Fixed an issue where it throws an error when opening the Damage Taken breakdown

This commit is contained in:
Tercio Jose
2023-05-10 22:43:01 -03:00
parent b78b35e557
commit 40d89df26e
6 changed files with 858 additions and 272 deletions
+31 -5
View File
@@ -29,6 +29,9 @@
---@class tablesize : {H: number, W: number}
---@class tablecoords : {L: number, R: number, T: number, B: number}
---@class texturecoords: {left: number, right: number, top: number, bottom: number}
---@class objectsize : {height: number, width: number}
---@class texturetable : {texture: string, coords: texturecoords, size: objectsize}
---@class spellid : number
---@class actorname : string
@@ -399,11 +402,6 @@
---@class targettable : {[string]: number}
---@class actor : table
---@field GetSpellContainer fun(actor: actor, containerType: "debuff"|"buff"|"spell"|"cooldowns") : spellcontainer
---@field Name fun(actor: actor) : string get the name of the actor
---@field Tempo fun(actor: actor) : number get the activity or effective time of the actor
---@field GetPets fun(actor: actor) : table<number, string> get a table with all pet names that belong to the player
---@field GetSpellList fun(actor: actor) : table<number, spelltable>
---@field BuildSpellTargetFromBreakdownSpellData fun(actor: actor, bkSpellData: spelltableadv) : table
---@field BuildSpellTargetFromSpellTable fun(actor: actor, spellTable: spelltable) : table
---@field debuff_uptime_spells table
@@ -424,6 +422,15 @@
---@field total number
---@field pets table<number, string>
---@field targets targettable
---@field damage_taken number amount of damage the actor took durent the segment
---@field damage_from table<string, boolean> store the name of the actors which damaged the actor, format: [actorName] = true
---@field GetSpellContainer fun(actor: actor, containerType: "debuff"|"buff"|"spell"|"cooldowns") : spellcontainer
---@field Class fun(actor: actor) : string get the ingame class of the actor
---@field Spec fun(actor: actor) : string get the ingame spec of the actor
---@field Name fun(actor: actor) : string get the name of the actor
---@field Tempo fun(actor: actor) : number get the activity or effective time of the actor
---@field GetPets fun(actor: actor) : table<number, string> get a table with all pet names that belong to the player
---@field GetSpellList fun(actor: actor) : table<number, spelltable>
---@class segmentid : number
---@class instanceid : number
@@ -441,6 +448,7 @@
---@field ativa boolean
---@field freezed boolean
---@field sub_atributo_last table
---@field row_info table
---@field GetInstanceGroup fun() : table
---@field GetCombat fun(instance: instance)
---@field ChangeIcon fun(instance: instance)
@@ -480,6 +488,8 @@
---@field combatTime number
---@field [spelltableadv] spelltableadv indexed part of the table
---@class headercolumndatasaved : {enabled: boolean, width: number, align: string}
---@class breakdownexpandbutton : button
---@field texture texture
@@ -493,6 +503,10 @@
---@field Header df_headerframe
---@field RefreshMe fun(scrollFrame: breakdowntargetscrollframe, data: table|nil)
---@class breakdowngenericscrollframe : df_scrollboxmixin, scrollframe
---@field Header df_headerframe
---@field RefreshMe fun(scrollFrame: breakdowngenericscrollframe, data: table|nil)
---@class breakdownphasescrollframe : df_scrollboxmixin, scrollframe
---@field Header df_headerframe
---@field RefreshMe fun(scrollFrame: breakdownphasescrollframe, data: table|nil)
@@ -503,6 +517,18 @@
---@field InLineTexts fontstring[]
---@field statusBar breakdownspellbarstatusbar
---@class breakdowngenericbar : button, df_headerfunctions
---@field index number
---@field rank number
---@field name string
---@field percent number
---@field amount number
---@field total number
