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local Details = _G.Details
local Loc = _G.LibStub("AceLocale-3.0"):GetLocale ( "Details" )
local SharedMedia = _G.LibStub:GetLibrary("LibSharedMedia-3.0")
local UIParent = UIParent
local _
local addonName, Details222 = ...
--remove warnings in the code
local ipairs = ipairs
local tinsert = table.insert
local tremove = tremove
local type = type
local unpack = _G.unpack
local PixelUtil = PixelUtil
local UISpecialFrames = UISpecialFrames
local CreateFrame = _G.CreateFrame
local detailsFramework = DetailsFramework
local breakdownWindowFrame = Details.BreakdownWindowFrame
---@type button[]
breakdownWindowFrame.RegisteredPluginButtons = {}
breakdownWindowFrame.RegisteredPlugins = {}
---register a plugin button to be shown in the breakdown window
---@param newPluginButton df_button
---@param newPluginAbsoluteName string
function breakdownWindowFrame.RegisterPluginButton(newPluginButton, newPluginObject, newPluginAbsoluteName)
newPluginButton:SetParent(DetailsBreakdownLeftMenuPluginsFrame)
newPluginButton.PluginObject = newPluginObject
newPluginButton.PluginAbsoluteName = newPluginAbsoluteName
newPluginButton.PluginFrame = newPluginObject.Frame
newPluginButton:SetTemplate("STANDARD_GRAY")
--get the fontstring for this especific button
local fontString = _G[newPluginButton:GetName() .. "_Text"]
detailsFramework:SetFontDefault(fontString)
newPluginObject.__breakdownwindow = true
local newClickFunction = function(UIObjectButton)
--GetCapsule() returns the table which encapsulates the UIButton
local button = UIObjectButton:GetCapsule()
local pluginObject = button.PluginObject
breakdownWindowFrame.ShowPluginOnBreakdown(pluginObject, button)
end
newPluginButton:SetScript("OnClick", newClickFunction)
table.insert(breakdownWindowFrame.RegisteredPluginButtons, newPluginButton)
table.insert(breakdownWindowFrame.RegisteredPlugins, newPluginObject)
end
function breakdownWindowFrame.ShowPluginOnBreakdown(pluginObject, button)
--hide all frames
for _, thisPluginObject in ipairs(breakdownWindowFrame.RegisteredPlugins) do
thisPluginObject.Frame:Hide()
end
--check if the breakdown window is closed
if (not breakdownWindowFrame:IsShown()) then
--as the breakdown require an actor and an instance, get a random one
local currentCombat = Details:GetCurrentCombat()
local damageContainer = currentCombat:GetContainer(DETAILS_ATTRIBUTE_DAMAGE)
local actorObject = damageContainer._ActorTable[1]
if (actorObject) then
local instanceObject = Details:GetInstance(1)
if (instanceObject) then
Details:OpenBreakdownWindow(instanceObject, actorObject)
end
end
end
if (not breakdownWindowFrame:IsShown()) then
return
end
--reset the template on all plugin buttons
for _, thisPluginButton in ipairs(breakdownWindowFrame.RegisteredPluginButtons) do
---@cast thisPluginButton df_button
thisPluginButton:SetTemplate(detailsFramework:GetTemplate("button", "STANDARD_GRAY")) --"DETAILS_PLUGINPANEL_BUTTON_TEMPLATE"
end
local pluginMainFrame = pluginObject.Frame
--> sets the plugin main frame: pluginObject.Frame, as the frame to be shown in the breakdown window
pluginMainFrame:EnableMouse(false)
pluginMainFrame:SetSize(DetailsBreakdownWindow:GetSize())
pluginMainFrame:ClearAllPoints()
PixelUtil.SetPoint(pluginMainFrame, "topleft", DetailsBreakdownWindow, "topleft", 0, 0)
