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--note: do maintenance on spelltable.ChartData
local addonName, Details222 = ...
local breakdownWindow = Details.BreakdownWindow
local Loc = LibStub("AceLocale-3.0"):GetLocale ( "Details" )
local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")
local unpack = unpack
local GetTime = GetTime
local wipe = wipe
local CreateFrame = CreateFrame
local GetSpellLink = GetSpellLink
local GetSpellInfo = GetSpellInfo
local _GetSpellInfo = Details.GetSpellInfo
local GameTooltip = GameTooltip
local IsShiftKeyDown = IsShiftKeyDown
local DF = DetailsFramework
local tinsert = tinsert
---@type breakdownspelltab
local spellsTab = {}
--expose the object to the global namespace
DetailsSpellBreakdownTab = spellsTab
local iconTableSummary = {
texture = [[Interface\AddOns\Details\images\icons]],
coords = {238/512, 255/512, 0, 18/512},
width = 16,
height = 16,
}
local spellBlockContainerSettings = {
amount = 6, --amount of block the container have
lineAmount = 3, --amount of line each block have
}
local CONST_BAR_HEIGHT = 20
local CONST_SPELLSCROLL_LINEHEIGHT = 20
local CONST_TARGET_TEXTURE = [[Interface\MINIMAP\TRACKING\Target]]
local CONST_SPELLBLOCK_DEFAULT_COLOR = {.4, .4, .4, 1}
local CONST_SPELLBLOCK_HEADERTEXT_COLOR = {.9, .8, 0, 1}
local CONST_SPELLBLOCK_HEADERTEXT_SIZE = 11
Details.SpellGroups = {
[193473] = 15407, --mind flay
}
---return the actor currently in use by the breakdown window
---@return actor
function spellsTab.GetActor() --this cache must be cleared when the actor changes or the breakdown window is closed
return spellsTab.currentActor
end
---return the combat currently in use by the breakdown window
---@return combat
function spellsTab.GetCombat() --must be cleared
return spellsTab.combatObject
end
---@return instance
function spellsTab.GetInstance()
return spellsTab.instance or Details:GetActiveWindowFromBreakdownWindow()
end
---set the backdrop of scrollframe and container following the settings of the breakdown window
---@param containerFrame frame
---@param scrollFrame frame|nil
function spellsTab.ApplyStandardBackdrop(containerFrame, scrollFrame)
C_Timer.After(0, function()
containerFrame:SetBackdrop(Details222.BreakdownWindow.BackdropSettings.backdrop)
containerFrame:SetBackdropColor(unpack(Details222.BreakdownWindow.BackdropSettings.backdropcolor))
containerFrame:SetBackdropBorderColor(unpack(Details222.BreakdownWindow.BackdropSettings.backdropbordercolor))
if (scrollFrame) then
scrollFrame:SetBackdrop({})
if (scrollFrame["__background"]) then
scrollFrame["__background"]:Hide()
end
end
end)
end
---return the breakdownspellscrollframe object, there's only one of this in the breakdown window
---@return breakdownspellscrollframe
function spellsTab.GetSpellScrollFrame()
return spellsTab.TabFrame.SpellScrollFrame
end
---return the breakdownspellblockframe object, there's only one of this in the breakdown window
---@return breakdownspellblockframe
function spellsTab.GetSpellBlockFrame()
return spellsTab.TabFrame.SpellBlockFrame
end
---@return breakdowntargetscrollframe
function spellsTab.GetTargetScrollFrame()
return spellsTab.TargetScrollFrame
end
---@return breakdowntargetscrollframe
function spellsTab.GetPhaseScrollFrame()
return spellsTab.PhaseScrollFrame
end
---@return breakdowntargetscrollframe
function spellsTab.GetGenericScrollFrame()
return spellsTab.GenericScrollFrame
end
---@return df_framecontainer
function spellsTab.GetSpellScrollContainer()
return spellsTab.SpellContainerFrame
end
---@return df_framecontainer
function spellsTab.GetSpellBlockContainer()
return spellsTab.BlocksContainerFrame
end
---@return df_framecontainer
function spellsTab.GetTargetScrollContainer()
return spellsTab.TargetsContainerFrame
end
---@return df_framecontainer
function spellsTab.GetPhaseScrollContainer()
return spellsTab.PhaseContainerFrame
end
---@return df_framecontainer
function spellsTab.GetGenericScrollContainer()
return spellsTab.GenericContainerFrame
end
function spellsTab.GetScrollFrameByContainerType(containerType)
if (containerType == "spells") then
return spellsTab.GetSpellScrollFrame()
elseif (containerType == "targets") then
return spellsTab.GetTargetScrollFrame()
elseif (containerType == "phases") then
return spellsTab.GetPhaseScrollFrame()
elseif (containerType == "generic") then
return spellsTab.GetGenericScrollFrame()
end
end
function spellsTab.OnProfileChange()
--no need to cache, just call the db from there
spellsTab.UpdateHeadersSettings("spells")
spellsTab.UpdateHeadersSettings("targets")
spellsTab.UpdateHeadersSettings("phases")
spellsTab.UpdateHeadersSettings("generic")
end
------------------------------------------------------------------------------------------------------------------------------------------------
--Header
---store the header object has key and its type as value, the header type can be 'spell' or 'target'
---@type table<uiobject, string>
local headerContainerType = {}
---@type number
local columnOffset = 0
---column header information saved into details database: if is enabaled, its with and align
local settingsPrototype = {
enabled = true,
width = 100,
align = "left",
}
---contains the column settings for each header column, the table key is columnName and the value is headercolumndatasaved
---@class headercolumndatabase : table<string, headercolumndatasaved>
---headercolumndata goes inside the header table which is passed to the header constructor or header:SetHeaderTable()
---@class headercolumndata : {name:string, width:number, text:string, align:string, key:string, selected:boolean, canSort:boolean, dataType:string, order:string, offset:number, key:string}
---columndata is the raw table with all options which can be used to create a headertable, some may not be used due to settings or filtering
---@class columndata : {name:string, width:number, key:string, selected:boolean, label:string, align:string, enabled:boolean, attribute:number, canSort:boolean, dataType:string, order:string, offset:number}
---default settings for the header of the spells container, label is a localized string, name is a string used to save the column settings, key is the key used to get the value from the spell table, width is the width of the column, align is the alignment of the text, enabled is if the column is enabled, canSort is if the column can be sorted, sortKey is the key used to sort the column, dataType is the type of data the column is sorting, order is the order of the sorting, offset is the offset of the column
---@type columndata[]
local spellContainerColumnData = {
--the align seems to be bugged as the left is aligning in the center and center is on the left side
{name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset},
{name = "target", width = 22, label = "", align = "left", enabled = true, offset = columnOffset},
{name = "rank", label = "#", width = 16, align = "center", enabled = true, offset = 6, dataType = "number"},
{name = "expand", label = "^", width = 16, align = "left", enabled = true, offset = -4}, --maybe -3
{name = "name", label = "spell name", width = 231, align = "left", enabled = true, offset = columnOffset},
{name = "amount", label = "total", key = "total", selected = true, width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset},
{name = "persecond", label = "ps", key = "total", width = 50, align = "left", enabled = false, canSort = true, sortKey = "ps", offset = columnOffset, order = "DESC", dataType = "number"},
{name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
{name = "casts", label = "casts", key = "casts", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
{name = "critpercent", label = "crit %", key = "critpercent", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
{name = "hits", label = "hits", key = "counter", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
{name = "castavg", label = "cast avg", key = "castavg", width = 50, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
{name = "uptime", label = "uptime", key = "uptime", width = 45, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
{name = "overheal", label = "overheal", key = "overheal", width = 70, align = "left", enabled = true, canSort = true, order = "DESC", dataType = "number", attribute = DETAILS_ATTRIBUTE_HEAL, offset = columnOffset},
{name = "absorbed", label = "absorbed", key = "healabsorbed", width = 55, align = "left", enabled = false, canSort = true, order = "DESC", dataType = "number", attribute = DETAILS_ATTRIBUTE_HEAL, offset = columnOffset},
}
local targetContainerColumnData = {
{name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset},
{name = "rank", label = "#", width = 20, align = "left", enabled = true, offset = columnOffset},
{name = "name", label = "name", width = 185, align = "left", enabled = true, offset = columnOffset},
{name = "amount", label = "total", key = "total", selected = true, width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset},
{name = "overheal", label = "overheal", key = "overheal", width = 70, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset, attribute = DETAILS_ATTRIBUTE_HEAL},
{name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
}
local phaseContainerColumnData = {
{name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset},
{name = "name", label = "name", width = 90, align = "left", enabled = true, offset = columnOffset},
{name = "rank", label = "#", width = 30, align = "left", enabled = true, offset = columnOffset},
{name = "amount", label = "total", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset, selected = true},
{name = "persecond", label = "ps", key = "total", width = 44, align = "left", enabled = true, canSort = true, sortKey = "ps", dataType = "number", order = "DESC", offset = columnOffset},
{name = "percent", label = "%", key = "total", width = 44, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset},
}
--generic container can show data from any attribute
local genericContainerColumnData = {
{name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset},
{name = "name", label = "name", width = 200, align = "left", enabled = true, offset = columnOffset},
{name = "rank", label = "#", width = 30, align = "left", enabled = true, offset = columnOffset},
{name = "amount", label = "total", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset, selected = true},
{name = "persecond", label = "ps", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "ps", dataType = "number", order = "DESC", offset = columnOffset},
{name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, sortKey = "total", dataType = "number", order = "DESC", offset = columnOffset},
}
---get the header settings from details saved variables and the container column data
---@param containerType "spells"|"targets"|"phases"|"generic"
---@return headercolumndatabase
---@return columndata
function spellsTab.GetHeaderSettings(containerType)
local settings
---@type headercolumndata
local containerColumnData
if (containerType == "spells") then
settings = Details.breakdown_spell_tab.spellcontainer_headers
containerColumnData = spellContainerColumnData
elseif (containerType == "targets") then
settings = Details.breakdown_spell_tab.targetcontainer_headers
containerColumnData = targetContainerColumnData
elseif (containerType == "phases") then
settings = Details.breakdown_spell_tab.phasecontainer_headers
containerColumnData = phaseContainerColumnData
elseif (containerType == "generic") then
settings = Details.breakdown_spell_tab.genericcontainer_headers
containerColumnData = genericContainerColumnData
--as the generic data is received, it may have which columns can be shown
if (spellsTab.headersAllowed) then
for index, columnData in ipairs(containerColumnData) do
local newEnabledState = spellsTab.headersAllowed[columnData.name] or false
columnData.enabled = newEnabledState
--check if the settings already has the data, and then set the header enabled value to follow the headersAllowed table
if (settings[columnData.name]) then
settings[columnData.name].enabled = newEnabledState
end
end
end
end
---@cast settings headercolumndatabase
return settings, containerColumnData
end
---callback for when the user resizes a column on the header
---@param headerFrame df_headerframe
---@param optionName string
---@param columnName string
---@param value any
local onHeaderColumnOptionChanged = function(headerFrame, optionName, columnName, value)
---@type "spells"|"targets"|"phases"|"generic"
local containerType = headerContainerType[headerFrame]
---@type headercolumndatabase
local settings = spellsTab.GetHeaderSettings(containerType)
settings[columnName][optionName] = value
spellsTab.UpdateHeadersSettings(containerType)
end
---run when the user clicks the columnHeader
---@param headerFrame df_headerframe
---@param columnHeader df_headercolumnframe
local onColumnHeaderClickCallback = function(headerFrame, columnHeader)
---@type string
local containerType = headerContainerType[headerFrame]
local scrollFrame = spellsTab.GetScrollFrameByContainerType(containerType)
scrollFrame:Refresh()
local instance = spellsTab.GetInstance()
instance:RefreshWindow(true)
end
local onAnyColumnHeaderClickCallback = function()
local instance = spellsTab.GetInstance()
instance:RefreshWindow(true)
end
---copy settings from the ColumnInfo table which doesn't exists in the details profile
---this is called when the profile changes or when the tab is opened with a different actor than before
---@param containerType "spells"|"targets"|"phases"|"generic"
