SendSpellData(data, actorObject, combatObject, instance)
|
|
--need to get the tab showing the summary and transmit the data to it
|
|
local tabButton = Details222.BreakdownWindow.CurrentDefaultTab
|
|
if (tabButton) then
|
|
--tab is the tab button
|
|
if (tabButton.OnReceiveSpellData) then
|
|
tabButton.OnReceiveSpellData(data, actorObject, combatObject, instance)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Details222.BreakdownWindow.SendTargetData(targetList, actorObject, combatObject, instance)
|
|
local tabButton = Details222.BreakdownWindow.CurrentDefaultTab
|
|
if (tabButton) then
|
|
if (tabButton.OnReceiveTargetData) then
|
|
tabButton.OnReceiveTargetData(targetList, actorObject, combatObject, instance)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Details222.BreakdownWindow.SendGenericData(resultTable, actorObject, combatObject, instance)
|
|
local tabButton = Details222.BreakdownWindow.CurrentDefaultTab
|
|
if (tabButton) then
|
|
if (tabButton.OnReceiveGenericData) then
|
|
tabButton.OnReceiveGenericData(resultTable, actorObject, combatObject, instance)
|
|
end
|
|
end
|
|
end
|
|
|
|
---set the class or spec icon for the actor displayed
|
|
---@param actorObject actor
|
|
---@param class string
|
|
function breakdownWindowFrame.SetClassIcon(actorObject, class)
|
|
if (actorObject.spellicon) then
|
|
breakdownWindowFrame.classIcon:SetTexture(actorObject.spellicon)
|
|
breakdownWindowFrame.classIcon:SetTexCoord(.1, .9, .1, .9)
|
|
|
|
elseif (actorObject.spec) then
|
|
breakdownWindowFrame.classIcon:SetTexture([[Interface\AddOns\Details\images\spec_icons_normal_alpha]])
|
|
breakdownWindowFrame.classIcon:SetTexCoord(unpack(_detalhes.class_specs_coords [actorObject.spec]))
|
|
else
|
|
local coords = CLASS_ICON_TCOORDS[class]
|
|
if (coords) then
|
|
breakdownWindowFrame.classIcon:SetTexture([[Interface\Glues\CHARACTERCREATE\UI-CHARACTERCREATE-CLASSES]])
|
|
local l, r, t, b = unpack(coords)
|
|
breakdownWindowFrame.classIcon:SetTexCoord(l+0.01953125, r-0.01953125, t+0.01953125, b-0.01953125)
|
|
else
|
|
local c = _detalhes.class_coords ["MONSTER"]
|
|
breakdownWindowFrame.classIcon:SetTexture("Interface\\AddOns\\Details\\images\\classes")
|
|
breakdownWindowFrame.classIcon:SetTexCoord(c[1], c[2], c[3], c[4])
|
|
end
|
|
end
|
|
end
|
|
|
|
--search key: ~create ~inicio ~start
|
|
function Details:CreateBreakdownWindow()
|
|
table.insert(UISpecialFrames, breakdownWindowFrame:GetName())
|
|
breakdownWindowFrame.extra_frames = {}
|
|
breakdownWindowFrame.Loaded = true
|
|
Details.BreakdownWindowFrame = breakdownWindowFrame
|
|
|
|
breakdownWindowFrame:SetWidth(PLAYER_DETAILS_WINDOW_WIDTH)
|
|
breakdownWindowFrame:SetHeight(PLAYER_DETAILS_WINDOW_HEIGHT)
|
|
breakdownWindowFrame:SetFrameStrata("HIGH")
|
|
breakdownWindowFrame:SetToplevel(true)
|
|
breakdownWindowFrame:EnableMouse(true)
|
|
breakdownWindowFrame:SetResizable(true)
|
|
breakdownWindowFrame:SetMovable(true)