---@field actorName string
---@field Icon texture
---@field InLineTexts fontstring[]
---@field statusBar breakdownspellbarstatusbar
---@class breakdowntargetbar : button, df_headerfunctions
---@field index number
---@field rank number
+329 -57
View File
@@ -47,7 +47,7 @@
--constants
local container_habilidades = Details.container_habilidades
local atributo_damage = Details.atributo_damage
local damageClass = Details.atributo_damage
local atributo_misc = Details.atributo_misc
local container_damage = Details.container_type.CONTAINER_DAMAGE_CLASS
@@ -146,7 +146,7 @@ function Details:CreateActorLastEventTable() --[[exported]]
return t
end
function atributo_damage:CreateFFTable(targetName) --[[exported]]
function damageClass:CreateFFTable(targetName) --[[exported]]
local newTable = {total = 0, spells = {}}
self.friendlyfire[targetName] = newTable
return newTable
@@ -471,7 +471,7 @@ end
---this function is called from within an actorContainer when it needs to create a new actorObject for a new actor
---actorObject is a ordinary table with the actor attributes and a metatable to inherit the functions from Details object
---@return table
function atributo_damage:NovaTabela() --create new actorObject
function damageClass:NovaTabela() --create new actorObject
local alphabetical = Details:GetOrderNumber()
--constructor: creates a table with the actor attributes and then set the metatable to the actor prototype
@@ -525,7 +525,7 @@ end
spells = container_habilidades:NovoContainer(container_damage)
}
setmetatable(newDamageActor, atributo_damage)
setmetatable(newDamageActor, damageClass)
detailsFramework:Mixin(newDamageActor, Details222.Mixins.ActorMixin)
detailsFramework:Mixin(newDamageActor, damageClassMixin)
@@ -537,7 +537,7 @@ end
--special cases
-- dps (calculate dps for actors)
function atributo_damage:ContainerRefreshDps (container, combat_time)
function damageClass:ContainerRefreshDps (container, combat_time)
local total = 0
@@ -778,7 +778,7 @@ end
end
local function RefreshBarraBySpell (tabela, barra, instancia)
atributo_damage:AtualizarBySpell (tabela, tabela.minha_barra, barra.colocacao, instancia)
damageClass:AtualizarBySpell (tabela, tabela.minha_barra, barra.colocacao, instancia)
end
local on_switch_DTBS_show = function(instance)
@@ -1003,7 +1003,7 @@ end
local DTBS_format_name = function(player_name) return Details:GetOnlyName(player_name) end
local DTBS_format_amount = function(amount) return Details:ToK(amount) .. " (" .. format("%.1f", amount / bs_tooltip_table.damage_total * 100) .. "%)" end
function atributo_damage:ReportSingleDTBSLine (spell, instance, ShiftKeyDown, ControlKeyDown)
function damageClass:ReportSingleDTBSLine (spell, instance, ShiftKeyDown, ControlKeyDown)
if (ControlKeyDown) then
local spellname, _, spellicon = _GetSpellInfo(spell[1])
return Details:OpenAuraPanel (spell[1], spellname, spellicon)
@@ -1019,7 +1019,7 @@ end
return Details:Reportar(report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
function atributo_damage:AtualizarBySpell(tabela, whichRowLine, colocacao, instance)
function damageClass:AtualizarBySpell(tabela, whichRowLine, colocacao, instance)
tabela ["byspell"] = true --marca que esta tabela uma tabela de frags, usado no controla na hora de montar o tooltip
local thisLine = instance.barras [whichRowLine] --pega a referncia da barra na janela
@@ -1213,10 +1213,10 @@ end
end
local function RefreshBarraFrags (tabela, barra, instancia)
atributo_damage:AtualizarFrags(tabela, tabela.minha_barra, barra.colocacao, instancia)
damageClass:AtualizarFrags(tabela, tabela.minha_barra, barra.colocacao, instancia)
end
function atributo_damage:AtualizarFrags(tabela, whichRowLine, colocacao, instancia)
function damageClass:AtualizarFrags(tabela, whichRowLine, colocacao, instancia)