function spellsTab.UpdateHeadersSettings(containerType)
---details table which hold the settings for a container header
local settings, containerColumnData = spellsTab.GetHeaderSettings(containerType)
--do a loop and check if the column data from columnInfo exists in the details profile settings, if not, add it
for i = 1, #containerColumnData do
--default column settings
local columnData = containerColumnData[i]
---@type string
local columnName = columnData.name
--column settings for the column on details profile
---@type headercolumndatasaved
local columnSettings = settings[columnName]
--check if this column does not have a mirror table in details profile
if (not columnSettings) then
--create a table in Details! saved variables to save the column settings
---@type headercolumndatasaved
local newColumnSettings = DetailsFramework.table.copy({}, settingsPrototype)
settings[columnName] = newColumnSettings
newColumnSettings.enabled = columnData.enabled
newColumnSettings.width = columnData.width
newColumnSettings.align = columnData.align
end
end
if (containerType == "spells") then
spellsTab.spellsHeaderData = spellsTab.BuildHeaderTable(containerType)
local spellContainer = spellsTab.GetSpellScrollContainer()
local spellScrollFrame = spellsTab.GetSpellScrollFrame()
local headerFrame = spellScrollFrame.Header
headerFrame:SetHeaderTable(spellsTab.spellsHeaderData)
local width = headerFrame:GetWidth()
--SetHeaderTable() calls Header:Refresh() which reset its width
--if the spell container get a resize to be as big as the sum of all columns width, the option to resize the container's width is useless
spellContainer:SetWidth(width)
--save the width of the spell container in Details settings
Details.breakdown_spell_tab.spellcontainer_width = width
elseif (containerType == "targets") then
spellsTab.targetsHeaderData = spellsTab.BuildHeaderTable(containerType)
spellsTab.GetTargetScrollFrame().Header:SetHeaderTable(spellsTab.targetsHeaderData)
local width = spellsTab.GetTargetScrollFrame().Header:GetWidth()
spellsTab.GetTargetScrollContainer():SetWidth(width)
--save the width of the target container in Details settings
Details.breakdown_spell_tab.targetcontainer_width = width
elseif (containerType == "phases") then
spellsTab.phasesHeaderData = spellsTab.BuildHeaderTable(containerType)
spellsTab.GetPhaseScrollFrame().Header:SetHeaderTable(spellsTab.phasesHeaderData)
elseif (containerType == "generic") then
spellsTab.genericHeaderData = spellsTab.BuildHeaderTable(containerType)
spellsTab.GetGenericScrollFrame().Header:SetHeaderTable(spellsTab.genericHeaderData)
end
end
---get the header settings from details profile and build a header table using the table which store all headers columns information
---the data for each header is stored on 'spellContainerColumnInfo' and 'targetContainerColumnInfo' variables
---@param containerType "spells"|"targets"|"phases"|"generic"
---@return {name: string, width: number, text: string, align: string}[]
function spellsTab.BuildHeaderTable(containerType)
---@type headercolumndata[]
local headerTable = {}
---@type instance
local instance = spellsTab.GetInstance()
---@type number, number
local mainAttribute, subAttribute = instance:GetDisplay()
--settings from profile | updated at UpdateHeadersSettings() > called on OnProfileChange() and when the tab is opened
local settings, containerColumnData = spellsTab.GetHeaderSettings(containerType)
---result of the sum of all columns width
---@type number
local totalWidth = 0
for i = 1, #containerColumnData do
local columnData = containerColumnData[i]
---@type headercolumndatasaved
local columnSettings = settings[columnData.name]
if (columnSettings.enabled) then
local bCanAdd = true
if (columnData.attribute) then
if (columnData.attribute ~= mainAttribute) then
bCanAdd = false
end
end
if (bCanAdd) then
---@type headercolumndata
local headerColumnData = {
width = columnSettings.width,
text = columnData.label,
name = columnData.name,
--these values may be nil
selected = columnData.selected,
align = columnData.align,
canSort = columnData.canSort,
dataType = columnData.dataType,
order = columnData.order,
offset = columnData.offset,
key = columnData.key,
}
totalWidth = totalWidth + headerColumnData.width
headerTable[#headerTable+1] = headerColumnData
end
end
end
return headerTable
end
---some values required by the header sort key is not available in the spellTable, so they need to be calculated
---@param combatObject combat
---@param spellData spelltable|spelltableadv
---@param key string
---@return any
local getValueForHeaderSortKey = function(combatObject, spellData, key)
if (key == "critpercent") then
return Details.SpellTableMixin.GetCritPercent(spellData)
elseif (key == "casts") then
local spellName = GetSpellInfo(spellData.id)
local amountOfCasts = combatObject:GetSpellCastAmount(spellsTab.GetActor():Name(), spellName)
return amountOfCasts
elseif (key == "castavg") then
local spellName = GetSpellInfo(spellData.id)
local amountOfCasts = combatObject:GetSpellCastAmount(spellsTab.GetActor():Name(), spellName)
return Details.SpellTableMixin.GetCastAverage(spellData, amountOfCasts)
elseif (key == "uptime") then
return combatObject:GetSpellUptime(spellsTab.GetActor():Name(), spellData.id)
elseif (key == "healabsorbed") then
return spellData.absorbed
end
end
------------------------------------------------------------------------------------------------------------------------------------------------
--Bar Selection
--store the current spellbar selected, this is used to lock the spellblock container to the spellbar selected
spellsTab.selectedSpellBar = nil
---selected a breakdownspellbar, locking into the bar
---when a breakdownspellbar is selected, all the other breakdownspellbar has it's hover over disabled
---@param spellBar breakdownspellbar
function spellsTab.SelectSpellBar(spellBar)
--if already has a spellbar selected, unselect it
if (spellsTab.HasSelectedSpellBar()) then --unselect and stop the function if the bar selected is the same as the one being selected
if (spellsTab.GetSelectedSpellBar() == spellBar) then
spellsTab.UnSelectSpellBar()
return
else
spellsTab.UnSelectSpellBar()
end
end
--as the spell block container get an update when hovering over
--update the spell block container for the breakdownspellbar just selected
--this is necessary since a previous breakdownspellbar could have been selected and prevented this breakdownspellbar to update on hover over
---@type function
local onEnterScript = spellBar:GetScript("OnEnter")
if (onEnterScript) then
onEnterScript(spellBar)
end
--set the new breakdownspellbar as selected
spellsTab.selectedSpellBar = spellBar
spellsTab.selectedSpellBar.overlayTexture:Show()
end
---deselect the breakdownspellbar
function spellsTab.UnSelectSpellBar()
if (spellsTab.selectedSpellBar) then
spellsTab.selectedSpellBar.overlayTexture:Hide()
end
spellsTab.selectedSpellBar = nil
end
---get the spellbar currently selected
---@return breakdownspellbar
function spellsTab.GetSelectedSpellBar()
return spellsTab.selectedSpellBar
end
---return true if there's a spell bar selected
---@return boolean
function spellsTab.HasSelectedSpellBar()
return spellsTab.selectedSpellBar ~= nil
end
function spellsTab.OnShownTab()
--unselect any selected breakdownspellbar
spellsTab.UnSelectSpellBar()
--reset the spell blocks
spellsTab.GetSpellBlockFrame():ClearBlocks()
--update spells and target header frame (spellscroll and targetscroll)
spellsTab.UpdateHeadersSettings("spells")
spellsTab.UpdateHeadersSettings("targets")
spellsTab.UpdateHeadersSettings("phases")
spellsTab.UpdateHeadersSettings("generic")
end
---called when the tab is getting created, run only once
---@param tabButton button
---@param tabFrame breakdownspellstab
function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
spellsTab.TabFrame = tabFrame
--initialize the allowed headers for generic data container
spellsTab.headersAllowed = {icon = true, name = true, rank = true, amount = true, persecond = true, percent = true}
--create the scrollbar to show the spells in the breakdown window
spellsTab.CreateSpellScrollContainer(tabFrame) --finished
--create the 6 spell blocks in the right side of the breakdown window, these blocks show the spell info like normal hits, critical hits, average, etc
spellsTab.CreateSpellBlockContainer(tabFrame)
--create the targets container
spellsTab.CreateTargetContainer(tabFrame)
--create phases container
spellsTab.CreatePhasesContainer(tabFrame)
--create generic container
spellsTab.CreateGenericContainer(tabFrame)
--create the report buttons for each container
--spellsTab.CreateReportButtons(tabFrame)
--create a button in the breakdown window to open the options for this tab
local optionsButton = DF:CreateButton(tabFrame, Details.OpenSpellBreakdownOptions, 130, 20, "options", 14, nil, nil, nil, nil, nil, DF:GetTemplate("button", "OPTIONS_BUTTON_TEMPLATE"))
optionsButton:SetPoint("bottomright", tabFrame, "bottomright", -5, 5)
optionsButton.textsize = 16
optionsButton.textcolor = "yellow"
--open the breakdown window at startup for testing
--[=[ debug
C_Timer.After(1, function()
Details:OpenPlayerDetails(1)
C_Timer.After(1, function()
Details:OpenPlayerDetails(1)
Details:OpenPlayerDetails(1)
end)
end)
--]=]
end
---------------------------------------------------------------------------------------------------
--Scripts
--create a details bar on the right side of the window
local onEnterSpellBlock = function(spellBlock) --info background is the 6 bars in the right side of the window?
spellBlock.overlay:Show()
spellBlock.reportButton:Show()
end
local onLeaveSpellBlock = function(spellBlock)
spellBlock.overlay:Hide()
spellBlock.reportButton:Hide()
end
local onEnterInfoReport = function(self)
Details.FadeHandler.Fader(self:GetParent().overlay, 0)
Details.FadeHandler.Fader(self, 0)
end
local onLeaveInfoReport = function(self)
Details.FadeHandler.Fader(self:GetParent().overlay, 1)
Details.FadeHandler.Fader(self, 1)
end
---run this function when the mouse hover over a breakdownspellbar
---@param spellBar breakdownspellbar
---@param motion boolean|nil
local onEnterSpellBar = function(spellBar, motion) --parei aqui: precisa por nomes nas funções e formatar as linhas das funcções
--all values from spellBar are cached values
--check if there's a spellbar selected, if there's one, ignore the mouseover
if (spellsTab.HasSelectedSpellBar() and motion) then
return
end
spellsTab.currentSpellBar = spellBar
---@type instance
local instance = spellsTab.GetInstance()
---@type combat
local combatObject = spellsTab.GetCombat()
---@type number, number
local mainAttribute, subAttribute = instance:GetDisplay()
---@type breakdownspellblockframe
local spellBlockContainer = spellsTab.GetSpellBlockFrame()
spellBlockContainer:ClearBlocks()
---@type number
local spellId = spellBar.spellId
---@type number
local elapsedTime = spellBar.combatTime --this should be actorObject:Tempo()
---@type string
local actorName = spellsTab.GetActor():Name()
---@type spelltable
local spellTable = spellBar.spellTable
if (IsShiftKeyDown()) then
if (type(spellId) == "number") then
GameCooltip:Preset(2)
GameCooltip:SetOwner(spellBar)
GameCooltip:AddLine(Loc ["ABILITY_ID"] .. ": " .. spellBar.spellId)
GameCooltip:Show()
---@type spelltable
local thisSpellTable = combatObject:GetActor(mainAttribute, actorName).spells._ActorTable[spellId]
local textToEditor = ""
for key, value in pairs(thisSpellTable) do
if (type(value) ~= "function" and type(value) ~= "table") then
textToEditor = textToEditor .. key .. " = " .. tostring(value) .. "\n"
end
end
breakdownWindow.dumpDataFrame:Show()
breakdownWindow.dumpDataFrame.luaEditor:SetText(textToEditor)
--hide the scroll bar
_G["DetailsBreakdownWindowPlayerScrollBoxDumpTableFrameCodeEditorWindowScrollBar"]:Hide()
end
elseif (breakdownWindow.dumpDataFrame:IsShown()) then
breakdownWindow.dumpDataFrame:Hide()
end
if (spellId == 98021) then --spirit link totem
GameTooltip:SetOwner(spellBar, "ANCHOR_TOPLEFT")
GameTooltip:AddLine(Loc ["STRING_SPIRIT_LINK_TOTEM_DESC"])
GameTooltip:Show()
end
---@type trinketdata
local trinketData = Details:GetTrinketData()
---@type number
local blockIndex = 1
--get the first spell block to use as summary
---@type breakdownspellblock
local summaryBlock = spellBlockContainer:GetBlock(blockIndex)
summaryBlock:Show()
summaryBlock:SetValue(50)
summaryBlock:SetValue(100)
if (mainAttribute == DETAILS_ATTRIBUTE_DAMAGE) then
--bounce to damage class to handle the spell details
if (subAttribute == 1 or subAttribute == 2 or subAttribute == 6) then
Details.atributo_damage:BuildSpellDetails(spellBar, spellBlockContainer, blockIndex, summaryBlock, spellId, elapsedTime, actorName, spellTable, trinketData, combatObject)
end
--need to know how many blocks the damage class used
local blocksInUse = spellBlockContainer:GetBlocksInUse()
local maxBlocks = spellBlockContainer:GetBlocksAmount()
for i = blocksInUse + 1, math.min(maxBlocks, 4) do --in the current state of the breakdown, showing 5 will overlap with the phase container
spellBlockContainer:ShowEmptyBlock(i)
end
elseif (mainAttribute == DETAILS_ATTRIBUTE_HEAL) then --this should run within the heal class ~healing
---@type number
local totalHits = spellTable.counter
--healing section showing healing done sub section
blockIndex = blockIndex + 1
do --update the texts in the summary block
local blockLine1, blockLine2, blockLine3 = summaryBlock:GetLines()
local totalCasts = spellBar.amountCasts > 0 and spellBar.amountCasts or "(?)"