|
|
--breakdownWindowFrame:SetClampedToScreen(true)
|
|
|
|
--make the window movable
|
|
if (not breakdownWindowFrame.registeredLibWindow) then
|
|
local LibWindow = LibStub("LibWindow-1.1")
|
|
breakdownWindowFrame.registeredLibWindow = true
|
|
if (LibWindow) then
|
|
breakdownWindowFrame.libWindowTable = breakdownWindowFrame.libWindowTable or {}
|
|
LibWindow.RegisterConfig(breakdownWindowFrame, breakdownWindowFrame.libWindowTable)
|
|
LibWindow.RestorePosition(breakdownWindowFrame)
|
|
LibWindow.MakeDraggable(breakdownWindowFrame)
|
|
LibWindow.SavePosition(breakdownWindowFrame)
|
|
|
|
breakdownWindowFrame:SetScript("OnMouseDown", function(self, button)
|
|
if (button == "RightButton") then
|
|
Details:CloseBreakdownWindow()
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
|
|
--host the textures and fontstring of the default frame of the player breakdown window
|
|
--what is the summary window: is the frame where all the widgets for the summary tab are created
|
|
breakdownWindowFrame.SummaryWindowWidgets = CreateFrame("frame", "DetailsBreakdownWindowSummaryWidgets", breakdownWindowFrame, "BackdropTemplate")
|
|
local SWW = breakdownWindowFrame.SummaryWindowWidgets
|
|
SWW:SetAllPoints()
|
|
table.insert(summaryWidgets, SWW) --where SummaryWidgets is declared: at the header of the file, what is the purpose of this table?
|
|
breakdownWindowFrame.SummaryWindowWidgets:Hide()
|
|
|
|
local scaleBar = detailsFramework:CreateScaleBar(breakdownWindowFrame, Details.player_details_window)
|
|
scaleBar.label:AdjustPointsOffset(-6, 3)
|
|
breakdownWindowFrame:SetScale(Details.player_details_window.scale)
|
|
|
|
--class icon
|
|
breakdownWindowFrame.classIcon = breakdownWindowFrame:CreateTexture(nil, "overlay", nil, 1)
|
|
breakdownWindowFrame.classIcon:SetPoint("topleft", breakdownWindowFrame, "topleft", 2, -17)
|
|
breakdownWindowFrame.classIcon:SetSize(54, 54)
|
|
breakdownWindowFrame.classIcon:SetAlpha(0.7)
|
|
|
|
local closeButton = detailsFramework:CreateCloseButton(breakdownWindowFrame)
|
|
closeButton:SetPoint("topright", breakdownWindowFrame, "topright", -2, -2)
|
|
closeButton:SetScript("OnClick", function(self)
|
|
Details:CloseBreakdownWindow()
|
|
end)
|
|
breakdownWindowFrame.closeButton = closeButton
|
|
|
|
--title
|
|
detailsFramework:NewLabel(breakdownWindowFrame, breakdownWindowFrame, nil, "titleText", Loc ["STRING_PLAYER_DETAILS"], "GameFontHighlightLeft", 12, {227/255, 186/255, 4/255})
|
|
breakdownWindowFrame.titleText:SetPoint("center", breakdownWindowFrame, "center")
|
|
breakdownWindowFrame.titleText:SetPoint("top", breakdownWindowFrame, "top", 0, -3)
|
|
|
|
--create the texts shown on the window
|
|
do
|
|
breakdownWindowFrame.actorName = breakdownWindowFrame:CreateFontString(nil, "overlay", "QuestFont_Large")
|
|
breakdownWindowFrame.actorName:SetPoint("left", breakdownWindowFrame.classIcon, "right", 20, -7)
|
|
|
|