pluginMainFrame:SetParent(DetailsBreakdownWindow)
pluginMainFrame:Show()
--> this click is what selects the plugin tab within the plugin code
--may this be confused as we set OnClick right below, but the :Click() from framework buttons are different than the Blizzard ones
if (button) then
button:Click()
button:SetTemplate(detailsFramework:GetTemplate("button", "DETAILS_PLUGINPANEL_BUTTONSELECTED_TEMPLATE"))
end
--> hide the current shown tab in the breakdown window
Details222.BreakdownWindow.OnShowPluginFrame(pluginObject)
end
local PLAYER_DETAILS_WINDOW_WIDTH = 925
local PLAYER_DETAILS_WINDOW_HEIGHT = 620
local PLAYER_DETAILS_STATUSBAR_HEIGHT = 20
local PLAYER_DETAILS_STATUSBAR_ALPHA = 1
Details222.BreakdownWindow.width = PLAYER_DETAILS_WINDOW_WIDTH
Details222.BreakdownWindow.height = PLAYER_DETAILS_WINDOW_HEIGHT
---@type button[]
Details.player_details_tabs = {}
---@type button[]
breakdownWindowFrame.currentTabsInUse = {}
Details222.BreakdownWindow.BackdropSettings = {
backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
backdropcolor = {DetailsFramework:GetDefaultBackdropColor()},
backdropbordercolor = {0, 0, 0, 0.7},
}
--create a base frame which will hold the scrollbox and plugin buttons
local breakdownSideMenu = CreateFrame("frame", "DetailsBreakdownLeftMenuFrame", breakdownWindowFrame, "BackdropTemplate")
breakdownWindowFrame.BreakdownSideMenuFrame = breakdownSideMenu
--create a frame to hold plugin buttons
local pluginsFrame = CreateFrame("frame", "DetailsBreakdownLeftMenuPluginsFrame", breakdownSideMenu, "BackdropTemplate")
breakdownWindowFrame.BreakdownPluginSelectionFrame = pluginsFrame
--create the frame to hold tab buttons
local tabButtonsFrame = CreateFrame("frame", "DetailsBreakdownTabsFrame", breakdownWindowFrame, "BackdropTemplate")
breakdownWindowFrame.BreakdownTabsFrame = tabButtonsFrame
local summaryWidgets = {}
local currentTab = "Summary"
local subAttributes = Details.sub_atributos
---return true if the breakdown window is shown and showing a plugin
---@return boolean
function Details222.BreakdownWindow.IsPluginShown()
if (breakdownWindowFrame:IsShown()) then
return breakdownWindowFrame.shownPluginObject ~= nil
end
return false
end
function breakdownWindowFrame.GetShownPluginObject()
return breakdownWindowFrame.shownPluginObject
end
function Details222.BreakdownWindow.OnShowPluginFrame(pluginObject)
--need to selected the selected tab and hide its content
for index = 1, #Details.player_details_tabs do
local tabButton = Details.player_details_tabs[index]
tabButton.frame:Hide()
end
breakdownWindowFrame.BreakdownTabsFrame:Hide()
breakdownWindowFrame.shownPluginObject = pluginObject
breakdownWindowFrame.classIcon:Hide()
breakdownWindowFrame.closeButton:Hide()
breakdownWindowFrame.actorName:Hide()
breakdownWindowFrame.attributeName:Hide()
breakdownWindowFrame.avatar:Hide()
breakdownWindowFrame.avatar_bg:Hide()
breakdownWindowFrame.avatar_attribute:Hide()
breakdownWindowFrame.avatar_nick:Hide()
end
function Details222.BreakdownWindow.HidePluginFrame()
if (breakdownWindowFrame.shownPluginObject) then
breakdownWindowFrame.shownPluginObject.Frame:Hide()
breakdownWindowFrame.shownPluginObject = nil
end
breakdownWindowFrame.classIcon:Show()
breakdownWindowFrame.closeButton:Show()
breakdownWindowFrame.actorName:Show()
breakdownWindowFrame.attributeName:Show()