tabela ["frags"] = true --marca que esta tabela uma tabela de frags, usado no controla na hora de montar o tooltip
local thisLine = instancia.barras [whichRowLine] --pega a referncia da barra na janela
@@ -1455,7 +1455,7 @@ end
return instance:TrocaTabela(instance.segmento, 5, #Details.custom)
end
function atributo_damage:ReportSingleVoidZoneLine (actor, instance, ShiftKeyDown, ControlKeyDown)
function damageClass:ReportSingleVoidZoneLine (actor, instance, ShiftKeyDown, ControlKeyDown)
local spellid = tooltip_void_zone_temp.spellid
@@ -1732,7 +1732,7 @@ end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--main refresh function
function atributo_damage:RefreshWindow(instancia, combatObject, forcar, exportar, refreshRequired)
function damageClass:RefreshWindow(instancia, combatObject, forcar, exportar, refreshRequired)
local showing = combatObject[class_type] --o que esta sendo mostrado -> [1] - dano [2] - cura --pega o container com ._NameIndexTable ._ActorTable
--not have something to show
@@ -1898,7 +1898,7 @@ function atributo_damage:RefreshWindow(instancia, combatObject, forcar, exportar
local lineContainer = instancia.barras
for i = instancia.barraS[1], instancia.barraS[2], 1 do
atributo_damage:AtualizarFrags(ntable[i], whichRowLine, i, instancia)
damageClass:AtualizarFrags(ntable[i], whichRowLine, i, instancia)
whichRowLine = whichRowLine+1
end
@@ -2040,7 +2040,7 @@ function atributo_damage:RefreshWindow(instancia, combatObject, forcar, exportar
--print(bs_index, #bs_table, instancia.barraS[1], instancia.barraS[2])
for i = instancia.barraS[1], instancia.barraS[2], 1 do
atributo_damage:AtualizarBySpell (bs_table[i], whichRowLine, i, instancia)
damageClass:AtualizarBySpell (bs_table[i], whichRowLine, i, instancia)
whichRowLine = whichRowLine+1
end
@@ -2184,7 +2184,7 @@ function atributo_damage:RefreshWindow(instancia, combatObject, forcar, exportar
--print(keyName)
if (subAttribute == 2) then
local combat_time = instancia.showing:GetCombatTime()
total = atributo_damage:ContainerRefreshDps (actorTableContent, combat_time)
total = damageClass:ContainerRefreshDps (actorTableContent, combat_time)
else
--pega o total ja aplicado na tabela do combate
total = combatObject.totals [class_type]
@@ -2209,7 +2209,7 @@ function atributo_damage:RefreshWindow(instancia, combatObject, forcar, exportar
if (subAttribute == 2) then --dps
local combat_time = instancia.showing:GetCombatTime()
atributo_damage:ContainerRefreshDps (actorTableContent, combat_time)
damageClass:ContainerRefreshDps (actorTableContent, combat_time)
end
if (#actorTableContent < 1) then
@@ -2239,7 +2239,7 @@ function atributo_damage:RefreshWindow(instancia, combatObject, forcar, exportar
else
if (subAttribute == 2) then --dps
local combat_time = instancia.showing:GetCombatTime()
atributo_damage:ContainerRefreshDps (actorTableContent, combat_time)
damageClass:ContainerRefreshDps (actorTableContent, combat_time)
end
_table_sort(actorTableContent, Details.SortKeyGroup)
@@ -2682,7 +2682,7 @@ local actor_class_color_r, actor_class_color_g, actor_class_color_b
end
-- ~atualizar ~barra ~update
function atributo_damage:RefreshLine(instance, lineContainer, whichRowLine, rank, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
function damageClass:RefreshLine(instance, lineContainer, whichRowLine, rank, total, sub_atributo, forcar, keyName, combat_time, percentage_type, use_animations, bars_show_data, bars_brackets, bars_separator)
local thisLine = lineContainer[whichRowLine]
if (not thisLine) then
@@ -3237,7 +3237,7 @@ end
---------TOOLTIPS BIFURCAO
-- ~tooltip
function atributo_damage:ToolTip (instance, numero, barra, keydown)
function damageClass:ToolTip (instance, numero, barra, keydown)
--seria possivel aqui colocar o icone da classe dele?