breakdownWindowFrame.attributeName = breakdownWindowFrame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
|
|
breakdownWindowFrame.avatar = breakdownWindowFrame:CreateTexture(nil, "overlay")
|
|
breakdownWindowFrame.avatar_bg = breakdownWindowFrame:CreateTexture(nil, "overlay")
|
|
breakdownWindowFrame.avatar_attribute = breakdownWindowFrame:CreateFontString(nil, "overlay", "GameFontHighlightSmall")
|
|
breakdownWindowFrame.avatar_nick = breakdownWindowFrame:CreateFontString(nil, "overlay", "QuestFont_Large")
|
|
breakdownWindowFrame.avatar:SetDrawLayer("overlay", 3)
|
|
breakdownWindowFrame.avatar_bg:SetDrawLayer("overlay", 2)
|
|
breakdownWindowFrame.avatar_nick:SetDrawLayer("overlay", 4)
|
|
|
|
breakdownWindowFrame.avatar:SetPoint("TOPLEFT", breakdownWindowFrame, "TOPLEFT", 60, -10)
|
|
breakdownWindowFrame.avatar_bg:SetPoint("TOPLEFT", breakdownWindowFrame, "TOPLEFT", 60, -12)
|
|
breakdownWindowFrame.avatar_bg:SetSize(275, 60)
|
|
|
|
breakdownWindowFrame.avatar_nick:SetPoint("TOPLEFT", breakdownWindowFrame, "TOPLEFT", 195, -54)
|
|
|
|
breakdownWindowFrame.avatar:Hide()
|
|
breakdownWindowFrame.avatar_bg:Hide()
|
|
breakdownWindowFrame.avatar_nick:Hide()
|
|
end
|
|
|
|
--statusbar
|
|
local statusBar = CreateFrame("frame", nil, breakdownWindowFrame, "BackdropTemplate")
|
|
statusBar:SetPoint("bottomleft", breakdownWindowFrame, "bottomleft")
|
|
statusBar:SetPoint("bottomright", breakdownWindowFrame, "bottomright")
|
|
statusBar:SetHeight(PLAYER_DETAILS_STATUSBAR_HEIGHT)
|
|
--detailsFramework:ApplyStandardBackdrop(statusBar)
|
|
statusBar:SetAlpha(PLAYER_DETAILS_STATUSBAR_ALPHA)
|
|
breakdownWindowFrame.statusBar = statusBar
|
|
|
|
statusBar.Text = detailsFramework:CreateLabel(statusBar)
|
|
statusBar.Text:SetPoint("left", 12, 0)
|
|
|
|
--create the gradients in the top and bottom side of the breakdown window
|
|
local gradientStartColor = Details222.ColorScheme.GetColorFor("gradient-background")
|
|
local gradientUp = detailsFramework:CreateTexture(breakdownWindowFrame, {gradient = "vertical", fromColor = gradientStartColor, toColor = {0, 0, 0, 0.2}}, 1, 68, "artwork", {0, 1, 0, 1})
|
|
gradientUp:SetPoint("tops", 1, 18)
|
|
breakdownWindowFrame.gradientUp = gradientUp
|
|
|
|
local gradientHeight = 481
|
|
local gradientDown = detailsFramework:CreateTexture(breakdownWindowFrame, {gradient = "vertical", fromColor = "transparent", toColor = {0, 0, 0, 0.7}}, 1, gradientHeight, "border", {0, 1, 0, 1})
|
|
gradientDown:SetPoint("bottomleft", breakdownWindowFrame.statusBar, "topleft", 1, 1)
|
|
gradientDown:SetPoint("bottomright", breakdownWindowFrame.statusBar, "topright", -1, 1)
|
|
breakdownWindowFrame.gradientDown = gradientDown
|
|
|
|
--visual debugging
|
|
gradientUp:Hide()
|
|
gradientDown:Hide()
|
|
|
|
function breakdownWindowFrame:SetStatusbarText(text, fontSize, fontColor)
|
|
if (not text) then
|
|
breakdownWindowFrame:SetStatusbarText("Details! Damage Meter | Click 'Options' button for settings.", 10, "gray")