breakdownWindowFrame.avatar:Show()
breakdownWindowFrame.avatar_bg:Show()
breakdownWindowFrame.avatar_attribute:Show()
breakdownWindowFrame.avatar_nick:Show()
--reset the template on all plugin buttons
for _, thisPluginButton in ipairs(breakdownWindowFrame.RegisteredPluginButtons) do
---@cast thisPluginButton df_button
thisPluginButton:SetTemplate(detailsFramework:GetTemplate("button", "STANDARD_GRAY"))
end
end
function Details222.BreakdownWindow.ApplyFontSettings(fontString)
detailsFramework:SetFontSize(fontString, Details.breakdown_general.font_size)
detailsFramework:SetFontColor(fontString, Details.breakdown_general.font_color)
detailsFramework:SetFontOutline(fontString, Details.breakdown_general.font_outline)
detailsFramework:SetFontFace(fontString, Details.breakdown_general.font_face)
end
function Details222.BreakdownWindow.ApplyTextureSettings(statusBar)
local textureFile = SharedMedia:Fetch("statusbar", Details.breakdown_general.bar_texture)
local texture = statusBar:GetStatusBarTexture()
if (texture) then
texture:SetTexture(textureFile)
else
statusBar:SetStatusBarTexture(textureFile)
end
end
------------------------------------------------------------------------------------------------------------------------------
--self = instancia
--jogador = classe_damage ou classe_heal
function Details:GetBreakdownTabsInUse()
return breakdownWindowFrame.currentTabsInUse
end
function Details:GetBreakdownTabByName(tabName, tablePool)
tablePool = tablePool or Details.player_details_tabs
for index = 1, #tablePool do
local tab = tablePool[index]
if (tab.tabname == tabName) then
return tab, index
end
end
end
--return the combat being used to show the data in the opened breakdown window
function Details:GetCombatFromBreakdownWindow()
---@type instance
local instance = breakdownWindowFrame.instancia
return instance:GetCombat()
end
---return the window that requested to open the player breakdown window
---@return instance
function Details:GetActiveWindowFromBreakdownWindow()
return breakdownWindowFrame.instancia
end
--return if the breakdown window is showing damage or heal
function Details:GetDisplayTypeFromBreakdownWindow()
return breakdownWindowFrame.atributo, breakdownWindowFrame.sub_atributo
end
---return the actor object in use by the breakdown window
---@return actor actorObject
function Details:GetActorObjectFromBreakdownWindow()
return breakdownWindowFrame.jogador
end
function Details:GetBreakdownWindow()
return Details.BreakdownWindowFrame
end
function Details:IsBreakdownWindowOpen()
return breakdownWindowFrame.ativo
end
function Details222.BreakdownWindow.RefreshPlayerScroll()
if (breakdownWindowFrame.playerScrollBox) then
breakdownWindowFrame.playerScrollBox:Refresh()
end
end
Details.PlayerBreakdown.RoundedCornerPreset = {
roundness = 6,
color = {.1, .1, .1, 0.834},
}
Details222.RegisteredFramesToColor = {}
function Details:RegisterFrameToColor(frame)
Details222.RegisteredFramesToColor[#Details222.RegisteredFramesToColor+1] = frame
local colorTable = Details.frame_background_color
frame:SetColor(unpack(colorTable))
end
function Details:RefreshWindowColor()
local colorTable = Details.frame_background_color
Details:SetWindowColor(unpack(colorTable))
end
function Details:SetWindowColor(r, g, b, a)
--SetColor implemented by rounded corners
breakdownWindowFrame:SetColor(r, g, b, a)