if (instance.atributo == 5) then --custom
@@ -3264,7 +3264,7 @@ local barAlha = .6
---------DAMAGE DONE & DPS
function atributo_damage:ToolTip_DamageDone (instancia, numero, barra, keydown)
function damageClass:ToolTip_DamageDone (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
r, g, b = unpack(Details.class_colors [owner.classe])
@@ -3622,7 +3622,7 @@ end
local ENEMIES_format_name = function(player) if (player == 0) then return false end return Details:GetOnlyName(player.nome) end
local ENEMIES_format_amount = function(amount) if (amount <= 0) then return false end return Details:ToK(amount) .. " (" .. format("%.1f", amount / tooltip_temp_table.damage_total * 100) .. "%)" end
function atributo_damage:ReportEnemyDamageTaken (actor, instance, ShiftKeyDown, ControlKeyDown, fromFrags)
function damageClass:ReportEnemyDamageTaken (actor, instance, ShiftKeyDown, ControlKeyDown, fromFrags)
if (ShiftKeyDown) then
local inimigo = actor.nome
local custom_name = inimigo .. " -" .. Loc ["STRING_CUSTOM_ENEMY_DT"]
@@ -3670,10 +3670,10 @@ end
local FRAGS_format_name = function(player_name) return Details:GetOnlyName(player_name) end
local FRAGS_format_amount = function(amount) return Details:ToK(amount) .. " (" .. format("%.1f", amount / frags_tooltip_table.damage_total * 100) .. "%)" end
function atributo_damage:ReportSingleFragsLine (frag, instance, ShiftKeyDown, ControlKeyDown)
function damageClass:ReportSingleFragsLine (frag, instance, ShiftKeyDown, ControlKeyDown)
if (ShiftKeyDown) then
return atributo_damage:ReportEnemyDamageTaken (frag, instance, ShiftKeyDown, ControlKeyDown, true)
return damageClass:ReportEnemyDamageTaken (frag, instance, ShiftKeyDown, ControlKeyDown, true)
end
local report_table = {"Details!: " .. frag [1] .. " - " .. Loc ["STRING_ATTRIBUTE_DAMAGE_TAKEN"]}
@@ -3683,7 +3683,7 @@ function atributo_damage:ReportSingleFragsLine (frag, instance, ShiftKeyDown, Co
return Details:Reportar (report_table, {_no_current = true, _no_inverse = true, _custom = true})
end
function atributo_damage:ToolTip_Enemies (instancia, numero, barra, keydown)
function damageClass:ToolTip_Enemies (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
@@ -3788,7 +3788,7 @@ function atributo_damage:ToolTip_Enemies (instancia, numero, barra, keydown)
end
---------DAMAGE TAKEN
function atributo_damage:ToolTip_DamageTaken (instance, numero, barra, keydown)
function damageClass:ToolTip_DamageTaken (instance, numero, barra, keydown)
--if the object has a owner, it's a pet
local owner = self.owner
if (owner and owner.classe) then
@@ -3963,7 +3963,7 @@ function atributo_damage:ToolTip_DamageTaken (instance, numero, barra, keydown)
end
---------FRIENDLY FIRE
function atributo_damage:ToolTip_FriendlyFire (instancia, numero, barra, keydown)
function damageClass:ToolTip_FriendlyFire (instancia, numero, barra, keydown)
local owner = self.owner
if (owner and owner.classe) then
@@ -4078,7 +4078,7 @@ end
---------DETALHES BIFURCAO ~detalhes ~detailswindow ~bi
function atributo_damage:MontaInfo()
function damageClass:MontaInfo()
if (info.sub_atributo == 1 or info.sub_atributo == 2 or info.sub_atributo == 6) then --damage done & dps
return self:MontaInfoDamageDone()
elseif (info.sub_atributo == 3) then --damage taken
@@ -4089,7 +4089,7 @@ function atributo_damage:MontaInfo()
end
---------DETALHES bloco da direita BIFURCAO
function atributo_damage:MontaDetalhes (spellid, barra, instancia)
function damageClass:MontaDetalhes (spellid, barra, instancia)
if (info.sub_atributo == 1 or info.sub_atributo == 2) then
return self:MontaDetalhesDamageDone (spellid, barra, instancia)
@@ -4109,7 +4109,7 @@ end
------ Friendly Fire
function atributo_damage:MontaInfoFriendlyFire()
function damageClass:MontaInfoFriendlyFire()
local instancia = info.instancia
local combat = instancia:GetShowingCombat()
@@ -4249,27 +4249,65 @@ function atributo_damage:MontaInfoFriendlyFire()
end
------ Damage Taken
function atributo_damage:MontaInfoDamageTaken()
local damageTakenHeadersAllowed = {icon = true, name = true, rank = true, amount = true, persecond = true, percent = true}
function damageClass:MontaInfoDamageTaken()
---@type actor
local actorObject = self
---@type instance
local instance = info.instancia
---@type combat
local combatObject = instance:GetCombat()
---@type string
local actorName = actorObject:Name()
--build the code for the new breakdown window
---@type number
local damageTakenTotal = actorObject.damage_taken