blockLine1.leftText:SetText(Loc ["STRING_CAST"] .. ": " .. totalCasts) --total amount of casts
blockLine1.rightText:SetText(Loc ["STRING_HITS"]..": " .. totalHits) --hits and uptime
blockLine2.leftText:SetText(Loc ["STRING_HEAL"]..": " .. Details:Format(spellTable.total)) --total damage
blockLine2.rightText:SetText(Details:GetSpellSchoolFormatedName(spellTable.spellschool)) --spell school
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:Format(spellBar.average)) --average damage
blockLine3.rightText:SetText(Loc ["STRING_HPS"] .. ": " .. Details:CommaValue(spellBar.perSecond)) --dps
end
--check if there's normal hits and build the block
---@type number
local normalHitsAmt = spellTable.n_amt
if (normalHitsAmt > 0) then
---@type breakdownspellblock
local normalHitsBlock = spellBlockContainer:GetBlock(blockIndex)
normalHitsBlock:Show()
blockIndex = blockIndex + 1
local percent = normalHitsAmt / math.max(totalHits, 0.0001) * 100
normalHitsBlock:SetValue(percent)
normalHitsBlock.sparkTexture:SetPoint("left", normalHitsBlock, "left", percent / 100 * normalHitsBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0)
local blockLine1, blockLine2, blockLine3 = normalHitsBlock:GetLines()
blockLine1.leftText:SetText(Loc ["STRING_NORMAL_HITS"])
blockLine1.rightText:SetText(normalHitsAmt .. " [|cFFC0C0C0" .. string.format("%.1f", normalHitsAmt / math.max(totalHits, 0.0001) * 100) .. "%|r]")
blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_min))
blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.n_max))
local normalAverage = spellTable.n_total / math.max(normalHitsAmt, 0.0001)
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(normalAverage))
local tempo = (elapsedTime * spellTable.n_total) / math.max(spellTable.total, 0.001)
local normalAveragePercent = spellBar.average / normalAverage * 100
local normalTempoPercent = normalAveragePercent * tempo / 100
blockLine3.rightText:SetText(Loc ["STRING_HPS"] .. ": " .. Details:CommaValue(spellTable.n_total / normalTempoPercent))
end
---@type number
local criticalHitsAmt = spellTable.c_amt
if (criticalHitsAmt > 0) then
---@type breakdownspellblock
local critHitsBlock = spellBlockContainer:GetBlock(blockIndex)
critHitsBlock:Show()
blockIndex = blockIndex + 1
local percent = criticalHitsAmt / math.max(totalHits, 0.0001) * 100
critHitsBlock:SetValue(percent)
critHitsBlock.sparkTexture:SetPoint("left", critHitsBlock, "left", percent / 100 * critHitsBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0)
local blockLine1, blockLine2, blockLine3 = critHitsBlock:GetLines()
blockLine1.leftText:SetText(Loc ["STRING_CRITICAL_HITS"])
blockLine1.rightText:SetText(criticalHitsAmt .. " [|cFFC0C0C0" .. string.format("%.1f", criticalHitsAmt / math.max(totalHits, 0.0001) * 100) .. "%|r]")
blockLine2.leftText:SetText(Loc ["STRING_MINIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_min))
blockLine2.rightText:SetText(Loc ["STRING_MAXIMUM_SHORT"] .. ": " .. Details:CommaValue(spellTable.c_max))
local critAverage = spellTable.c_total / math.max(criticalHitsAmt, 0.0001)
blockLine3.leftText:SetText(Loc ["STRING_AVERAGE"] .. ": " .. Details:CommaValue(critAverage))
local tempo = (elapsedTime * spellTable.c_total) / math.max(spellTable.total, 0.001)
local critAveragePercent = spellBar.average / critAverage * 100
local critTempoPercent = critAveragePercent * tempo / 100
blockLine3.rightText:SetText(Loc ["STRING_HPS"] .. ": " .. Details:CommaValue(spellTable.c_total / critTempoPercent))
end
---@type number
local overheal = spellTable.overheal or 0
if (overheal > 0) then
--blockIndex = blockIndex + 1 --skip one block
---@type breakdownspellblock
local overhealBlock = spellBlockContainer:GetBlock(blockIndex)
overhealBlock:Show()
blockIndex = blockIndex + 1
local blockName
if (spellTable.is_shield) then
blockName = Loc ["STRING_SHIELD_OVERHEAL"]
else
blockName = Loc ["STRING_OVERHEAL"]
end
local percent = overheal / (overheal + spellTable.total) * 100
overhealBlock:SetValue(percent)
overhealBlock.sparkTexture:SetPoint("left", overhealBlock, "left", percent / 100 * overhealBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0)
overhealBlock:SetColor(1, 0, 0, 0.4)
local blockLine1, blockLine2, blockLine3 = overhealBlock:GetLines()
blockLine1.leftText:SetText(blockName)
local overhealString = Details:CommaValue(overheal)
local overhealText = overhealString .. " / " .. string.format("%.1f", percent) .. "%"
blockLine1.rightText:SetText(overhealText)
end
end
--effects on entering the bar line
spellBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT + 1)
spellBar:SetAlpha(1)
spellBar.spellIcon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT + 2, CONST_SPELLSCROLL_LINEHEIGHT + 2)
spellBar.spellIcon:SetAlpha(1)
end
---run this function when the mouse leaves a breakdownspellbar
---@param spellBar breakdownspellbar
local onLeaveSpellBar = function(spellBar)
spellsTab.currentSpellBar = nil
--remove effects on entering the bar line
spellBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
spellBar:SetAlpha(0.9)
GameTooltip:Hide()
GameCooltip:Hide()
--clear spell blocks
if (not spellsTab.HasSelectedSpellBar()) then
spellsTab.GetSpellBlockFrame():ClearBlocks()
end
if (breakdownWindow.dumpDataFrame:IsShown()) then
breakdownWindow.dumpDataFrame:Hide()
end
end
---on mouse down a breakdownspellbar in the breakdown window
---@param spellBar breakdownspellbar
---@param button string
local onMouseDownBreakdownSpellBar = function(spellBar, button)
local x, y = _G.GetCursorPosition()
spellBar.cursorPosX = math.floor(x)
spellBar.cursorPosY = math.floor(y)
end
---on mouse up a breakdownspellbar in the breakdown window
---@param spellBar breakdownspellbar
---@param button string
local onMouseUpBreakdownSpellBar = function(spellBar, button)
spellBar.onMouseUpTime = GetTime()
---@type number, number
local x, y = _G.GetCursorPosition()
x = math.floor(x)
y = math.floor(y)
---@type boolean
local bIsMouseInTheSamePosition = (x == spellBar.cursorPosX) and (y == spellBar.cursorPosY)
--if the mouse is in the same position, then the user clicked the bar
if (bIsMouseInTheSamePosition) then
spellsTab.SelectSpellBar(spellBar)
end
end
local onEnterSpellIconFrame = function(self)
local line = self:GetParent()
if (line.spellId and type(line.spellId) == "number") then
local spellName = _GetSpellInfo(line.spellId)
if (spellName) then
GameTooltip:SetOwner(self, "ANCHOR_TOPLEFT")
Details:GameTooltipSetSpellByID(line.spellId)
GameTooltip:Show()
end
end
line:GetScript("OnEnter")(line)
end
local onLeaveSpellIconFrame = function(self)
GameTooltip:Hide()
self:GetParent():GetScript("OnLeave")(self:GetParent())
end
--------------------------------------------------------------------------------------------------------------------------------------------
--Spell Blocks
local spellBlockMixin = {
---get one of the three lines containing fontstrings to show data
---line 1 is the top line, line 2 is the middle line and line 3 is the bottom line
---@param self breakdownspellblock
---@param lineIndex number
---@return breakdownspellblockline
GetLine = function(self, lineIndex)
---@type breakdownspellblockline
local line = self.Lines[lineIndex]
return line
end,
---return all lines in the spell block, all spell block have 3 lines
---@param self breakdownspellblock
---@return breakdownspellblockline, breakdownspellblockline, breakdownspellblockline
GetLines = function(self)
return unpack(self.Lines)
end,
---@param self breakdownspellblock
SetColor = function(self, ...)
local r, g, b, a = DF:ParseColors(...)
self.statusBarTexture:SetColorTexture(r, g, b, a)
end,
}
---create a spell block into the spellblockcontainer
---@param spellBlockContainer breakdownspellblockframe
---@param index number
---@return breakdownspellblock
function spellsTab.CreateSpellBlock(spellBlockContainer, index) --~breakdownspellblock ~create ~spellblocks
---@type breakdownspellblock
local spellBlock = CreateFrame("statusbar", "$parentBlock" .. index, spellBlockContainer, "BackdropTemplate")
DetailsFramework:Mixin(spellBlock, spellBlockMixin)
local statusBarTexture = spellBlock:CreateTexture("$parentTexture", "artwork")
statusBarTexture:SetColorTexture(unpack(CONST_SPELLBLOCK_DEFAULT_COLOR))
statusBarTexture:SetPoint("topleft", spellBlock, "topleft", 1, -1)
statusBarTexture:SetPoint("bottomleft", spellBlock, "bottomleft", 1, 1)
spellBlock.statusBarTexture = statusBarTexture
spellBlock:SetScript("OnEnter", onEnterSpellBlock)
spellBlock:SetScript("OnLeave", onLeaveSpellBlock)
spellBlock:SetScript("OnValueChanged", function()
statusBarTexture:SetWidth(spellBlock:GetValue() / 100 * spellBlock:GetWidth())
end)
spellBlock:SetMinMaxValues(0, 100)
spellBlock:SetValue(100)
--set the backdrop to have a 8x8 edge file
spellsTab.ApplyStandardBackdrop(spellBlock)
--create the lines which will host the texts
spellBlock.Lines = {}
for i = 1, spellBlockContainerSettings.lineAmount do
---@type breakdownspellblockline
local line = CreateFrame("frame", "$parentLine" .. i, spellBlock)
spellBlock.Lines[i] = line
line.leftText = line:CreateFontString("$parentLeftText", "overlay", "GameFontHighlightSmall")
line.centerText = line:CreateFontString("$parentLeftText", "overlay", "GameFontHighlightSmall")
line.rightText = line:CreateFontString("$parentLeftText", "overlay", "GameFontHighlightSmall")
line.leftText:SetPoint("left", line, "left", 2, 0)
line.leftText:SetJustifyH("left")
line.centerText:SetPoint("center", line, "center", 0, 0)
line.centerText:SetJustifyH("center")
line.rightText:SetPoint("right", line, "right", -2, 0)
line.rightText:SetJustifyH("right")
end
--overlay texture which fade in and out when the spell block is hovered over
--is only possible to hover over a spell block when the spellbar is selected
spellBlock.overlay = spellBlock:CreateTexture("$parentOverlay", "artwork")
spellBlock.overlay:SetTexture("Interface\\AddOns\\Details\\images\\overlay_detalhes")
spellBlock.overlay:SetPoint("topleft", spellBlock, "topleft", -8, 8)
spellBlock.overlay:SetPoint("bottomright", spellBlock, "bottomright", 26, -14)
Details.FadeHandler.Fader(spellBlock.overlay, 1) --hide
--report button, also only shown when the spell block is hovered over
spellBlock.reportButton = Details.gump:NewDetailsButton(spellBlock, nil, nil, Details.Reportar, Details.playerDetailWindow, 10 + index, 16, 16,
"Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport1")
Details.FadeHandler.Fader(spellBlock.reportButton, 1) --hide
spellBlock.reportButton:SetScript("OnEnter", onEnterInfoReport)
spellBlock.reportButton:SetScript("OnLeave", onLeaveInfoReport)
--spark texture
spellBlock.sparkTexture = spellBlock:CreateTexture("$parentOverlaySparkTexture", "overlay")
spellBlock.sparkTexture:SetTexture("Interface\\AddOns\\Details\\images\\bar_detalhes2_end")
spellBlock.sparkTexture:SetBlendMode("ADD")
local gradientDown = DetailsFramework:CreateTexture(spellBlock, {gradient = "vertical", fromColor = {0, 0, 0, 0.1}, toColor = "transparent"}, 1, spellBlock:GetHeight(), "background", {0, 1, 0, 1})
gradientDown:SetPoint("bottoms")
spellBlock.gradientTexture = gradientDown
spellBlock.gradientTexture:Hide()
return spellBlock
end
local spellBlockContainerMixin = {
---refresh all the spellblocks in the container ~UpdateBlocks
---this function adjust the frame properties, does not update the data shown on them
---@param self breakdownspellblockframe
UpdateBlocks = function(self) --~update
---@type number, number
local width, height = Details.breakdown_spell_tab.blockcontainer_width, Details.breakdown_spell_tab.blockcontainer_height
local blockHeight = Details.breakdown_spell_tab.blockspell_height
local backgroundColor = Details.breakdown_spell_tab.blockspell_backgroundcolor
local borderColor = Details.breakdown_spell_tab.blockspell_bordercolor
local padding = Details.breakdown_spell_tab.blockspell_padding * -1
local color = Details.breakdown_spell_tab.blockspell_color
self:SetSize(width, height)
backgroundColor[1], backgroundColor[2], backgroundColor[3], backgroundColor[4] = 0.05, 0.05, 0.05, 0.2
color[1], color[2], color[3], color[4] = 0.6, 0.6, 0.6, 0.55
for i = 1, #self.SpellBlocks do
---@type breakdownspellblock
local spellBlock = self.SpellBlocks[i]
spellBlock:SetSize(width - 2, blockHeight)
spellBlock:SetPoint("topleft", self, "topleft", 1, (blockHeight * (i - 1) - i) * -1 - (i*2) + ((i-1) * padding))
spellBlock:SetPoint("topright", self, "topright", 1, (blockHeight * (i - 1) - i) * -1 - (i*2) + ((i-1) * padding))
spellBlock.sparkTexture:SetSize(Details.breakdown_spell_tab.blockspell_spark_width, blockHeight)
spellBlock.sparkTexture:SetShown(Details.breakdown_spell_tab.blockspell_spark_show)
spellBlock.sparkTexture:SetVertexColor(unpack(Details.breakdown_spell_tab.blockspell_spark_color))
spellBlock.reportButton:SetPoint("bottomright", spellBlock.overlay, "bottomright", -2, 2)
spellBlock.gradientTexture:SetHeight(blockHeight)
spellBlock:SetBackdropBorderColor(unpack(borderColor)) --border color
spellBlock.statusBarTexture:SetVertexColor(unpack(Details.breakdown_spell_tab.blockspell_color)) --bar color
local lineHeight = blockHeight * 0.2687
--update the lines
local previousLine
for o = 1, spellBlockContainerSettings.lineAmount do
---@type breakdownspellblockline
local line = spellBlock.Lines[o]
line:SetSize(width - 2, lineHeight)
if (previousLine) then
line:SetPoint("topleft", previousLine, "bottomleft", 0, -2)
else
line:SetPoint("topleft", spellBlock, "topleft", 1, -2)
end
previousLine = line
end
end
end,
---@param self breakdownspellblockframe
ClearBlocks = function(self)
for i = 1, self:GetBlocksAmount() do
---@type breakdownspellblock
local spellBlock = self.SpellBlocks[i]
spellBlock:Hide()
spellBlock:SetColor(unpack(CONST_SPELLBLOCK_DEFAULT_COLOR))
--set the status bar value to zero
spellBlock:SetValue(0)
spellBlock.statusBarTexture:Show()
spellBlock.sparkTexture:Show()
--clear the text shown in their lines
for o = 1, 3 do
spellBlock.Lines[o].leftText:SetText("")
--set the color of the top left text in the block, the text is used as header text
if (o == 1) then
DF:SetFontColor(spellBlock.Lines[o].leftText, CONST_SPELLBLOCK_HEADERTEXT_COLOR)
DF:SetFontSize(spellBlock.Lines[o].leftText, CONST_SPELLBLOCK_HEADERTEXT_SIZE)
end
spellBlock.Lines[o].centerText:SetText("")
spellBlock.Lines[o].rightText:SetText("")
end
end
for i = 1, math.min(self:GetBlocksAmount(), 4) do
self:ShowEmptyBlock(i)
end
self.blocksInUse = 0
end,
---show the empty block in the container, this is done to preview where the rectangle will be
---@param self breakdownspellblockframe
---@param index number
ShowEmptyBlock = function(self, index)
local spellBlock = self.SpellBlocks[index]
spellBlock:Show()
spellBlock:SetValue(0)
spellBlock.statusBarTexture:Hide()
spellBlock.sparkTexture:Hide()
end,
---get a breakdownspellblock from the container
---@param self breakdownspellblockframe
---@param index number
---@return breakdownspellblock
GetBlock = function(self, index)
self.blocksInUse = self.blocksInUse + 1