breakdownSideMenu:SetColor(r, g, b, a)
if (DetailsOptionsWindow) then
DetailsOptionsWindow:SetColor(r, g, b, a)
DetailsPluginContainerWindowMenuFrame:SetColor(r, g, b, a)
end
if (DetailsReportWindow) then
DetailsReportWindow:SetColor(r, g, b, a)
end
if (DetailsAllAttributesFrame) then
DetailsAllAttributesFrame:SetColor(r, g, b, a)
end
if (DetailsSpellBreakdownOptionsPanel) then
DetailsSpellBreakdownOptionsPanel:SetColor(r, g, b, a)
end
for idx, frame in ipairs(Details222.RegisteredFramesToColor) do
frame:SetColor(r, g, b, a)
end
local colorTable = Details.frame_background_color
colorTable[1] = r
colorTable[2] = g
colorTable[3] = b
colorTable[4] = a
local instanceTable = Details:GetAllInstances()
for _, instance in ipairs(instanceTable) do
if (instance:IsEnabled()) then
local baseFrame = instance.baseframe
local fullWindowFrame = baseFrame.fullWindowFrame
if (fullWindowFrame.__rcorners) then
if (fullWindowFrame.BottomHorizontalEdge:IsShown()) then
fullWindowFrame:SetColor(r, g, b, a)
end
end
end
end
end
---open the breakdown window
---@param self details
---@param instanceObject instance
---@param actorObject actor
---@param bFromAttributeChange boolean|nil
---@param bIsRefresh boolean|nil
---@param bIsShiftKeyDown boolean|nil
---@param bIsControlKeyDown boolean|nil
function Details:OpenBreakdownWindow(instanceObject, actorObject, bFromAttributeChange, bIsRefresh, bIsShiftKeyDown, bIsControlKeyDown)
---@type number, number
local mainAttribute, subAttribute = instanceObject:GetDisplay()
if (not breakdownWindowFrame.__rcorners) then
breakdownWindowFrame:SetBackdropColor(.1, .1, .1, 0)
breakdownWindowFrame:SetBackdropBorderColor(.1, .1, .1, 0)
detailsFramework:AddRoundedCornersToFrame(breakdownWindowFrame, Details.PlayerBreakdown.RoundedCornerPreset)
detailsFramework:AddRoundedCornersToFrame(breakdownSideMenu, Details.PlayerBreakdown.RoundedCornerPreset)
end
Details:SetWindowColor(unpack(Details.frame_background_color))
if (not Details.row_singleclick_overwrite[mainAttribute] or not Details.row_singleclick_overwrite[mainAttribute][subAttribute]) then
Details:CloseBreakdownWindow()
return
elseif (type(Details.row_singleclick_overwrite[mainAttribute][subAttribute]) == "function") then
if (bFromAttributeChange) then
Details:CloseBreakdownWindow()
return
end
Details.row_singleclick_overwrite[mainAttribute][subAttribute](_, actorObject, instanceObject, bIsShiftKeyDown, bIsControlKeyDown)
return
end
if (instanceObject:GetMode() == DETAILS_MODE_RAID) then
Details:CloseBreakdownWindow()
return
end
--Details.info_jogador armazena o jogador que esta sendo mostrado na janela de detalhes
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
if (not breakdownWindowFrame.shownPluginObject) then
Details:CloseBreakdownWindow() --clicked in the same player bar, close the window
return
end
end
if (not actorObject) then
Details:CloseBreakdownWindow()
return
end
--create the player list frame in the left side of the window
Details.PlayerBreakdown.CreatePlayerListFrame()
Details.PlayerBreakdown.CreateDumpDataFrame()
--show the frame containing the tab buttons
breakdownWindowFrame.BreakdownTabsFrame:Show()
--hide the plugin if any is shown
Details222.BreakdownWindow.HidePluginFrame()
if (not breakdownWindowFrame.bHasInitialized) then
local infoNumPoints = breakdownWindowFrame:GetNumPoints()
for i = 1, infoNumPoints do