---@type table<string, boolean>
local damageTakenFrom = actorObject.damage_from
---@type actorcontainer
local damageContainer = combatObject:GetContainer(class_type)
local resultTable = {}
---@type string
for aggressorName in pairs(damageTakenFrom) do
local sourceActorObject = damageContainer:GetActor(aggressorName)
if (sourceActorObject) then
---@type table<string, number>
local targets = sourceActorObject:GetTargets()
---@type number|nil
local amountOfDamage = targets[actorName]
if (amountOfDamage) then
---@type texturetable
local iconTable = Details:GetActorIcon(sourceActorObject)
---@type {name: string, amount: number, icon: texturetable}
local damageTakenTable = {name = aggressorName, total = amountOfDamage, icon = iconTable}
resultTable[#resultTable+1] = damageTakenTable
end
end
end
resultTable.totalValue = damageTakenTotal
resultTable.combatTime = combatObject:GetCombatTime()
resultTable.headersAllowed = damageTakenHeadersAllowed
Details222.BreakdownWindow.SendGenericData(resultTable, actorObject, combatObject, instance)
if 1 then return end
local damage_taken = self.damage_taken
local agressores = self.damage_from
local instancia = info.instancia
local tabela_do_combate = instancia.showing
local showing = tabela_do_combate [class_type] --o que esta sendo mostrado -> [1] - dano [2] - cura --pega o container com ._NameIndexTable ._ActorTable
local barras = info.barras1
local meus_agressores = {}
local este_agressor
for nome, _ in pairs(agressores) do
este_agressor = showing._ActorTable[showing._NameIndexTable[nome]]
for nome, _ in pairs(damageTakenFrom) do
este_agressor = damageContainer._ActorTable[damageContainer._NameIndexTable[nome]]
if (este_agressor) then
local alvos = este_agressor.targets
local este_alvo = alvos [self.nome]
if (este_alvo) then
meus_agressores [#meus_agressores+1] = {nome, este_alvo, este_alvo/damage_taken*100, este_agressor.classe}
meus_agressores [#meus_agressores+1] = {nome, este_alvo, este_alvo/damageTakenTotal*100, este_agressor.classe}
end
end
end
@@ -4291,7 +4329,7 @@ function atributo_damage:MontaInfoDamageTaken()
for index, tabela in ipairs(meus_agressores) do
barra = barras [index]
if (not barra) then
barra = gump:CriaNovaBarraInfo1 (instancia, index)
barra = gump:CriaNovaBarraInfo1 (instance, index)
end
self:FocusLock(barra, tabela[1])
@@ -4305,6 +4343,49 @@ function atributo_damage:MontaInfoDamageTaken()
self:UpdadeInfoBar(barra, index, tabela[1], tabela[1], tabela[2], formated_value, max_, tabela[3], "Interface\\AddOns\\Details\\images\\classes_small_alpha", true, texCoords, nil, tabela[4])
end
--[=[
---@type number, spelltable
for spellId, spellTable in pairs(actorSpells) do
spellTable.ChartData = nil
---@type string
local spellName = _GetSpellInfo(spellId)
if (spellName) then
---@type number in which index the spell with the same name was stored
local index = alreadyAdded[spellName]
if (index) then
---@type spelltableadv
local bkSpellData = breakdownSpellDataList[index]
bkSpellData.spellTables[#bkSpellData.spellTables+1] = spellTable
---@type bknesteddata
local nestedData = {spellId = spellId, spellTable = spellTable, petName = "", value = 0}
bkSpellData.nestedData[#bkSpellData.nestedData+1] = nestedData
bkSpellData.bCanExpand = true
else
---@type spelltableadv
local bkSpellData = {
id = spellId,
spellschool = spellTable.spellschool,
bIsExpanded = Details222.BreakdownWindow.IsSpellExpanded(spellId),
bCanExpand = false,
spellTables = {spellTable},
nestedData = {{spellId = spellId, spellTable = spellTable, petName = "", value = 0}},
}
detailsFramework:Mixin(bkSpellData, Details.SpellTableMixin)
breakdownSpellDataList[#breakdownSpellDataList+1] = bkSpellData
alreadyAdded[spellName] = #breakdownSpellDataList
end
end
end
--]=]
end
--[[exported]] function Details:UpdadeInfoBar(row, index, spellId, name, value, formattedValue, max, percent, icon, detalhes, texCoords, spellSchool, class)
@@ -4487,7 +4568,7 @@ end
--]=]
------ Damage Done & Dps
function atributo_damage:MontaInfoDamageDone() --I guess this fills the list of spells in the topleft scrollBar in the summary tab
function damageClass:MontaInfoDamageDone() --I guess this fills the list of spells in the topleft scrollBar in the summary tab
--the goal of this function is to build a list of spells the actor used and send the data to Details! which will delivery to the summary tab actived
--so the script only need to build the list of spells and send it to Details!