local spellBlock = self.SpellBlocks[index]
spellBlock.statusBarTexture:Show()
spellBlock.sparkTexture:Show()
return self.SpellBlocks[index]
end,
---get the amount of blocks in use
---@param self breakdownspellblockframe
---@return number
GetBlocksInUse = function(self)
return self.blocksInUse
end,
---get the total blocks created
---@param self breakdownspellblockframe
---@return number
GetBlocksAmount = function(self)
return #self.SpellBlocks
end,
}
---create the spell blocks which shows the critical hits, normal hits, etc
---@param tabFrame tabframe
---@return breakdownspellblockframe
function spellsTab.CreateSpellBlockContainer(tabFrame) --~create ~createblock ~spellblock ~block ~container
--create a container for the scrollframe
local options = {
width = Details.breakdown_spell_tab.blockcontainer_width,
height = Details.breakdown_spell_tab.blockcontainer_height,
is_locked = Details.breakdown_spell_tab.blockcontainer_islocked,
can_move = false,
can_move_children = false,
use_bottom_resizer = true,
use_right_resizer = true,
}
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "SpellScrollContainer")
container:SetPoint("topleft", spellsTab.GetSpellScrollContainer(), "topright", 26, 0)
container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
spellsTab.BlocksContainerFrame = container
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "UpdateSize") then
--get the tabFrame width and height
local width, height = tabFrame:GetSize()
local containerWidth
--get with of the container holding the spellscrollframe
if (spellsTab.GetSpellScrollContainer():IsShown()) then
containerWidth = spellsTab.GetSpellScrollContainer():GetWidth()
elseif (spellsTab.GetGenericScrollContainer():IsShown()) then
containerWidth = spellsTab.GetGenericScrollContainer():GetWidth()
end
--calculate the widh of the spellblockcontainer by subtracting the width of the spellscrollframe container from the tabFrame width
local spellBlockContainerWidth = width - containerWidth - 38
--set the width of the spellblockcontainer
container:SetWidth(spellBlockContainerWidth)
elseif (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetSpellScrollFrame():GetHeight()
Details.breakdown_spell_tab.blockcontainer_height = settingValue
spellsTab.GetSpellScrollFrame():SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 1)
elseif (settingName == "width") then
Details.breakdown_spell_tab.blockcontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.blockcontainer_islocked = settingValue
end
--update the spell blocks
spellsTab.GetSpellBlockFrame():UpdateBlocks()
if (spellsTab.GetSelectedSpellBar()) then
onEnterSpellBar(spellsTab.GetSelectedSpellBar())
end
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
--create the container which will hold the spell blocks
---@type breakdownspellblockframe
local spellBlockFrame = CreateFrame("Frame", "$parentSpellBlockContainer", container, "BackdropTemplate")
spellBlockFrame:EnableMouse(false)
spellBlockFrame:SetResizable(false)
spellBlockFrame:SetMovable(false)
spellBlockFrame:SetAllPoints()
DetailsFramework:Mixin(spellBlockFrame, spellBlockContainerMixin)
tabFrame.SpellBlockFrame = spellBlockFrame
spellsTab.SpellBlockFrame = spellBlockFrame
container:RegisterChildForDrag(spellBlockFrame)
spellBlockFrame.SpellBlocks = {}
spellBlockFrame.blocksInUse = 0
--create the spell blocks within the spellBlockFrame
for i = 1, spellBlockContainerSettings.amount do
---@type breakdownspellblock
local spellBlock = spellsTab.CreateSpellBlock(spellBlockFrame, i)
table.insert(spellBlockFrame.SpellBlocks, spellBlock)
--size and point are set on ~UpdateBlocks
end
spellBlockFrame:UpdateBlocks()
return spellBlockFrame
end
function spellsTab.UpdateShownSpellBlock()
if (spellsTab.currentSpellBar) then
onEnterSpellBar(spellsTab.currentSpellBar)
elseif (spellsTab.GetSelectedSpellBar()) then
onEnterSpellBar(spellsTab.GetSelectedSpellBar())
end
end
---get a spell bar from the scroll box, if it doesn't exist, return nil
---@param scrollFrame table
---@param lineIndex number
---@return breakdowntargetbar
local getTargetBar = function(scrollFrame, lineIndex)
---@type breakdowntargetbar
local targetBar = scrollFrame:GetLine(lineIndex)
--reset header alignment
targetBar:ResetFramesToHeaderAlignment()
spellsTab.UpdateBarSettings(targetBar)
--reset columns, hiding them
targetBar.Icon:Hide()
for inLineIndex = 1, #targetBar.InLineTexts do
targetBar.InLineTexts[inLineIndex]:SetText("")
end
return targetBar
end
---update a line using the data passed
---@param targetBar breakdowntargetbar
---@param index number spell position (from best to wrost)
---@param combatObject combat
---@param scrollFrame table
---@param headerTable table
---@param bkTargetData breakdowntargettable
---@param totalValue number
---@param topValue number the amount done of the first target, used to calculate the length of the statusbar
---@param sortKey string
local updateTargetBar = function(targetBar, index, combatObject, scrollFrame, headerTable, bkTargetData, totalValue, topValue, sortKey) --~target ~update ~targetbar ~updatetargetbar
--scrollFrame is defined as a table which is false, scrollFrame is a frame
local textIndex = 1
for headerIndex = 1, #headerTable do
---@type number
local value
targetBar.bkTargetData = bkTargetData
value = bkTargetData.total
---@type number
local combatTime = combatObject:GetCombatTime()
local actorContainer = combatObject:GetContainer(spellsTab.mainAttribute)
local targetActorObject = actorContainer:GetActor(bkTargetData.name)
targetBar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.spellbar_background_alpha)
--statusbar size by percent
if (topValue > 0) then
targetBar.statusBar:SetValue(bkTargetData[sortKey] / topValue * 100)
else
targetBar.statusBar:SetValue(0)
end
--statusbar color
targetBar.statusBar:SetStatusBarColor(1, 1, 1, 1)
targetBar.combatTime = combatTime
targetBar.actorName = bkTargetData.name
---@type fontstring
local text = targetBar.InLineTexts[textIndex]
local header = headerTable[headerIndex]
if (header.name == "icon") then --ok
targetBar.Icon:Show()
if (targetActorObject) then
Details.SetClassIcon(targetActorObject, targetBar.Icon, spellsTab.GetInstance(), targetActorObject:Class())
else
targetBar.Icon:SetTexture([[Interface\AddOns\Details\images\classes_small_alpha]])
---@type {key1: number, key2: number, key3: number, key4: number}
local texCoords = Details.class_coords["ENEMY"]
targetBar.Icon:SetTexCoord(unpack(texCoords))
end
targetBar:AddFrameToHeaderAlignment(targetBar.Icon)
elseif (header.name == "rank") then --ok
text:SetText(index)
targetBar:AddFrameToHeaderAlignment(text)
targetBar.rank = index
textIndex = textIndex + 1
elseif (header.name == "name") then --ok
text:SetText(DF:RemoveRealmName(bkTargetData.name))
targetBar.name = bkTargetData.name
targetBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "amount") then --ok
text:SetText(Details:Format(value))
targetBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "percent") then --ok
targetBar.percent = value / totalValue * 100 --totalValue is nil
---@type string
local percentFormatted = string.format("%.1f", targetBar.percent) .. "%"
text:SetText(percentFormatted)
targetBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "overheal" and bkTargetData.overheal) then
if (bkTargetData.overheal > 0) then
local totalHeal = bkTargetData.overheal + value
text:SetText(string.format("%.1f", bkTargetData.overheal / totalHeal * 100) .. "%")
else
text:SetText("0%")
end
targetBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "absorbed") then
text:SetText(Details:Format(bkTargetData.absorbed or 0))
targetBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
end
end
targetBar:AlignWithHeader(scrollFrame.Header, "left")
end
---refresh the data shown in the spells scroll box
---@param scrollFrame table
---@param scrollData breakdowntargettablelist
---@param offset number
---@param totalLines number
local refreshTargetsFunc = function(scrollFrame, scrollData, offset, totalLines) --~refresh ~target ~refreshtargets
---@type number
local topValue = scrollFrame.topValue
---@type number
local totalValue = scrollData.totalValue
---@type actor
local actorObject = spellsTab.GetActor()
---@type string
local actorName = actorObject:Name()
---@type combat
local combatObject = spellsTab.GetCombat()
---@type instance
local instanceObject = spellsTab.GetInstance()
---@type number
local mainAttribute = spellsTab.mainAttribute
local sortKey = scrollFrame.SortKey
local headerTable = spellsTab.targetsHeaderData
local lineIndex = 1
for i = 1, totalLines do
local index = i + offset
---@type breakdowntargettable
local bkTargetData = scrollData[index]
if (bkTargetData) then
---called mainSpellBar because it is the line that shows the sum of all spells merged (if any)
---@type breakdowntargetbar
local targetBar = getTargetBar(scrollFrame, lineIndex)
do
if (targetBar) then
lineIndex = lineIndex + 1
updateTargetBar(targetBar, index, combatObject, scrollFrame, headerTable, bkTargetData, totalValue, topValue, sortKey)
end
end
if (lineIndex > totalLines) then
break
end
end
end
end
---create a targetbar within the target scroll
---@param self breakdownphasescrollframe
---@param index number
---@return breakdownphasebar
function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
---@type breakdownphasebar
local phaseBar = CreateFrame("button", self:GetName() .. "PhaseBarButton" .. index, self)
phaseBar.index = index
--size and positioning
phaseBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
phaseBar:SetPoint("topleft", self, "topleft", 1, y)
phaseBar:SetPoint("topright", self, "topright", -1, y)
phaseBar:EnableMouse(true)
phaseBar:SetAlpha(0.823)
phaseBar:SetFrameStrata("HIGH")
phaseBar:SetScript("OnEnter", nil)
phaseBar:SetScript("OnLeave", nil)
DF:Mixin(phaseBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", phaseBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.5)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(phaseBar:GetFrameLevel() - 1)
phaseBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda"))
statusBar:SetStatusBarTexture(statusBarTexture)
statusBar:SetStatusBarColor(1, 1, 1, 1)
---@type texture shown when the mouse hoverover this bar
local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
hightlightTexture:SetAllPoints()
statusBar.highlightTexture = hightlightTexture
---@type texture background texture
local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
backgroundTexture:SetAllPoints()
backgroundTexture:SetColorTexture(.05, .05, .05)
backgroundTexture:SetAlpha(1)
statusBar.backgroundTexture = backgroundTexture
--create an icon
---@type texture
local icon = statusBar:CreateTexture("$parentTexture", "overlay")
icon:SetPoint("left", statusBar, "left", 0, 0)
icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
icon:SetTexCoord(.1, .9, .1, .9)
phaseBar.Icon = icon
phaseBar:AddFrameToHeaderAlignment(icon)
phaseBar.InLineTexts = {}
for i = 1, 5 do
---@type fontstring
local fontString = phaseBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
fontString:SetJustifyH("left")
fontString:SetTextColor(1, 1, 1, 1)
fontString:SetNonSpaceWrap(true)
fontString:SetWordWrap(false)
phaseBar["lineText" .. i] = fontString
phaseBar.InLineTexts[i] = fontString
fontString:SetTextColor(1, 1, 1, 1)
phaseBar:AddFrameToHeaderAlignment(fontString)
end
phaseBar:AlignWithHeader(self.Header, "left")
return phaseBar
end
---get a spell bar from the scroll box, if it doesn't exist, return nil
---@param scrollFrame table
---@param lineIndex number
---@return breakdownphasebar
local getGenericBar = function(scrollFrame, lineIndex)
---@type breakdowngenericbar
local genericBar = scrollFrame:GetLine(lineIndex)
--reset header alignment
genericBar:ResetFramesToHeaderAlignment()
--reset columns, hiding them
genericBar.Icon:Hide()
for inLineIndex = 1, #genericBar.InLineTexts do
genericBar.InLineTexts[inLineIndex]:SetText("")
end
return genericBar
end
---get a spell bar from the scroll box, if it doesn't exist, return nil
---@param scrollFrame table
---@param lineIndex number
---@return breakdownphasebar
local getPhaseBar = function(scrollFrame, lineIndex)
---@type breakdownphasebar
local phaseBar = scrollFrame:GetLine(lineIndex)
--reset header alignment
phaseBar:ResetFramesToHeaderAlignment()
spellsTab.UpdateBarSettings(phaseBar)
--reset columns, hiding them
phaseBar.Icon:Hide()
for inLineIndex = 1, #phaseBar.InLineTexts do
phaseBar.InLineTexts[inLineIndex]:SetText("")
end
return phaseBar
end
---@param scrollFrame table
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshGenericFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshgeneric ~refreshfunc ~refresh ~refreshg ~updategenericbar
local lineIndex = 1
local combatTime = scrollData.combatTime
local totalValue = scrollData.totalValue
for i = 1, totalLines do
local index = i + offset
local dataTable = scrollData[index]
if (dataTable) then
local genericBar = getGenericBar(scrollFrame, lineIndex)
genericBar.statusBar:SetValue(dataTable.total / scrollFrame.topValue * 100)
---@type number
local textIndex = 1
if (scrollData.headersAllowed.icon) then
---@type texturetable
local dataIcon = dataTable.icon
genericBar.Icon:Show()
genericBar.Icon:SetTexture(dataIcon.texture)
genericBar.Icon:SetTexCoord(dataIcon.coords.left, dataIcon.coords.right, dataIcon.coords.top, dataIcon.coords.bottom)
genericBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
genericBar:AddFrameToHeaderAlignment(genericBar.Icon)
end
if (scrollData.headersAllowed.name) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
local nameWithoutRealm = DF:RemoveRealmName(dataTable.name)
fontString:SetText(nameWithoutRealm or dataTable.name)
textIndex = textIndex + 1
end
if (scrollData.headersAllowed.rank) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(index)
textIndex = textIndex + 1
end
if (scrollData.headersAllowed.amount) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(Details:Format(dataTable.total))
textIndex = textIndex + 1
end
if (scrollData.headersAllowed.persecond) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(Details:Format(dataTable.total / combatTime))
textIndex = textIndex + 1
end
if (scrollData.headersAllowed.percent) then
---@type fontstring
local fontString = genericBar.InLineTexts[textIndex]
genericBar:AddFrameToHeaderAlignment(fontString)
fontString:SetText(string.format("%.1f", dataTable.total / totalValue * 100) .. "%")
textIndex = textIndex + 1
end
lineIndex = lineIndex + 1
if (lineIndex > totalLines) then
break
end
end
end
end
---@param scrollFrame table
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshPhaseFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshphases ~refreshfunc ~refresh ~refreshp ~updatephasebar
local lineIndex = 1
local formatFunc = Details:GetCurrentToKFunction()
local phaseElapsedTime = scrollData.phaseElapsed
for i = 1, totalLines do
local index = i + offset
local dataTable = scrollData[index]
if (dataTable) then
local phaseBar = getPhaseBar(scrollFrame, lineIndex)
phaseBar.statusBar:SetValue(100)