local point1, anchorObject, point2, x, y = breakdownWindowFrame:GetPoint(i)
if (not anchorObject) then
breakdownWindowFrame:ClearAllPoints()
end
end
breakdownWindowFrame:SetUserPlaced(false)
breakdownWindowFrame:SetDontSavePosition(true)
local okay, errorText = pcall(function()
breakdownWindowFrame:SetPoint("center", UIParent, "center", 0, 0)
end)
if (not okay) then
breakdownWindowFrame:ClearAllPoints()
breakdownWindowFrame:SetPoint("center", UIParent, "center", 0, 0)
end
breakdownWindowFrame.bHasInitialized = true
end
if (not breakdownWindowFrame.RightSideBar) then
--breakdownWindow:CreateRightSideBar()
end
--todo: all portuguese keys to english
breakdownWindowFrame.ativo = true --sinaliza o addon que a janela esta aberta
breakdownWindowFrame.atributo = mainAttribute --instancia.atributo -> grava o atributo (damage, heal, etc)
breakdownWindowFrame.sub_atributo = subAttribute --instancia.sub_atributo -> grava o sub atributo (damage done, dps, damage taken, etc)
breakdownWindowFrame.jogador = actorObject --de qual jogador (objeto classe_damage)
breakdownWindowFrame.instancia = instanceObject --salva a refer�ncia da inst�ncia que pediu o breakdownWindow
breakdownWindowFrame.target_text = Loc ["STRING_TARGETS"] .. ":"
breakdownWindowFrame.target_member = "total"
breakdownWindowFrame.target_persecond = false
breakdownWindowFrame.mostrando = nil
local playerName = breakdownWindowFrame.jogador:Name()
local atributo_nome = subAttributes[breakdownWindowFrame.atributo].lista [breakdownWindowFrame.sub_atributo] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] --// nome do atributo // precisa ser o sub atributo correto???
--removendo o nome da realm do jogador
if (playerName:find("-")) then
playerName = playerName:gsub(("-.*"), "")
end
if (breakdownWindowFrame.instancia.atributo == 1 and breakdownWindowFrame.instancia.sub_atributo == 6) then --enemy
atributo_nome = subAttributes [breakdownWindowFrame.atributo].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"]
end
breakdownWindowFrame.actorName:SetText(playerName) --found it
breakdownWindowFrame.attributeName:SetText(atributo_nome)
local serial = actorObject.serial
local avatar
if (serial ~= "") then
avatar = NickTag:GetNicknameTable(serial)
end
if (avatar and avatar[1]) then
breakdownWindowFrame.actorName:SetText((not Details.ignore_nicktag and avatar[1]) or playerName)
end
if (avatar and avatar[2]) then
breakdownWindowFrame.avatar:SetTexture(avatar[2])
breakdownWindowFrame.avatar_bg:SetTexture(avatar[4])
if (avatar[5]) then
breakdownWindowFrame.avatar_bg:SetTexCoord(unpack(avatar[5]))
end
if (avatar[6]) then
breakdownWindowFrame.avatar_bg:SetVertexColor(unpack(avatar[6]))
end
breakdownWindowFrame.avatar_nick:SetText(avatar[1] or playerName)
breakdownWindowFrame.avatar_attribute:SetText(atributo_nome)
breakdownWindowFrame.avatar_attribute:SetPoint("CENTER", breakdownWindowFrame.avatar_nick, "CENTER", 0, 14)
breakdownWindowFrame.avatar:Show()
breakdownWindowFrame.avatar_bg:Show()
breakdownWindowFrame.avatar_bg:SetAlpha(.65)
breakdownWindowFrame.avatar_nick:Show()
breakdownWindowFrame.avatar_attribute:Show()
breakdownWindowFrame.actorName:Hide()
breakdownWindowFrame.attributeName:Hide()
else
breakdownWindowFrame.avatar:Hide()
breakdownWindowFrame.avatar_bg:Hide()
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