---@type actor
@@ -4896,7 +4977,7 @@ end
------ Detalhe Info Friendly Fire
function atributo_damage:MontaDetalhesFriendlyFire (nome, barra)
function damageClass:MontaDetalhesFriendlyFire (nome, barra)
local barras = info.barras3
local instancia = info.instancia
@@ -4961,7 +5042,7 @@ function atributo_damage:MontaDetalhesFriendlyFire (nome, barra)
end
-- detalhes info enemies
function atributo_damage:MontaDetalhesEnemy (spellid, barra)
function damageClass:MontaDetalhesEnemy (spellid, barra)
local container = info.instancia.showing[1]
local barras = info.barras3
@@ -5059,7 +5140,7 @@ function atributo_damage:MontaDetalhesEnemy (spellid, barra)
end
------ Detalhe Info Damage Taken
function atributo_damage:MontaDetalhesDamageTaken (nome, barra)
function damageClass:MontaDetalhesDamageTaken (nome, barra)
local barras = info.barras3
local instancia = info.instancia
@@ -5196,9 +5277,200 @@ local MontaDetalhesBuffProcs = function(actor, row, instance)
end
end
---called from the spell breakdown when a spellbar is hovered over
---@param spellBar breakdownspellbar
---@param spellBlockContainer breakdownspellblockframe
---@param blockIndex number
---@param summaryBlock breakdownspellblock
---@param spellId number
---@param elapsedTime number
---@param actorName string
---@param spellTable spelltable
---@param trinketData trinketdata
---@param combatObject combat
function damageClass:BuildSpellDetails(spellBar, spellBlockContainer, blockIndex, summaryBlock, spellId, elapsedTime, actorName, spellTable, trinketData, combatObject)
---@type number
local totalHits = spellTable.counter
--damage section showing damage 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
if (trinketData[spellId] and combatObject.trinketProcs) then
local trinketProcData = combatObject.trinketProcs[actorName]
if (trinketProcData) then
local trinketProc = trinketProcData[spellId]
if (trinketProc) then
blockLine1.leftText:SetText("Procs: " .. trinketProc.total)
end
end
end
blockLine1.rightText:SetText(Loc ["STRING_HITS"]..": " .. totalHits) --hits and uptime
blockLine2.leftText:SetText(Loc ["STRING_DAMAGE"]..": " .. 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_DPS"] .. ": " .. Details:CommaValue(spellBar.perSecond)) --dps
end
local emporwerSpell = spellTable.e_total
if (emporwerSpell) then
local empowerLevelSum = spellTable.e_total --total sum of empower levels
local empowerAmount = spellTable.e_amt --amount of casts with empower
local empowerAmountPerLevel = spellTable.e_lvl --{[1] = 4; [2] = 9; [3] = 15}
local empowerDamagePerLevel = spellTable.e_dmg --{[1] = 54548745, [2] = 74548745}
---@type breakdownspellblock
local empowerBlock = spellBlockContainer:GetBlock(blockIndex)
blockIndex = blockIndex + 1
local level1AverageDamage = "0"
local level2AverageDamage = "0"
local level3AverageDamage = "0"
local level4AverageDamage = "0"
local level5AverageDamage = "0"
if (empowerDamagePerLevel[1]) then
level1AverageDamage = Details:Format(empowerDamagePerLevel[1] / empowerAmountPerLevel[1])
end
if (empowerDamagePerLevel[2]) then
level2AverageDamage = Details:Format(empowerDamagePerLevel[2] / empowerAmountPerLevel[2])
end
if (empowerDamagePerLevel[3]) then
level3AverageDamage = Details:Format(empowerDamagePerLevel[3] / empowerAmountPerLevel[3])
end
if (empowerDamagePerLevel[4]) then
level4AverageDamage = Details:Format(empowerDamagePerLevel[4] / empowerAmountPerLevel[4])
end
if (empowerDamagePerLevel[5]) then
level5AverageDamage = Details:Format(empowerDamagePerLevel[5] / empowerAmountPerLevel[5])
end
empowerBlock:Show()
empowerBlock:SetValue(100)
empowerBlock.sparkTexture:SetPoint("left", empowerBlock, "left", empowerBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0)