local totalDone = dataTable.amountDone
local phaseName = dataTable.phaseName
local phaseNameFormatted = "Phase: " .. phaseName
local amountDoneFormatted = formatFunc(nil, totalDone)
local positionWithInPhase = math.floor(dataTable.positionWithInPhase)
local percentDone = string.format("%.1f", dataTable.percentDone)
local elapsedTime = phaseElapsedTime[phaseName]
local phaseDps = formatFunc(nil, totalDone / elapsedTime)
phaseBar.Icon:Show()
phaseBar.Icon:SetTexture([[Interface\Garrison\orderhall-missions-mechanic9]])
phaseBar.Icon:SetTexCoord(11/64, 53/64, 11/64, 53/64)
phaseBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
phaseBar:AddFrameToHeaderAlignment(phaseBar.Icon)
for inLineIndex = 1, #phaseBar.InLineTexts do
phaseBar.InLineTexts[inLineIndex]:SetText("")
end
local text1 = phaseBar.InLineTexts[1]
phaseBar:AddFrameToHeaderAlignment(text1)
text1:SetText(phaseNameFormatted)
local text2 = phaseBar.InLineTexts[2]
phaseBar:AddFrameToHeaderAlignment(text2)
text2:SetText("#" .. positionWithInPhase)
local text3 = phaseBar.InLineTexts[3]
phaseBar:AddFrameToHeaderAlignment(text3)
text3:SetText(amountDoneFormatted)
local text4 = phaseBar.InLineTexts[4]
phaseBar:AddFrameToHeaderAlignment(text4)
text4:SetText(phaseDps)
local text5 = phaseBar.InLineTexts[5]
phaseBar:AddFrameToHeaderAlignment(text5)
text5:SetText(percentDone .. "%")
lineIndex = lineIndex + 1
end
end
end
---create a container to show value per phase
---@param tabFrame tabframe
---@return breakdowntargetscrollframe
function spellsTab.CreatePhasesContainer(tabFrame) --~phase ~createphasecontainer ~createphasescroll
---@type width
local width = Details.breakdown_spell_tab.phasecontainer_width
---@type height
local height = Details.breakdown_spell_tab.phasecontainer_height
local defaultAmountOfLines = 10
--create a container for the scrollframe
local options = {
width = Details.breakdown_spell_tab.phasecontainer_width,
height = Details.breakdown_spell_tab.phasecontainer_height,
is_locked = Details.breakdown_spell_tab.phasecontainer_islocked,
can_move = false,
can_move_children = false,
use_top_resizer = true,
use_right_resizer = true,
use_left_resizer = true,
use_bottom_resizer = true,
}
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "PhaseScrollContainer")
container:SetPoint("topleft", spellsTab.GetTargetScrollContainer(), "topright", 26, 0)
container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
spellsTab.PhaseContainerFrame = container
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetPhaseScrollFrame():GetHeight()
Details.breakdown_spell_tab.phasecontainer_height = settingValue
local lineAmount = math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT)
spellsTab.GetPhaseScrollFrame():SetNumFramesShown(lineAmount)
elseif (settingName == "width") then
Details.breakdown_spell_tab.phasecontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.phasecontainer_islocked = settingValue
end
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
---@type breakdowntargetscrollframe not sure is this is correct
local phaseScrollFrame = DF:CreateScrollBox(container, "$parentPhaseScroll", refreshPhaseFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(phaseScrollFrame)
phaseScrollFrame:SetBackdrop({})
phaseScrollFrame:SetAllPoints()
container:RegisterChildForDrag(phaseScrollFrame)
phaseScrollFrame.DontHideChildrenOnPreRefresh = false
tabFrame.PhaseScrollFrame = phaseScrollFrame
spellsTab.PhaseScrollFrame = phaseScrollFrame
spellsTab.ApplyStandardBackdrop(container, phaseScrollFrame)
function phaseScrollFrame:RefreshMe() --~refreshme (phases) ~refreshmep
--get the value of the top 1 ranking spell
---@type actor
local actorObject = spellsTab.GetActor()
---@type combat
local combatObject = spellsTab.GetCombat()
local actorName = actorObject:Name()
---@type instance
local instanceObject = spellsTab.GetInstance()
local mainAttribute = instanceObject:GetDisplay()
local data = {
--playerObject = playerObject,
--attribute = attribute,
--combatObject = combatObject,
combatTime = combatObject:GetCombatTime(),
}
local playerPhases = {}
local totalDamage = 0
local phaseElapsed = {}
local phasesInfo = combatObject:GetPhases()
if (not phasesInfo) then
spellsTab.PhaseContainerFrame:Hide()
return
end
if (#phasesInfo == 1) then
--if there's only one phase, then there's no need to show phases
spellsTab.PhaseContainerFrame:Hide()
return
else
spellsTab.PhaseContainerFrame:Show()
end
if (#phasesInfo >= 1) then
--get phase elapsed time
for i = 1, #phasesInfo do
local thisPhase = phasesInfo[i]
local phaseName = thisPhase[1]
local startTime = thisPhase[2]
local nextPhase = phasesInfo[i + 1]
if (nextPhase) then
--if there's a next phase, use it's start time as end time to calcule elapsed time
local endTime = nextPhase[2]
local elapsedTime = endTime - startTime
phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
else
--if there's no next phase, use the combat end time as end time to calcule elapsed time
local endTime = combatObject:GetCombatTime()
local elapsedTime = endTime - startTime
phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
end
end
--get damage info
local dataTable = mainAttribute == 1 and phasesInfo.damage or phasesInfo.heal
for phaseName, playersTable in pairs(dataTable) do --each phase
local allPlayers = {} --all players for this phase
for playerName, amount in pairs(playersTable) do
tinsert(allPlayers, {playerName, amount})
totalDamage = totalDamage + amount
end
table.sort(allPlayers, function(a, b)
return a[2] > b[2]
end)
local myRank = 0
for i = 1, #allPlayers do
if (allPlayers[i][1] == actorName) then
myRank = i
break
end
end
tinsert(playerPhases, {phaseName, playersTable[actorName] or 0, myRank, (playersTable[actorName] or 0) / totalDamage * 100})
end
end
table.sort(playerPhases, function(a, b) return a[1] < b[1] end)
for i = 1, #playerPhases do
data[#data+1] = {
phaseName = playerPhases[i][1],
amountDone = playerPhases[i][2],
positionWithInPhase = playerPhases[i][3],
percentDone = playerPhases[i][4],
}
end
data.totalDamage = totalDamage
data.phaseElapsed = phaseElapsed
phaseScrollFrame:SetData(data)
phaseScrollFrame:Refresh()
end
--~header
local headerOptions = {
padding = 2,
header_height = 14,
reziser_shown = true,
reziser_width = 2,
reziser_color = {.5, .5, .5, 0.7},
reziser_max_width = 246,
header_click_callback = onAnyColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
---@type df_headerframe
local header = DetailsFramework:CreateHeader(container, phaseContainerColumnData, headerOptions)
phaseScrollFrame.Header = header
phaseScrollFrame.Header:SetPoint("topleft", phaseScrollFrame, "topleft", 0, 1)
phaseScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged)
--cache the type of this container
headerContainerType[phaseScrollFrame.Header] = "phases"
--create the scroll lines
for i = 1, defaultAmountOfLines do
phaseScrollFrame:CreateLine(spellsTab.CreatePhaseBar)
end
tabFrame.phases = container:CreateFontString(nil, "overlay", "QuestFont_Large")
tabFrame.phases:SetPoint("bottomleft", container, "topleft", 2, 2)
tabFrame.phases:SetText("Phases:") --localize-me
return phaseScrollFrame
end
---create a genericbar within the generic scroll
---@param self breakdowngenericscrollframe
---@param index number
---@return breakdowngenericbar
function spellsTab.CreateGenericBar(self, index) --~create ~generic ~creategeneric ~genericbar
---@type breakdowngenericbar
local genericBar = CreateFrame("button", self:GetName() .. "GenericBarButton" .. index, self)
genericBar.index = index
--size and positioning
genericBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
genericBar:SetPoint("topleft", self, "topleft", 0, y)
genericBar:SetPoint("topright", self, "topright", 0, y)
genericBar:EnableMouse(true)
genericBar:SetAlpha(0.9)
genericBar:SetFrameStrata("HIGH")
genericBar:SetScript("OnEnter", onEnterBreakdownGenericBar)
genericBar:SetScript("OnLeave", onLeaveBreakdownGenericBar)
DF:Mixin(genericBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", genericBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.5)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(genericBar:GetFrameLevel() - 1)
genericBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda"))
statusBar:SetStatusBarTexture(statusBarTexture)
statusBar:SetStatusBarColor(1, 1, 1, 1)
---@type texture shown when the mouse hoverover this bar
local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
hightlightTexture:SetAllPoints()
statusBar.highlightTexture = hightlightTexture
---@type texture background texture
local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
backgroundTexture:SetAllPoints()
backgroundTexture:SetColorTexture(.05, .05, .05)
backgroundTexture:SetAlpha(1)
statusBar.backgroundTexture = backgroundTexture
--create an icon
---@type texture
local icon = statusBar:CreateTexture("$parentTexture", "overlay")
icon:SetPoint("left", statusBar, "left", 0, 0)
icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
icon:SetTexCoord(.1, .9, .1, .9)
genericBar.Icon = icon
genericBar:AddFrameToHeaderAlignment(icon)
genericBar.InLineTexts = {}
for i = 1, 5 do
---@type fontstring
local fontString = genericBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
fontString:SetJustifyH("left")
fontString:SetTextColor(1, 1, 1, 1)
fontString:SetNonSpaceWrap(true)
fontString:SetWordWrap(false)
genericBar["lineText" .. i] = fontString
genericBar.InLineTexts[i] = fontString
fontString:SetTextColor(1, 1, 1, 1)
genericBar:AddFrameToHeaderAlignment(fontString)
end
genericBar:AlignWithHeader(self.Header, "left")
return genericBar
end
---create the generic container, this container hold bars that can show any type of data
---@param tabFrame tabframe
---@return breakdowngenericscrollframe
function spellsTab.CreateGenericContainer(tabFrame) --~create ~generic ~creategenericcontainer ~creategenericscroll ~creategeneric
---@type width
local width = Details.breakdown_spell_tab.genericcontainer_width
---@type height
local height = Details.breakdown_spell_tab.genericcontainer_height
local defaultAmountOfLines = 50
--create a container for the scrollframe
local options = {
width = Details.breakdown_spell_tab.genericcontainer_width,
height = Details.breakdown_spell_tab.genericcontainer_height,
is_locked = Details.breakdown_spell_tab.genericcontainer_islocked,
can_move = false,
can_move_children = false,
use_top_resizer = true,
use_right_resizer = true,
use_bottom_resizer = true,
use_left_resizer = true,
}
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "GenericScrollContainer")
container:SetPoint("topleft", tabFrame, "topleft", 0, 0)
container:SetFrameLevel(tabFrame:GetFrameLevel()+1)
spellsTab.GenericContainerFrame = container
--when a setting is changed in the container, it will call this function, it is registered below with SetSettingChangedCallback()
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetGenericScrollFrame():GetHeight()
Details.breakdown_spell_tab.genericcontainer_height = settingValue
spellsTab.GetGenericScrollFrame():SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 2)
elseif (settingName == "width") then
Details.breakdown_spell_tab.genericcontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.genericcontainer_islocked = settingValue
end
spellsTab.GetSpellBlockContainer():SendSettingChangedCallback("UpdateSize", -1)
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
--create a scrollframe
local genericScrollFrame = DF:CreateScrollBox(container, "$parentGenericScroll", refreshGenericFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(genericScrollFrame)
genericScrollFrame:SetBackdrop({})
genericScrollFrame:SetAllPoints()
container:RegisterChildForDrag(genericScrollFrame)
genericScrollFrame.DontHideChildrenOnPreRefresh = false
tabFrame.GenericScrollFrame = genericScrollFrame
spellsTab.GenericScrollFrame = genericScrollFrame
--settingChangedCallbackFunction(container, "height", Details.breakdown_spell_tab.genericcontainer_height)
function genericScrollFrame:RefreshMe(data) --~refreshme (generic) ~refreshg
--get which column is currently selected and the sort order
local columnIndex, order, key = genericScrollFrame.Header:GetSelectedColumn()
genericScrollFrame.SortKey = key
---@type string
local keyToSort = key
if (order == "DESC") then
table.sort(data,
function(t1, t2)
return t1[keyToSort] > t2[keyToSort]
end)
genericScrollFrame.topValue = data[1] and data[1][keyToSort]
else
table.sort(data,
function(t1, t2)
return t1[keyToSort] < t2[keyToSort]
end)
genericScrollFrame.topValue = data[#data] and data[#data][keyToSort]
end
genericScrollFrame:SetData(data)
genericScrollFrame:Refresh()
end
--~header
local headerOptions = {
padding = 2,
header_height = 14,
reziser_shown = true,
reziser_width = 2,
reziser_color = {.5, .5, .5, 0.7},
reziser_max_width = 246,
header_click_callback = onAnyColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
---@type df_headerframe
local header = DetailsFramework:CreateHeader(container, genericContainerColumnData, headerOptions)
genericScrollFrame.Header = header
genericScrollFrame.Header:SetPoint("topleft", genericScrollFrame, "topleft", 0, 1)
genericScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged)
--cache the type of this container
headerContainerType[genericScrollFrame.Header] = "generic"
--create the scroll lines
for i = 1, defaultAmountOfLines do
genericScrollFrame:CreateLine(spellsTab.CreateGenericBar)
end
--need to create the second scroll frame to show the details about the spelltable/actor hovered over
return genericScrollFrame
end
---create the target container
---@param tabFrame tabframe
---@return breakdowntargetscrollframe
function spellsTab.CreateTargetContainer(tabFrame) --~create ~target ~createtargetcontainer ~createtargetscroll ~createtarget
---@type width
local width = Details.breakdown_spell_tab.targetcontainer_width
---@type height
local height = Details.breakdown_spell_tab.targetcontainer_height
local defaultAmountOfLines = 50
--create a container for the scrollframe
local options = {
width = Details.breakdown_spell_tab.targetcontainer_width,
height = Details.breakdown_spell_tab.targetcontainer_height,
is_locked = Details.breakdown_spell_tab.targetcontainer_islocked,
can_move = false,
can_move_children = false,
use_top_resizer = true,
use_right_resizer = true,
}
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "TargetScrollContainer")
container:SetPoint("topleft", spellsTab.GetSpellScrollContainer(), "bottomleft", 0, -25)
container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
spellsTab.TargetsContainerFrame = container
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetTargetScrollFrame():GetHeight()
Details.breakdown_spell_tab.targetcontainer_height = settingValue
--the -0.1 is the avoid the random fraction of 1.9999999990 to 2.0000000001
local lineAmount = currentHeight / CONST_SPELLSCROLL_LINEHEIGHT - 0.1
lineAmount = math.floor(lineAmount)
spellsTab.GetTargetScrollFrame():SetNumFramesShown(lineAmount)
elseif (settingName == "width") then