|
|
return
|
|
end
|
|
statusBar.Text.text = text
|
|
statusBar.Text.fontsize = fontSize
|
|
statusBar.Text.fontcolor = fontColor
|
|
end
|
|
|
|
local rightClickToCloseLabel = Details:CreateRightClickToCloseLabel(statusBar)
|
|
rightClickToCloseLabel:SetPoint("right", -332, 4)
|
|
|
|
--set default text
|
|
breakdownWindowFrame:SetStatusbarText()
|
|
|
|
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
--tabs ~tabs
|
|
function breakdownWindowFrame:ShowTabs()
|
|
local tabsShown = 0
|
|
local secondRowIndex = 1
|
|
local breakLine = 7 --the tab it'll start the second line
|
|
|
|
local tablePool = Details:GetBreakdownTabsInUse()
|
|
|
|
for index = 1, #tablePool do
|
|
local tabButton = tablePool[index]
|
|
|
|
if (tabButton:condition(breakdownWindowFrame.jogador, breakdownWindowFrame.atributo, breakdownWindowFrame.sub_atributo) and not tabButton.replaced) then
|
|
--test if can show the tutorial for the comparison tab
|
|
if (tabButton.tabname == "Compare") then
|
|
--Details:SetTutorialCVar ("DETAILS_INFO_TUTORIAL1", false)
|
|
if (not Details:GetTutorialCVar("DETAILS_INFO_TUTORIAL1")) then
|
|
Details:SetTutorialCVar ("DETAILS_INFO_TUTORIAL1", true)
|
|
|
|
local alert = CreateFrame("frame", "DetailsInfoPopUp1", breakdownWindowFrame, "DetailsHelpBoxTemplate")
|
|
alert.ArrowUP:Show()
|
|
alert.ArrowGlowUP:Show()
|
|
alert.Text:SetText(Loc ["STRING_INFO_TUTORIAL_COMPARISON1"])
|
|
alert:SetPoint("bottom", tabButton.widget or tabButton, "top", 5, 28)
|
|
alert:Show()
|
|
end
|
|
end
|
|
|
|
tabButton:Show()
|
|
tabsShown = tabsShown + 1
|
|
|
|
tabButton:ClearAllPoints()
|
|
|
|
--get the button width
|
|
local buttonTemplate = detailsFramework:GetTemplate("button", "DETAILS_TAB_BUTTON_TEMPLATE")
|
|
local buttonWidth = buttonTemplate.width + 1
|
|
|
|
--pixelutil might not be compatible with classic wow
|
|
if (PixelUtil) then
|
|
PixelUtil.SetSize(tabButton, buttonTemplate.width, buttonTemplate.height)
|
|
if (tabsShown >= breakLine) then --next row of icons
|
|
PixelUtil.SetPoint(tabButton, "bottomright", breakdownWindowFrame, "topright", -613 + (buttonWidth * (secondRowIndex)), -48)
|
|
secondRowIndex = secondRowIndex + 1
|
|
else
|
|
PixelUtil.SetPoint(tabButton, "bottomright", breakdownWindowFrame, "topright", -613 + (buttonWidth * tabsShown), -69)
|
|
end
|
|
else
|
|
tabButton:SetSize(buttonTemplate.width, buttonTemplate.height)
|
|
if (tabsShown >= breakLine) then --next row of icons
|
|
tabButton:SetPoint("bottomright", breakdownWindowFrame, "topright", -613 + (buttonWidth * (secondRowIndex)), -48)
|
|
secondRowIndex = secondRowIndex + 1
|
|
else
|
|
tabButton:SetPoint("bottomright", breakdownWindowFrame, "topright", -613 + (buttonWidth * tabsShown), -69)
|
|
end
|
|
end
|
|
|
|
tabButton:SetAlpha(0.8)
|
|
else
|
|
tabButton.frame:Hide()
|
|
tabButton:Hide()
|
|
end
|
|
end
|
|
|
|
if (tabsShown < 2) then
|
|