empowerBlock:SetColor(0.200, 0.576, 0.498, 0.6)
local blockLine1, blockLine2, blockLine3 = empowerBlock:GetLines()
blockLine1.leftText:SetText("Spell Empower Average Level: " .. string.format("%.2f", empowerLevelSum / empowerAmount))
if (level1AverageDamage ~= "0") then
blockLine2.leftText:SetText("Level 1 Avg: " .. level1AverageDamage .. " (" .. (empowerAmountPerLevel[1] or 0) .. ")")
end
if (level2AverageDamage ~= "0") then
blockLine2.centerText:SetText("Level 2 Avg: " .. level2AverageDamage .. " (" .. (empowerAmountPerLevel[2] or 0) .. ")")
end
if (level3AverageDamage ~= "0") then
blockLine2.rightText:SetText("Level 3 Avg: " .. level3AverageDamage .. " (" .. (empowerAmountPerLevel[3] or 0) .. ")")
end
if (level4AverageDamage ~= "0") then
blockLine3.leftText:SetText("Level 4 Avg: " .. level4AverageDamage .. " (" .. (empowerAmountPerLevel[4] or 0) .. ")")
end
if (level5AverageDamage ~= "0") then
blockLine3.rightText:SetText("Level 5 Avg: " .. level5AverageDamage .. " (" .. (empowerAmountPerLevel[5] or 0) .. ")")
end
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_DPS"] .. ": " .. 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 = Details.SpellTableMixin.GetCritPercent(spellTable)
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 = Details.SpellTableMixin.GetCritAverage(spellTable)
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_DPS"] .. ": " .. Details:CommaValue(spellTable.c_total / critTempoPercent))
end
if (trinketData[spellId]) then
---@type trinketdata
local trinketInfo = trinketData[spellId]
local minTime = trinketInfo.minTime
local maxTime = trinketInfo.maxTime
local average = trinketInfo.averageTime
---@type breakdownspellblock
local trinketBlock = spellBlockContainer:GetBlock(blockIndex)
trinketBlock:Show()
trinketBlock:SetValue(100)
trinketBlock.sparkTexture:SetPoint("left", trinketBlock, "left", trinketBlock:GetWidth() + Details.breakdown_spell_tab.blockspell_spark_offset, 0)
blockIndex = blockIndex + 1
local blockLine1, blockLine2, blockLine3 = trinketBlock:GetLines()
blockLine1.leftText:SetText("Trinket Info")
blockLine1.rightText:SetText("PPM: " .. string.format("%.2f", average / 60))
if (minTime == 9999999) then
blockLine2.leftText:SetText("Min Time: " .. _G["UNKNOWN"])
else
blockLine2.leftText:SetText("Min Time: " .. math.floor(minTime))
end
blockLine2.rightText:SetText("Max Time: " .. math.floor(maxTime))
end
end
--this build p the 6 rectangle boxes in the right side of the breakdown window summary tab
function atributo_damage:MontaDetalhesDamageDone (spellId, spellLine, instance) --this should be ~deprecated with the new breakdown tab
function damageClass:MontaDetalhesDamageDone (spellId, spellLine, instance) --this should be ~deprecated with the new breakdown tab
print("MontaDetalhesDamageDone - deprecated", debugstack())
@@ -5689,7 +5961,7 @@ function Details:BuildPlayerDetailsSpellChart()
end
end
function atributo_damage:MontaTooltipDamageTaken (thisLine, index)
function damageClass:MontaTooltipDamageTaken (thisLine, index)
local aggressor = info.instancia.showing [1]:PegarCombatente (_, thisLine.nome_inimigo)
local container = aggressor.spells._ActorTable
local habilidades = {}
@@ -5725,7 +5997,7 @@ function atributo_damage:MontaTooltipDamageTaken (thisLine, index)
end
function atributo_damage:MontaTooltipAlvos (thisLine, index, instancia) --~deprecated
function damageClass:MontaTooltipAlvos (thisLine, index, instancia) --~deprecated
local inimigo = thisLine.nome_inimigo
local habilidades = {}
@@ -5850,7 +6122,7 @@ function atributo_damage:MontaTooltipAlvos (thisLine, index, instancia) --~depre
end