Details.breakdown_spell_tab.targetcontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.targetcontainer_islocked = settingValue
end
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
--create the scrollframe similar to scrollframe used in the spellscrollframe
--replace this with a framework scrollframe
---@type breakdowntargetscrollframe
local targetScrollFrame = DF:CreateScrollBox(container, "$parentTargetScroll", refreshTargetsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(targetScrollFrame)
targetScrollFrame:SetBackdrop({})
targetScrollFrame:SetAllPoints()
container:RegisterChildForDrag(targetScrollFrame)
targetScrollFrame.DontHideChildrenOnPreRefresh = false
tabFrame.TargetScrollFrame = targetScrollFrame
spellsTab.TargetScrollFrame = targetScrollFrame
spellsTab.ApplyStandardBackdrop(container, targetScrollFrame)
---@param data breakdowntargettablelist
function targetScrollFrame:RefreshMe(data) --~refreshme (targets) ~refreshmet
--get which column is currently selected and the sort order
local columnIndex, order, key = targetScrollFrame.Header:GetSelectedColumn()
targetScrollFrame.SortKey = key
---@type string
local keyToSort = key
if (order == "DESC") then
table.sort(data,
function(t1, t2)
return t1[keyToSort] > t2[keyToSort]
end)
targetScrollFrame.topValue = data[1] and data[1][keyToSort]
else
table.sort(data,
function(t1, t2)
return t1[keyToSort] < t2[keyToSort]
end)
targetScrollFrame.topValue = data[#data] and data[#data][keyToSort]
end
if (key == "overheal") then
data.totalValue = data.totalValueOverheal
end
--default: data.totalValue
--data.totalValueOverheal
targetScrollFrame:SetData(data)
targetScrollFrame:Refresh()
end
--~header
local headerOptions = {
padding = 2,
header_height = 14,
reziser_shown = true,
reziser_width = 2,
reziser_color = {.5, .5, .5, 0.7},
reziser_max_width = 246,
header_click_callback = onAnyColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
---@type df_headerframe
local header = DetailsFramework:CreateHeader(container, targetContainerColumnData, headerOptions)
targetScrollFrame.Header = header
targetScrollFrame.Header:SetPoint("topleft", targetScrollFrame, "topleft", 0, 1)
targetScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged)
--cache the type of this container
headerContainerType[targetScrollFrame.Header] = "targets"
--create the scroll lines
for i = 1, defaultAmountOfLines do
targetScrollFrame:CreateLine(spellsTab.CreateTargetBar)
end
tabFrame.targets = targetScrollFrame:CreateFontString(nil, "overlay", "QuestFont_Large")
tabFrame.targets:SetPoint("bottomleft", container, "topleft", 2, 2)
tabFrame.targets:SetText(Loc ["STRING_TARGETS"] .. ":")
return targetScrollFrame
end
--logistics: class_damage build the list of spells, send it to window_playerbreakdown, which gets the current summary tab and send the data for it
--in this tab, the data is sent to the refresh function
local onClickExpandButton = function(expandButton, button)
---@type breakdownspellbar
local spellBar = expandButton:GetParent()
---@type table
local scrolFrame = spellBar:GetParent()
---@type boolean
local bIsSpellExpaded = expandButton.bIsSpellExpaded
--check if the one of the expanded bars was a selected spellbar and deselect
--get the current selected spellbar
---@type breakdownspellbar
local selectedSpellBar = spellsTab.GetSelectedSpellBar()
if (bIsSpellExpaded) then --it's already expended, it'll close the expanded spellbars
--check if the selected spellbar is one of the expanded spellbars and deselect it
for i = 1, #spellBar.ExpandedChildren do
---@type breakdownspellbar
local expandedSpellBar = spellBar.ExpandedChildren[i]
if (expandedSpellBar == selectedSpellBar) then
--deselect the spellbar
spellsTab.UnSelectSpellBar()
break
end
end
else
spellsTab.UnSelectSpellBar()
end
--todo: check is any other bar has expanded state true, and close the expand (or not)
--toggle this spell expand mode
Details222.BreakdownWindow.SetSpellAsExpanded(expandButton.petName or expandButton.spellId, not bIsSpellExpaded)
--call the refresh function of the window
---@type instance
local instanceObject = spellsTab.GetInstance()
instanceObject:RefreshWindow(true)
end
local formatPetName = function(petName, spellName, ownerName)
--petName is raw (with the owner name)
local petNameWithoutOwner = petName:gsub((" <.*"), "")
local texture = [[Interface\AddOns\Details\images\classes_small]]
local bUseAlphaIcons = true
local specIcon = false
local iconSize = 14
if (petName:len() == 0) then
return Details:AddClassOrSpecIcon(spellName, "PET", specIcon, iconSize, bUseAlphaIcons)
end
petNameWithoutOwner = Details:AddClassOrSpecIcon(petNameWithoutOwner, "PET", specIcon, iconSize, bUseAlphaIcons)
return spellName .. " |cFFCCBBBB" .. petNameWithoutOwner .. "|r"
end
---update a line using the data passed
---@param spellBar breakdownspellbar
---@param index number spell position (from best to wrost)
---@param actorName string
---@param combatObject combat
---@param scrollFrame table
---@param headerTable table
---@param bkSpellData spelltableadv
---@param spellTableIndex number
---@param totalValue number
---@param topValue number
---@param bIsMainLine boolean if true this is the line which has all the values of the spell merged
---@param sortKey string
---@param spellTablesAmount number
local updateSpellBar = function(spellBar, index, actorName, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, sortKey, spellTablesAmount)
--scrollFrame is defined as a table which is false, scrollFrame is a frame
local textIndex = 1
for headerIndex = 1, #headerTable do
---@type number
local spellId
---@type number
local value
---@type spelltable
local spellTable
spellBar.bkSpellData = bkSpellData
local petName = ""
---@type boolean @if true, this is the main line of an actor which has its spells nested in the bkSpellData.nestedData
local bIsActorHeader = bkSpellData.bIsActorHeader
if (bIsMainLine and bIsActorHeader) then
spellTable = bkSpellData
value = bkSpellData.total
spellId = 0
petName = actorName
elseif (bIsMainLine) then
spellTable = bkSpellData
value = bkSpellData.total
spellId = bkSpellData.id
petName = bkSpellData.nestedData[spellTableIndex].actorName
else
spellTable = bkSpellData.nestedData[spellTableIndex].spellTable
value = spellTable.total
spellId = spellTable.id
--if isn't a spell from a nested actor, then it can use the pet name in the spell name
if (not bkSpellData.nestedData[spellTableIndex].bIsActorHeader) then
petName = bkSpellData.nestedData[spellTableIndex].actorName
end
spellBar.bIsExpandedSpell = true
end
spellBar.spellId = spellId
---@cast spellTable spelltable
spellBar.spellTable = spellTable
---@type string, number, string
local spellName, _, spellIcon = Details.GetSpellInfo(spellId)
if (not spellName) then
spellName = actorName
spellIcon = bkSpellData.actorIcon or ""
end
---@type number
local amtCasts = combatObject:GetSpellCastAmount(actorName, spellName)
spellBar.amountCasts = amtCasts
---@type number
local uptime = combatObject:GetSpellUptime(actorName, spellId)
---@type number
local combatTime = combatObject:GetCombatTime()
--statusbar size by percent
if (topValue > 0) then
local barValue = spellTable[sortKey] or getValueForHeaderSortKey(combatObject, spellTable, sortKey)
spellBar.statusBar:SetValue(barValue / topValue * 100)
else
spellBar.statusBar:SetValue(0)
end
if (petName ~= "") then
--if is a pet spell and has more pets nested || nop, now is a pet with its spells nested
if (spellTablesAmount > 1 and bIsMainLine) then
spellName = formatPetName("", spellName, "") --causing error as spellName is nil
elseif (bIsMainLine) then
spellName = formatPetName(petName, spellName, actorName)
else
spellName = formatPetName(petName, "", "")
end
end
spellBar.spellId = spellId
spellBar.spellIconFrame.spellId = spellId
spellBar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.spellbar_background_alpha)
--statusbar color by school
local r, g, b = Details:GetSpellSchoolColor(spellTable.spellschool or 1)
spellBar.statusBar:SetStatusBarColor(r, g, b, 0.963)
spellBar.average = value / spellTable.counter
spellBar.combatTime = combatTime
---@type fontstring
local text = spellBar.InLineTexts[textIndex]
local header = headerTable[headerIndex]
if (header.name == "icon") then
spellBar.spellIcon:Show()
spellBar.spellIcon:SetTexture(spellIcon)
spellBar.spellIcon:SetAlpha(0.92)
spellBar:AddFrameToHeaderAlignment(spellBar.spellIconFrame)
elseif (header.name == "target") then --the tab does not have knownledge about the targets of the spell, it must be passed over
---@type breakdowntargetframe
local targetsSquareFrame = spellBar.targetsSquareFrame
targetsSquareFrame:Show()
targetsSquareFrame.spellId = spellId
targetsSquareFrame.bkSpellData = spellTable
targetsSquareFrame.spellTable = spellTable
targetsSquareFrame.bIsMainLine = bIsMainLine
spellBar:AddFrameToHeaderAlignment(targetsSquareFrame)
elseif (header.name == "rank") then
text:SetText(index)
spellBar:AddFrameToHeaderAlignment(text)
spellBar.rank = index
textIndex = textIndex + 1
elseif (header.name == "expand") then
text:SetText("")
spellBar:AddFrameToHeaderAlignment(spellBar.expandButton)
textIndex = textIndex + 1
if (bkSpellData.bCanExpand and bIsMainLine) then
spellBar.expandButton:Show()
local bIsSpellExpaded = Details222.BreakdownWindow.IsSpellExpanded(bIsActorHeader and actorName or spellId)
spellBar.expandButton.spellId = bIsActorHeader and actorName or spellId
spellBar.expandButton.bIsSpellExpaded = bIsSpellExpaded
spellBar.expandButton:SetScript("OnClick", onClickExpandButton)
--update the texture taking the state of the expanded value
if (bIsSpellExpaded) then
spellBar.expandButton.texture:SetTexture([[Interface\AddOns\Details\images\arrow_face_down]])
spellBar.expandButton.texture:SetTexCoord(0, 1, 1, 0)
else
spellBar.expandButton.texture:SetTexture([[Interface\AddOns\Details\images\arrow_face_down]])
spellBar.expandButton.texture:SetTexCoord(0, 1, 0, 1)
end
spellBar.expandButton.texture:SetAlpha(0.7)
spellBar.expandButton.texture:SetSize(16, 16)
end
elseif (header.name == "name") then
text:SetText(Details:RemoveOwnerName(spellName))
spellBar.name = spellName
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "amount") then
text:SetText(Details:Format(value))
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "persecond") then
spellBar.perSecond = value / combatTime
---@type string
local perSecondFormatted = Details:Format(spellBar.perSecond)
text:SetText(perSecondFormatted)
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "percent") then
spellBar.percent = value / totalValue * 100
---@type string
local percentFormatted = string.format("%.1f", spellBar.percent) .. "%"
text:SetText(percentFormatted)
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "casts") then
text:SetText(amtCasts)
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "critpercent") then
text:SetText(string.format("%.1f", spellTable.c_amt / (spellTable.counter) * 100) .. "%")
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "hits") then
text:SetText(spellTable.counter)
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "castavg") then
if (amtCasts > 0) then
spellBar.castAverage = value / amtCasts
text:SetText(Details:Format(spellBar.castAverage))
else
text:SetText("0")
end
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "uptime") then --need to get the uptime of the spell with the biggest uptime
text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%")
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "overheal" and spellTable.overheal) then
if (spellTable.overheal > 0) then
local totalHeal = spellTable.overheal + value
text:SetText(Details:ToK2(spellTable.overheal) .. " (" .. math.floor(spellTable.overheal / totalHeal * 100) .. "%)")
else
text:SetText("0%")
end
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
elseif (header.name == "absorbed") then
text:SetText(Details:Format(spellTable.absorbed or 0))
spellBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
end
end
spellBar:AlignWithHeader(scrollFrame.Header, "left")
end
---get a spell bar from the scroll box, if it doesn't exist, return nil
---@param scrollFrame table
---@param lineIndex number
---@return breakdownspellbar
local getSpellBar = function(scrollFrame, lineIndex)
---@type breakdownspellbar
local spellBar = scrollFrame:GetLine(lineIndex)
spellBar.bIsExpandedSpell = false
wipe(spellBar.ExpandedChildren)
--reset header alignment
spellBar:ResetFramesToHeaderAlignment()
spellsTab.UpdateBarSettings(spellBar)
--reset columns, hiding them
spellBar.spellIcon:Hide()
spellBar.expandButton:Hide()
spellBar.targetsSquareFrame:Hide()
for inLineIndex = 1, #spellBar.InLineTexts do
spellBar.InLineTexts[inLineIndex]:SetText("")
end
return spellBar
end
---refresh the data shown in the spells scroll box
---@param scrollFrame table
---@param scrollData breakdownspelldatalist
---@param offset number
---@param totalLines number
local refreshSpellsFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshspells ~refreshfunc ~refresh ~refreshs
---@type number
local topValue = scrollFrame.topValue
---@type number
local totalValue = scrollData.totalValue
---@type actor
local actorObject = spellsTab.GetActor()
---@type string
local actorName = actorObject:Name()
---@type combat
local combatObject = spellsTab.GetCombat()
---@type instance
local instanceObject = spellsTab.GetInstance()
local keyToSort = scrollFrame.SortKey
local orderToSort = scrollFrame.SortKey
local headerTable = spellsTab.spellsHeaderData
--todo: when swapping sort orders, close already expanded spells
local lineIndex = 1
for i = 1, totalLines do
local index = i + offset
---@type spelltableadv
local bkSpellData = scrollData[index]
if (bkSpellData) then
---@type number
local spellTablesAmount = #bkSpellData.nestedData
---called mainSpellBar because it is the line that shows the sum of all spells merged (if any)
---@type breakdownspellbar
local mainSpellBar = getSpellBar(scrollFrame, lineIndex)
do
--main line of the spell, where the sum of all spells merged is shown
if (mainSpellBar) then
lineIndex = lineIndex + 1
local bIsMainLine = true
local bIsActorHeader = bkSpellData.bIsActorHeader
local spellTableIndex = 1
local spellBar = mainSpellBar
local nameToUse = actorName
if (bIsActorHeader) then
nameToUse = bkSpellData.actorName
end
---@debug both calls are equal but the traceback will be different in case of an error
if (bIsActorHeader) then
updateSpellBar(spellBar, index, nameToUse, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, keyToSort, spellTablesAmount)
else
--here
updateSpellBar(spellBar, index, nameToUse, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, keyToSort, spellTablesAmount)
end
end
end
--if the spell is expanded
--then it adds the lines for each spell merged, but it cannot use the bkSpellData, it needs the spellTable, it's kinda using bkSpellData, need to debug
if (bkSpellData.bIsExpanded and (spellTablesAmount > 1)) then
--filling necessary information to sort the data by the selected header column