tablePool[1]:SetPoint("bottomleft", breakdownWindowFrame.container_barras, "topleft", 490 - (94 * (1-0)), 1)
|
|
end
|
|
|
|
--selected by default
|
|
tablePool[1]:Click()
|
|
end
|
|
|
|
breakdownWindowFrame:SetScript("OnHide", function(self)
|
|
Details:CloseBreakdownWindow()
|
|
for _, tab in ipairs(Details.player_details_tabs) do
|
|
tab:Hide()
|
|
tab.frame:Hide()
|
|
end
|
|
end)
|
|
|
|
breakdownWindowFrame.tipo = 1 --tipo da janela // 1 = janela normal
|
|
return breakdownWindowFrame
|
|
end
|
|
|
|
breakdownWindowFrame.selectedTab = "Summary"
|
|
|
|
function Details:CreatePlayerDetailsTab(tabName, locName, conditionFunc, fillFunc, tabOnClickFunc, onCreateFunc, iconSettings, replace, bIsDefaultTab) --~tab
|
|
if (not tabName) then
|
|
tabName = "unnamed"
|
|
end
|
|
|
|
--create a button to select the tab
|
|
local tabButton = detailsFramework:CreateButton(breakdownWindowFrame.BreakdownTabsFrame, function()end, 20, 20, locName, nil, nil, nil, nil, breakdownWindowFrame:GetName() .. "TabButton" .. tabName .. math.random(1, 1000), nil, "DETAILS_TAB_BUTTON_TEMPLATE")
|
|
tabButton:SetFrameLevel(breakdownWindowFrame.BreakdownTabsFrame:GetFrameLevel()+1)
|
|
tabButton:Hide()
|
|
|
|
if (tabName == "Summary") then
|
|
tabButton:SetTemplate("DETAILS_TAB_BUTTONSELECTED_TEMPLATE")
|
|
end
|
|
|
|
tabButton.IsDefaultTab = bIsDefaultTab
|
|
tabButton.condition = conditionFunc
|
|
tabButton.tabname = tabName
|
|
tabButton.localized_name = locName
|
|
tabButton.onclick = tabOnClickFunc
|
|
tabButton.fillfunction = fillFunc
|
|
tabButton.last_actor = {} --need to double check is this getting cleared
|
|
|
|
---@type tabframe
|
|
local tabFrame = CreateFrame("frame", breakdownWindowFrame:GetName() .. "TabFrame" .. tabName .. math.random(1, 10000), breakdownWindowFrame, "BackdropTemplate")
|
|
tabFrame:SetFrameLevel(breakdownWindowFrame:GetFrameLevel()+1)
|
|
tabFrame:SetPoint("topleft", breakdownWindowFrame, "topleft", 1, -70)
|
|
tabFrame:SetPoint("bottomright", breakdownWindowFrame, "bottomright", -1, 20)
|
|
tabFrame:Hide()
|
|
|
|
--DetailsFramework:ApplyStandardBackdrop(tabFrame)
|
|
--tabFrame:SetBackdropColor(0, 0, 0, 0)
|
|
--tabFrame:SetBackdropBorderColor(0, 0, 0, 0)
|
|
--tabFrame.__background:SetAlpha(0)
|
|
--tabFrame.RightEdge:Hide()
|
|
|
|
--create the gradients in the top and bottom side of the breakdown window
|
|
local gradientStartColor = Details222.ColorScheme.GetColorFor("gradient-background")
|
|
local red, green, blue = unpack(gradientStartColor)
|
|
|
|
local gradientUpDown = detailsFramework:CreateTexture(tabFrame, {gradient = "vertical", fromColor = {red, green, blue, 0}, toColor = {red, green, blue, 0.4}}, 1, 34*2, "artwork", {0, 1, 0, 1})
|
|
gradientUpDown:SetPoint("topleft", tabFrame, "topleft", 0, 0)
|
|
gradientUpDown:SetPoint("topright", tabFrame, "topright", 0, 0)
|
|
|
|
tabButton.tabFrame = tabFrame
|
|
tabButton.frame = tabFrame
|
|
|
|
if (iconSettings) then
|
|
local texture = iconSettings.texture