for spellTableIndex = 1, spellTablesAmount do
---@type bknesteddata
local nestedBkSpellData = bkSpellData.nestedData[spellTableIndex]
---@type spelltable
local spellTable = nestedBkSpellData.spellTable
nestedBkSpellData.value = spellTable[keyToSort] or getValueForHeaderSortKey(combatObject, spellTable, keyToSort)
end
--sort the nested data
if (orderToSort == "DESC") then
table.sort(bkSpellData.nestedData,
function(t1, t2)
return t1.value < t2.value
end)
else
table.sort(bkSpellData.nestedData,
function(t1, t2)
return t1.value > t2.value
end)
end
for spellTableIndex = 1, spellTablesAmount do
---@type breakdownspellbar
local spellBar = getSpellBar(scrollFrame, lineIndex)
if (spellBar) then
---@type bknesteddata
local nestedBkSpellData = bkSpellData.nestedData[spellTableIndex]
lineIndex = lineIndex + 1
---@type string
local petName = nestedBkSpellData.actorName
---@type string
local nameToUse = petName ~= "" and petName or actorName
local bIsMainLine = false
bkSpellData[keyToSort] = nestedBkSpellData.value
updateSpellBar(spellBar, index, nameToUse, combatObject, scrollFrame, headerTable, bkSpellData, spellTableIndex, totalValue, topValue, bIsMainLine, keyToSort, spellTablesAmount)
mainSpellBar.ExpandedChildren[#mainSpellBar.ExpandedChildren + 1] = spellBar
end
end
end
if (lineIndex > totalLines) then
break
end
end
end
end
---creates a scrollframe which show breakdownspellbar to show the spells used by an actor
---@param tabFrame tabframe
---@return breakdownspellscrollframe
function spellsTab.CreateSpellScrollContainer(tabFrame) --~scroll ~create ~spell ~container ~createspellcontainer
---@type width
local width = Details.breakdown_spell_tab.spellcontainer_width
---@type height
local height = Details.breakdown_spell_tab.spellcontainer_height
local options = {
width = Details.breakdown_spell_tab.spellcontainer_width,
height = Details.breakdown_spell_tab.spellcontainer_height,
is_locked = Details.breakdown_spell_tab.spellcontainer_islocked,
can_move = false,
can_move_children = false,
use_bottom_resizer = true,
use_right_resizer = false,
}
---create a container for the scrollframe
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "SpellScrollContainer")
container:SetPoint("topleft", tabFrame, "topleft", 5, -5)
container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
spellsTab.SpellContainerFrame = container
--when a setting is changed in the container, it will call this function, it is registered below with SetSettingChangedCallback()
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue) --doing here the callback for thge settings changed in the container
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetSpellScrollFrame():GetHeight()
Details.breakdown_spell_tab.spellcontainer_height = settingValue
spellsTab.GetSpellScrollFrame():SetNumFramesShown(math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT) - 1)
elseif (settingName == "width") then
Details.breakdown_spell_tab.spellcontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.spellcontainer_islocked = settingValue
end
spellsTab.GetSpellBlockContainer():SendSettingChangedCallback("UpdateSize", -1)
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
--amount of lines which will be created for the scrollframe
local defaultAmountOfLines = 50
--replace this with a framework scrollframe
---@type breakdownspellscrollframe
local scrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshSpellsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(scrollFrame)
scrollFrame:SetPoint("topleft", container, "topleft", 0, 0) --need to set the points
scrollFrame:SetPoint("bottomright", container, "bottomright", 0, 0) --need to set the points
container:RegisterChildForDrag(scrollFrame)
scrollFrame.DontHideChildrenOnPreRefresh = true
tabFrame.SpellScrollFrame = scrollFrame
spellsTab.SpellScrollFrame = scrollFrame
spellsTab.ApplyStandardBackdrop(container, scrollFrame)
--~header
local headerOptions = {
padding = 2,
header_height = 14,
reziser_shown = true,
reziser_width = 2,
reziser_color = {.5, .5, .5, 0.7},
reziser_max_width = 246,
header_click_callback = onColumnHeaderClickCallback,
header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
text_color = {1, 1, 1, 0.823},
}
local headerTable = {}
---create the header frame, the header frame is the frame which shows the columns names to describe the data shown in the scrollframe
---@type df_headerframe
local header = DetailsFramework:CreateHeader(container, headerTable, headerOptions)
scrollFrame.Header = header
scrollFrame.Header:SetPoint("topleft", scrollFrame, "topleft", 0, 1)
scrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged)
--cache the containerType which this header is used for
headerContainerType[scrollFrame.Header] = "spells"
--create the scroll lines
for i = 1, defaultAmountOfLines do
scrollFrame:CreateLine(spellsTab.CreateSpellBar)
end
---set the data and refresh the scrollframe
---@param self breakdownspellscrollframe
---@param data breakdownspelldatalist
function scrollFrame:RefreshMe(data) --~refreshme (spells) ~refreshmes
--get which column is currently selected and the sort order
local columnIndex, order, key = scrollFrame.Header:GetSelectedColumn()
scrollFrame.SortKey = key
scrollFrame.SortOrder = order
---@type string
local keyToSort = key
---@type combat
local combatObject = spellsTab.GetCombat()
---@type number, number
local mainAttribute, subAttribute = spellsTab.GetInstance():GetDisplay()
--filling necessary information to sort the data by the selected header column
for i = 1, #data do
---@type spelltableadv
local bkSpellData = data[i]
if (not bkSpellData[keyToSort]) then
local value = getValueForHeaderSortKey(combatObject, bkSpellData, keyToSort)
bkSpellData[keyToSort] = value
end
end
if (order == "DESC") then
table.sort(data,
---@param t1 spelltableadv
---@param t2 spelltableadv
function(t1, t2)
return t1[keyToSort] > t2[keyToSort]
end)
self.topValue = data[1] and data[1][keyToSort]
else
table.sort(data,
---@param t1 spelltableadv
---@param t2 spelltableadv
function(t1, t2)
return t1[keyToSort] < t2[keyToSort]
end)
self.topValue = data[#data] and data[#data][keyToSort]
end
self:SetData(data)
self:Refresh()
end
return scrollFrame
end
---on enter function for the spell target frame
---@param targetFrame breakdowntargetframe
local onEnterSpellTarget = function(targetFrame)
--the spell target frame is created in the statusbar which is placed above the line frame
local lineBar = targetFrame:GetParent():GetParent()
local spellId = targetFrame.spellId
---@type actor
local actorObject = Details:GetActorObjectFromBreakdownWindow()
local targets
if (targetFrame.bIsMainLine) then
---@type spelltableadv
local bkSpellData = targetFrame.bkSpellData
targets = actorObject:BuildSpellTargetFromBreakdownSpellData(bkSpellData)
else
local spellTable = targetFrame.spellTable
targets = actorObject:BuildSpellTargetFromSpellTable(spellTable)
end
---@type number the top value of targets
local topValue = targets[1] and targets[1][2] or 0
local cooltip = GameCooltip
cooltip:Preset(2)
for targetIndex, targetTable in ipairs(targets) do
local targetName = targetTable[1]
local value = targetTable[2]
cooltip:AddLine(targetIndex .. ". " .. targetName, Details:Format(value))
GameCooltip:AddIcon(CONST_TARGET_TEXTURE, 1, 1, 14, 14)
Details:AddTooltipBackgroundStatusbar(false, value / topValue * 100)
end
cooltip:SetOwner(targetFrame)
cooltip:Show()
end
local onLeaveSpellTarget = function(self)
GameTooltip:Hide()
GameCooltip:Hide()
self:GetParent():GetParent():GetScript("OnLeave")(self:GetParent():GetParent())
self.texture:SetAlpha(.7)
self:SetAlpha(.7)
end
---@param targetBar breakdowntargetbar
local onEnterBreakdownTargetBar = function(targetBar)
targetBar:SetAlpha(1)
---@type string @the name of the target
local targetName = targetBar.actorName
Details:FormatCooltipForSpells()
GameCooltip:SetOwner(targetBar, "bottom", "top", 4, -5)
GameCooltip:SetOption("MinWidth", math.max(230, targetBar:GetWidth() * 0.98))
--build a list of spells which the target was hit by
local spellsSortedResult = {}
local total = 0
---@type actor
local actorObject = spellsTab.GetActor()
---@type combat
local combatObject = spellsTab.GetCombat()
---@type instance
local instanceObject = spellsTab.GetInstance()
---@type number
local mainAttribute = instanceObject:GetDisplay()
---@type spellcontainer
local spellContainer = actorObject:GetSpellContainer("spell")
local targetScrollFrame = spellsTab.GetTargetScrollFrame()
---@type number, string, string
local columnIndex, order, key = targetScrollFrame.Header:GetSelectedColumn()
---@type string the label shown at the top of the tooltip
local labelTooltipTitle = Loc ["STRING_DAMAGE_FROM"]
local targetTableName = "targets"
if (mainAttribute == DETAILS_ATTRIBUTE_HEAL) then
if (key == "total") then
labelTooltipTitle = Loc ["STRING_HEALING_FROM"]
elseif (key == "overheal") then
targetTableName = "targets_overheal"
labelTooltipTitle = Loc ["STRING_OVERHEALED"]
end
end
--this part kinda belong top damage or healing class, shouldn't be here
---@type number, spelltable
for spellId, spellTable in spellContainer:ListActors() do
if (spellTable.isReflection) then
---@type string, number
for spellTargetName, amount in pairs(spellTable.targets) do
if (spellTargetName == targetName) then
for reflectedSpellId, reflectedAmount in pairs(spellTable.extra) do
local spellName, _, spellIcon = _GetSpellInfo(reflectedSpellId)
table.insert(spellsSortedResult, {reflectedSpellId, reflectedAmount, spellName .. " (|cFFCCBBBBreflected|r)", spellIcon})
total = total + reflectedAmount
end
end
end
else
for spellTargetName, amount in pairs(spellTable[targetTableName]) do
if (spellTargetName == targetName) then
local spellName, _, spellIcon = _GetSpellInfo(spellId)
table.insert(spellsSortedResult, {spellId, amount, spellName, spellIcon})
total = total + amount
end
end
end
end
--add pets
local petArray = actorObject:GetPets()
for _, petName in ipairs(petArray) do
local petActorObject = combatObject(mainAttribute, petName)
if (petActorObject) then
---@type spellcontainer
local petSpellContainer = petActorObject:GetSpellContainer("spell")
---@type number, spelltable
for spellId, spellTable in petSpellContainer:ListActors() do
for spellTargetName, amount in pairs(spellTable[targetTableName]) do
if (spellTargetName == targetName) then
local spellName, _, spellIcon = _GetSpellInfo(spellId)
table.insert(spellsSortedResult, {spellId, amount, spellName .. " (" .. petName:gsub((" <.*"), "") .. ")", spellIcon})
total = total + amount
end
end
end
end
end
table.sort(spellsSortedResult, Details.Sort2)
--need to change is this is a healing
Details:AddTooltipSpellHeaderText(labelTooltipTitle .. ":", {1, 0.9, 0.0, 1}, 1, Details.tooltip_spell_icon.file, unpack(Details.tooltip_spell_icon.coords))
Details:AddTooltipHeaderStatusbar(1, 1, 1, 1)
---@type tablesize
local iconSize = Details.tooltip.icon_size
---@type tablecoords
local iconBorder = Details.tooltip.icon_border_texcoord
local topValue = spellsSortedResult[1] and spellsSortedResult[1][2]
if (topValue) then
for index, tabela in ipairs(spellsSortedResult) do
local spellId, amount, spellName, spellIcon = unpack(tabela)
if (amount < 1) then
break
end
GameCooltip:AddLine(spellName, Details:Format(amount) .. " (" .. string.format("%.1f", amount / total * 100) .. "%)")
GameCooltip:AddIcon(spellIcon, nil, nil, iconSize.W + 4, iconSize.H + 4, iconBorder.L, iconBorder.R, iconBorder.T, iconBorder.B)
Details:AddTooltipBackgroundStatusbar(false, amount / topValue * 100)
end
end
GameCooltip:Show()
end
---@param self breakdowntargetbar
local onLeaveBreakdownTargetBar = function(self)
self:SetAlpha(0.9)
GameCooltip:Hide()
end
---create a targetbar within the target scroll
---@param self breakdowntargetscrollframe
---@param index number
---@return breakdowntargetbar
function spellsTab.CreateTargetBar(self, index) --~create ~target ~createtarget ~targetbar
---@type breakdowntargetbar
local targetBar = CreateFrame("button", self:GetName() .. "TargetBarButton" .. index, self)
targetBar.index = index
--size and positioning
targetBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
targetBar:SetPoint("topleft", self, "topleft", 1, y)
targetBar:SetPoint("topright", self, "topright", -1, y)
targetBar:EnableMouse(true)
targetBar:SetAlpha(0.823)
targetBar:SetFrameStrata("HIGH")
targetBar:SetScript("OnEnter", onEnterBreakdownTargetBar)
targetBar:SetScript("OnLeave", onLeaveBreakdownTargetBar)
DF:Mixin(targetBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", targetBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.5)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(targetBar:GetFrameLevel() - 1)
targetBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda"))
statusBar:SetStatusBarTexture(statusBarTexture)
statusBar:SetStatusBarColor(1, 1, 1, 1)
---@type texture shown when the mouse hoverover this bar
local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
hightlightTexture:SetAllPoints()
statusBar.highlightTexture = hightlightTexture
---@type texture background texture
local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
backgroundTexture:SetAllPoints()
backgroundTexture:SetColorTexture(.05, .05, .05)
backgroundTexture:SetAlpha(1)
statusBar.backgroundTexture = backgroundTexture
--create an icon
---@type texture
local icon = statusBar:CreateTexture("$parentTexture", "overlay")
icon:SetPoint("left", statusBar, "left", 0, 0)
icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
icon:SetTexCoord(.1, .9, .1, .9)
targetBar.Icon = icon
targetBar:AddFrameToHeaderAlignment(icon)
targetBar.InLineTexts = {}
for i = 1, 5 do
---@type fontstring
local fontString = targetBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
fontString:SetJustifyH("left")
fontString:SetTextColor(1, 1, 1, 1)
fontString:SetNonSpaceWrap(true)
fontString:SetWordWrap(false)
targetBar["lineText" .. i] = fontString
targetBar.InLineTexts[i] = fontString
fontString:SetTextColor(1, 1, 1, 1)
targetBar:AddFrameToHeaderAlignment(fontString)
end
targetBar:AlignWithHeader(self.Header, "left")
return targetBar
end
function spellsTab.UpdateBarSettings(bar)
if (bar.statusBar) then
bar.statusBar:SetAlpha(Details.breakdown_spell_tab.statusbar_alpha) --could be moved to when the bar is updated
bar.statusBar:GetStatusBarTexture():SetTexture(Details.breakdown_spell_tab.statusbar_texture)
bar.statusBar.backgroundTexture:SetColorTexture(unpack(Details.breakdown_spell_tab.statusbar_background_color))
bar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.statusbar_background_alpha)
end
end
---create a spellbar within the spell scroll
---@param self breakdownspellscrollframe
---@param index number
---@return breakdownspellbar
function spellsTab.CreateSpellBar(self, index) --~spellbar ~spellline ~spell ~create ~createline ~createspell ~createspellbar
---@type breakdownspellbar
local spellBar = CreateFrame("button", self:GetName() .. "SpellBarButton" .. index, self)
spellBar.index = index