|
|
local coords = iconSettings.coords
|
|
local width = iconSettings.width
|
|
local height = iconSettings.height
|
|
|
|
local overlay, textdistance, leftpadding, textheight, short_method --nil
|
|
|
|
tabButton:SetIcon(texture, width, height, "overlay", coords, overlay, textdistance, leftpadding, textheight, short_method)
|
|
if (iconSettings.desaturated) then
|
|
tabButton.icon:SetDesaturated(true)
|
|
end
|
|
end
|
|
|
|
if (tabButton.fillfunction) then
|
|
tabFrame:SetScript("OnShow", function()
|
|
---@type actor
|
|
local actorObject = Details:GetActorObjectFromBreakdownWindow()
|
|
|
|
if (tabButton.last_actor == actorObject) then
|
|
return
|
|
end
|
|
|
|
---@type instance
|
|
local instanceObject = Details:GetActiveWindowFromBreakdownWindow()
|
|
---@type combat
|
|
local combatObject = instanceObject:GetCombat()
|
|
|
|
tabButton.last_actor = actorObject --it's caching the actor, on pre-reset need to clean up this variable (need to check this later)
|
|
tabButton:fillfunction(actorObject, combatObject)
|
|
end)
|
|
end
|
|
|
|
if (onCreateFunc) then
|
|
onCreateFunc(tabButton, tabFrame)
|
|
end
|
|
|
|
tabButton.replaces = replace
|
|
Details.player_details_tabs[#Details.player_details_tabs+1] = tabButton
|
|
|
|
local onTabClickCallback = function(self) --self = tabButton
|
|
self = self.MyObject or self --framework button
|
|
|
|
for _, thisTabButton in ipairs(Details:GetBreakdownTabsInUse()) do
|
|
thisTabButton.frame:Hide()
|
|
thisTabButton:SetTemplate("DETAILS_TAB_BUTTON_TEMPLATE")
|
|
end
|
|
|
|
self:SetTemplate("DETAILS_TAB_BUTTONSELECTED_TEMPLATE")
|
|
breakdownWindowFrame.selectedTab = self.tabname
|
|
end
|
|
|
|
if (not tabOnClickFunc) then
|
|
tabButton.OnShowFunc = function(self)
|
|
--hide all tab frames, reset the template on all tabs
|
|
--then set the template on this tab and set as selected tab
|
|
onTabClickCallback(self)
|
|
--show the tab frame
|
|
tabFrame:Show()
|
|
end
|
|
tabButton:SetScript("OnClick", tabButton.OnShowFunc)
|
|
else
|
|
--custom
|
|
tabButton.OnShowFunc = function(self)
|
|
--hide all tab frames, reset the template on all tabs
|
|
--then set the template on this tab and set as selected tab
|
|
onTabClickCallback(self)
|
|
|
|
--run onclick func
|
|
local result, errorText = pcall(tabOnClickFunc, tabButton, tabFrame)
|
|
if (not result) then
|
|
print("error on running tabOnClick function:", errorText)
|
|
end
|
|
end
|
|
tabButton:SetScript("OnClick", tabButton.OnShowFunc)
|
|
end
|
|
|
|
function tabButton:DoClick()
|
|
self:GetScript("OnClick")(self)
|
|
end
|
|
|
|
tabButton:SetScript("PostClick", function(self)
|
|
currentTab = self.tabname or self.MyObject.tabname
|
|
|
|
if (currentTab ~= "Summary") then
|
|
for _, widget in ipairs(summaryWidgets) do
|
|
widget:Hide()
|
|
end
|
|
else
|
|
for _, widget in ipairs(summaryWidgets) do
|
|
widget:Show()
|
|
end
|
|
end
|
|
end)
|
|
|
|
return tabButton, tabFrame
|
|
end
|
|
|