--size and positioning
spellBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
spellBar:SetPoint("topleft", self, "topleft", 1, y)
spellBar:SetPoint("topright", self, "topright", -1, y)
spellBar:EnableMouse(true)
spellBar:RegisterForClicks("AnyUp", "AnyDown")
spellBar:SetAlpha(0.823)
spellBar:SetFrameStrata("HIGH")
spellBar:SetScript("OnEnter", onEnterSpellBar)
spellBar:SetScript("OnLeave", onLeaveSpellBar)
spellBar:SetScript("OnMouseDown", onMouseDownBreakdownSpellBar)
spellBar:SetScript("OnMouseUp", onMouseUpBreakdownSpellBar)
spellBar.onMouseUpTime = 0
spellBar.ExpandedChildren = {}
DF:Mixin(spellBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", spellBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.5)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(spellBar:GetFrameLevel() - 1)
spellBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
statusBar:SetStatusBarTexture(statusBarTexture)
statusBar:SetStatusBarColor(1, 1, 1, 1)
---@type texture background texture
local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
backgroundTexture:SetAllPoints()
statusBar.backgroundTexture = backgroundTexture
---@type texture overlay texture to use when the spellbar is selected
local statusBarOverlayTexture = statusBar:CreateTexture("$parentTextureOverlay", "overlay", nil, 7)
statusBarOverlayTexture:SetTexture([[Interface/AddOns/Details/images/overlay_indicator_1]])
statusBarOverlayTexture:SetVertexColor(1, 1, 1, 0.2)
statusBarOverlayTexture:SetAllPoints()
statusBarOverlayTexture:Hide()
spellBar.overlayTexture = statusBarOverlayTexture
statusBar.overlayTexture = statusBarOverlayTexture
---@type texture shown when the mouse hoverover this spellbar
local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
hightlightTexture:SetAllPoints()
statusBar.highlightTexture = hightlightTexture
--button to expand the bar when there's spells merged
---@type breakdownexpandbutton
local expandButton = CreateFrame("button", "$parentExpandButton", spellBar, "BackdropTemplate")
expandButton:SetSize(CONST_BAR_HEIGHT, CONST_BAR_HEIGHT)
expandButton:RegisterForClicks("LeftButtonDown")
spellBar.expandButton = expandButton
---@type texture
local expandButtonTexture = expandButton:CreateTexture("$parentTexture", "artwork")
expandButtonTexture:SetPoint("center", expandButton, "center", 0, 0)
expandButtonTexture:SetSize(CONST_BAR_HEIGHT-2, CONST_BAR_HEIGHT-2)
expandButton.texture = expandButtonTexture
--frame which will show the spell tooltip
---@type frame
local spellIconFrame = CreateFrame("frame", "$parentIconFrame", spellBar, "BackdropTemplate")
spellIconFrame:SetSize(CONST_BAR_HEIGHT - 2, CONST_BAR_HEIGHT - 2)
spellIconFrame:SetScript("OnEnter", onEnterSpellIconFrame)
spellIconFrame:SetScript("OnLeave", onLeaveSpellIconFrame)
spellBar.spellIconFrame = spellIconFrame
--create the icon to show the spell texture
---@type texture
local spellIcon = spellIconFrame:CreateTexture("$parentTexture", "overlay")
spellIcon:SetAllPoints()
spellIcon:SetTexCoord(.1, .9, .1, .9)
spellBar.spellIcon = spellIcon
--create a square frame which is placed at the right side of the line to show which targets for damaged by the spell
---@type breakdowntargetframe
local targetsSquareFrame = CreateFrame("frame", "$parentTargetsFrame", statusBar, "BackdropTemplate")
targetsSquareFrame:SetSize(CONST_SPELLSCROLL_LINEHEIGHT, CONST_SPELLSCROLL_LINEHEIGHT)
targetsSquareFrame:SetAlpha(.7)
targetsSquareFrame:SetScript("OnEnter", onEnterSpellTarget)
targetsSquareFrame:SetScript("OnLeave", onLeaveSpellTarget)
targetsSquareFrame:SetFrameLevel(statusBar:GetFrameLevel()+2)
spellBar.targetsSquareFrame = targetsSquareFrame
---@type texture
local targetTexture = targetsSquareFrame:CreateTexture("$parentTexture", "overlay")
targetTexture:SetTexture(CONST_TARGET_TEXTURE)
targetTexture:SetAllPoints()
targetTexture:SetDesaturated(true)
spellBar.targetsSquareTexture = targetTexture
targetsSquareFrame.texture = targetTexture
spellBar:AddFrameToHeaderAlignment(spellIconFrame)
spellBar:AddFrameToHeaderAlignment(targetsSquareFrame)
--create texts
---@type fontstring[]
spellBar.InLineTexts = {}
for i = 1, 16 do
---@type fontstring
local fontString = spellBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
fontString:SetJustifyH("left")
fontString:SetTextColor(1, 1, 1, 1)
fontString:SetNonSpaceWrap(true)
fontString:SetWordWrap(false)
spellBar["lineText" .. i] = fontString
spellBar.InLineTexts[i] = fontString
fontString:SetTextColor(1, 1, 1, 1)
spellBar:AddFrameToHeaderAlignment(fontString)
end
spellBar:AlignWithHeader(self.Header, "left")
return spellBar
end
-----------------------------------------------------------------------------------------------------------------------
--> create the new tab
function Details.InitializeSpellBreakdownTab()
local tabButton, tabFrame = Details:CreatePlayerDetailsTab(
"Summary", --[1] tab name
Loc ["STRING_SPELLS"], --[2] localized name
function(tabOBject, playerObject) --[3] condition
if (playerObject) then
return true
else
return false
end
end,
function() --[4] fill function | passing a fill function, it'll set a OnShow() script on the tabFrame | only run if the actor is different
spellsTab.OnShownTab()
end,
function(tabButton, tabFrame) --[5] onclick
tabFrame:Show()
end,
spellsTab.OnCreateTabCallback, --[6] oncreate
iconTableSummary, --[7] icon table
nil, --[8] replace tab
true --[9] is default tab
)
spellsTab.TabButton = tabButton
spellsTab.TabFrame = tabFrame
---on receive data from a class
---@param data breakdownspelldatalist
---@param actorObject actor
---@param combatObject combat
---@param instance instance
function tabButton.OnReceiveSpellData(data, actorObject, combatObject, instance)
spellsTab.currentActor = actorObject
spellsTab.combatObject = combatObject
spellsTab.instance = instance
---@type number, number
local mainAttribute, subAttribute = instance:GetDisplay()
spellsTab.mainAttribute = mainAttribute
spellsTab.subAttribute = subAttribute
--show the regular containers
spellsTab.GetSpellScrollContainer():Show()
spellsTab.GetPhaseScrollContainer():Show()
spellsTab.GetTargetScrollContainer():Show()
--hide the generic container
spellsTab.GetGenericScrollContainer():Hide()
--refresh the data
spellsTab.GetSpellScrollFrame():RefreshMe(data)
spellsTab.GetPhaseScrollFrame():RefreshMe(data)
end
---@param data breakdowntargettablelist
---@param actorObject actor
---@param combatObject combat
---@param instance instance
function tabButton.OnReceiveTargetData(data, actorObject, combatObject, instance)
---@type number, number
local mainAttribute, subAttribute = instance:GetDisplay()
spellsTab.mainAttribute = mainAttribute
spellsTab.subAttribute = subAttribute
spellsTab.GetTargetScrollFrame():RefreshMe(data)
end
---when the window handler sends data which is not a spell or target data
---@param data table
---@param actorObject actor
---@param combatObject combat
---@param instance instance
function tabButton.OnReceiveGenericData(data, actorObject, combatObject, instance)
---@type number, number
local mainAttribute, subAttribute = instance:GetDisplay()
spellsTab.mainAttribute = mainAttribute
spellsTab.subAttribute = subAttribute
if (spellsTab.headersAllowed ~= data.headersAllowed) then
--refresh the header frame
spellsTab.UpdateHeadersSettings("generic")
--bug: now allowing to sort
end
--when generic data is shown, the damage-healing-targets-scrolls / spell details blocks/ can be removed
spellsTab.GetSpellScrollContainer():Hide()
spellsTab.GetPhaseScrollContainer():Hide()
spellsTab.GetTargetScrollContainer():Hide()
--show the generic scroll
spellsTab.GetGenericScrollContainer():Show()
--refresh the data
spellsTab.GetGenericScrollFrame():RefreshMe(data)
end
---@type detailseventlistener
local eventListener = Details:CreateEventListener()
eventListener:RegisterEvent("DETAILS_PROFILE_APPLYED", function()
--this event don't trigger at details startup
spellsTab.OnProfileChange()
end)
end
-----------------------------------------------------------------------------------------------------------------------
--> report data
function spellsTab.CreateReportButtons(tabFrame) --deprecated?
--spell list report button
tabFrame.report_esquerda = Details.gump:NewDetailsButton(tabFrame, tabFrame, nil, Details.Reportar, tabFrame, 1, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport2")
tabFrame.report_esquerda:SetPoint("bottomleft", spellsTab.GetSpellScrollFrame(), "TOPLEFT", 33, 3)
tabFrame.report_esquerda:SetFrameLevel(tabFrame:GetFrameLevel()+2)
tabFrame.topleft_report = tabFrame.report_esquerda
--targets report button
tabFrame.report_alvos = Details.gump:NewDetailsButton(tabFrame, tabFrame, nil, Details.Reportar, tabFrame, 3, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport3")
tabFrame.report_alvos:SetPoint("bottomright", tabFrame.container_alvos, "TOPRIGHT", -2, -1)
tabFrame.report_alvos:SetFrameLevel(3) --solved inactive problem
--special barras in the right report button
tabFrame.report_direita = Details.gump:NewDetailsButton(tabFrame, tabFrame, nil, Details.Reportar, tabFrame, 2, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", nil, "DetailsJanelaInfoReport4")
tabFrame.report_direita:SetPoint("TOPRIGHT", tabFrame, "TOPRIGHT", -10, -70)
tabFrame.report_direita:Show()
end
function spellsTab.monta_relatorio(botao) --deprecated?
---@type attributeid
local mainSection = breakdownWindow.atributo
---@type attributeid
local subSection = breakdownWindow.sub_atributo
---@type actor
local player = breakdownWindow.jogador
---@type instance
local instance = breakdownWindow.instancia
---@type number
local amt = Details.report_lines
local tabFrame = spellsTab.TabFrame
if (not player) then
Details:Msg("Player not found.")
return
end
local report_lines
if (botao == 1) then --spell data
if (mainSection == 1 and subSection == 4) then --friendly fire
report_lines = {"Details!: " .. player.nome .. " " .. Loc ["STRING_ATTRIBUTE_DAMAGE_FRIENDLYFIRE"] .. ":"}
elseif (mainSection == 1 and subSection == 3) then --damage taken
report_lines = {"Details!: " .. player.nome .. " " .. Loc ["STRING_ATTRIBUTE_DAMAGE_TAKEN"] .. ":"}
else
report_lines = {"Details!: " .. player.nome .. " - " .. Details.sub_atributos [mainSection].lista [subSection] .. ""}
end
for index, barra in ipairs(tabFrame.barras1) do
if (barra:IsShown()) then
local spellid = barra.show
if (mainSection == 1 and subSection == 4) then --friendly fire
report_lines [#report_lines+1] = barra.lineText1:GetText() .. ": " .. barra.lineText4:GetText()
elseif (type(spellid) == "number" and spellid > 10) then
local link = GetSpellLink(spellid)
report_lines [#report_lines+1] = index .. ". " .. link .. ": " .. barra.lineText4:GetText()
else
local spellname = barra.lineText1:GetText():gsub((".*%."), "")
spellname = spellname:gsub("|c%x%x%x%x%x%x%x%x", "")
spellname = spellname:gsub("|r", "")
report_lines [#report_lines+1] = index .. ". " .. spellname .. ": " .. barra.lineText4:GetText()
end
end
if (index == amt) then
break
end
end
elseif (botao == 3) then --targets
if (mainSection == 1 and subSection == 3) then
Details:Msg(Loc ["STRING_ACTORFRAME_NOTHING"])
return
end
report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTARGETS"] .. " " .. Details.sub_atributos [1].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome}
for index, barra in ipairs(tabFrame.barras2) do
if (barra:IsShown()) then
report_lines[#report_lines+1] = barra.lineText1:GetText().. " -> " .. barra.lineText4:GetText()
end
if (index == amt) then
break
end
end
elseif (botao == 2) then --spell blocks
--dano --damage done --dps --heal
if ((mainSection == 1 and (subSection == 1 or subSection == 2)) or (mainSection == 2)) then
if (not player.detalhes) then
Details:Msg(Loc ["STRING_ACTORFRAME_NOTHING"])
return
end
local nome = _GetSpellInfo(player.detalhes)
report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. Details.sub_atributos [mainSection].lista [subSection] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome,
Loc ["STRING_ACTORFRAME_SPELLDETAILS"] .. ": " .. nome}
for i = 1, 5 do
local caixa = Details.playerDetailWindow.grupos_detalhes[i]
if (caixa.bg:IsShown()) then
local linha = ""
local nome2 = caixa.nome2:GetText() --golpes
if (nome2 and nome2 ~= "") then
if (i == 1) then
linha = linha..nome2 .. " / "
else
linha = linha .. caixa.nome:GetText() .. " " .. nome2 .. " / "
end
end
local dano = caixa.dano:GetText() --dano
if (dano and dano ~= "") then
linha = linha .. dano .. " / "
end
local media = caixa.dano_media:GetText() --media
if (media and media ~= "") then
linha = linha..media .. " / "
end
local dano_dps = caixa.dano_dps:GetText()
if (dano_dps and dano_dps ~= "") then
linha = linha..dano_dps.." / "
end
local dano_porcento = caixa.dano_porcento:GetText()
if (dano_porcento and dano_porcento ~= "") then
linha = linha..dano_porcento.." "
end
report_lines [#report_lines+1] = linha
end
if (i == amt) then
break
end
end
--dano --damage tanken
elseif ( (mainSection == 1 and subSection == 3) or mainSection == 3) then
if (player.detalhes) then
report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. Details.sub_atributos [1].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.detalhes.. " " .. Loc ["STRING_ACTORFRAME_REPORTAT"] .. " " .. player.nome}
for index, barra in ipairs(tabFrame.barras3) do
if (barra:IsShown()) then
report_lines [#report_lines+1] = barra.lineText1:GetText() .. " ....... " .. barra.lineText4:GetText()
end
if (index == amt) then
break
end
end
else
report_lines = {}
end
end
elseif (botao >= 11) then --primeira caixa dos detalhes
botao = botao - 10
local nome
if (type(spellid) == "string") then --unknown spellid value
--is a pet
else
nome = _GetSpellInfo(player.detalhes)
local spelllink = GetSpellLink(player.detalhes)
if (spelllink) then
nome = spelllink
end
end
if (not nome) then
nome = ""
end
report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. Details.sub_atributos [mainSection].lista [subSection].. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome,
Loc ["STRING_ACTORFRAME_SPELLDETAILS"] .. ": " .. nome}
local caixa = Details.playerDetailWindow.grupos_detalhes[botao]
local linha = ""
local nome2 = caixa.nome2:GetText() --golpes
if (nome2 and nome2 ~= "") then
if (botao == 1) then
linha = linha .. nome2 .. " / "
else
linha = linha .. caixa.nome:GetText() .. " " .. nome2 .. " / "
end
end
local dano = caixa.dano:GetText() --dano
if (dano and dano ~= "") then
linha = linha..dano.." / "
end
local media = caixa.dano_media:GetText() --media
if (media and media ~= "") then
linha = linha..media.." / "
end
local dano_dps = caixa.dano_dps:GetText()
if (dano_dps and dano_dps ~= "") then
linha = linha..dano_dps.." / "
end
local dano_porcento = caixa.dano_porcento:GetText()
if (dano_porcento and dano_porcento ~= "") then
linha = linha..dano_porcento.." "
end
--remove a cor da school
linha = linha:gsub("|c%x?%x?%x?%x?%x?%x?%x?%x?", "")
linha = linha:gsub("|r", "")
report_lines [#report_lines+1] = linha
end
return instance:envia_relatorio(report_lines)
end