--controla se o dps do jogador esta travado ou destravado
function atributo_damage:Iniciar (iniciar)
function damageClass:Iniciar (iniciar)
if (iniciar == nil) then
return self.dps_started --retorna se o dps esta aberto ou fechado para este jogador
elseif (iniciar) then
@@ -5866,7 +6138,7 @@ end
--core functions
--limpa as tabelas temporrias ao resetar
function atributo_damage:ClearTempTables()
function damageClass:ClearTempTables()
for i = #ntable, 1, -1 do
ntable [i] = nil
end
@@ -5889,7 +6161,7 @@ end
end
--atualize a funcao de abreviacao
function atributo_damage:UpdateSelectedToKFunction()
function damageClass:UpdateSelectedToKFunction()
SelectedToKFunction = ToKFunctions [Details.ps_abbreviation]
FormatTooltipNumber = ToKFunctions [Details.tooltip.abbreviation]
TooltipMaximizedMethod = Details.tooltip.maximize_method
@@ -5897,13 +6169,13 @@ end
end
--diminui o total das tabelas do combate
function atributo_damage:subtract_total (combat_table)
function damageClass:subtract_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] - self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] - self.total
end
end
function atributo_damage:add_total (combat_table)
function damageClass:add_total (combat_table)
combat_table.totals [class_type] = combat_table.totals [class_type] + self.total
if (self.grupo) then
combat_table.totals_grupo [class_type] = combat_table.totals_grupo [class_type] + self.total
@@ -5911,7 +6183,7 @@ end
end
--restaura a tabela de last event
function atributo_damage:r_last_events_table (actor)
function damageClass:r_last_events_table (actor)
if (not actor) then
actor = self
end
@@ -5919,7 +6191,7 @@ end
end
--restaura e liga o ator com a sua shadow durante a inicializao (startup function)
function atributo_damage:r_onlyrefresh_shadow (actor)
function damageClass:r_onlyrefresh_shadow (actor)
--criar uma shadow desse ator se ainda no tiver uma
local overall_dano = Details.tabela_overall [1]
local shadow = overall_dano._ActorTable [overall_dano._NameIndexTable [actor.nome]]
@@ -5985,7 +6257,7 @@ end
return shadow
end
function atributo_damage:r_connect_shadow (actor, no_refresh, combat_object)
function damageClass:r_connect_shadow (actor, no_refresh, combat_object)
--check if there's a custom combat, if not just use the overall container
local host_combat = combat_object or Details.tabela_overall
@@ -6228,7 +6500,7 @@ function Details.SumDamageActors(actor1, actor2, actorContainer)
end
atributo_damage.__add = function(tabela1, tabela2)
damageClass.__add = function(tabela1, tabela2)
--tempo decorrido
local tempo = (tabela2.end_time or time()) - tabela2.start_time
@@ -6337,7 +6609,7 @@ atributo_damage.__add = function(tabela1, tabela2)
return tabela1
end
atributo_damage.__sub = function(tabela1, tabela2)
damageClass.__sub = function(tabela1, tabela2)
--tempo decorrido
local tempo = (tabela2.end_time or time()) - tabela2.start_time
+17 -10
View File
@@ -431,22 +431,29 @@ end
---@param instance instance
function Details222.BreakdownWindow.SendSpellData(data, actorObject, combatObject, instance)
--need to get the tab showing the summary and transmit the data to it
local tab = Details222.BreakdownWindow.CurrentDefaultTab
if (tab) then
local tabButton = Details222.BreakdownWindow.CurrentDefaultTab
if (tabButton) then
--tab is the tab button
if (tab.OnReceiveSpellData) then
tab.OnReceiveSpellData(data, actorObject, combatObject, instance)
if (tabButton.OnReceiveSpellData) then
tabButton.OnReceiveSpellData(data, actorObject, combatObject, instance)
end
end
end
function Details222.BreakdownWindow.SendTargetData(targetList, actorObject, combatObject, instance)
--need to get the tab showing the summary and transmit the data to it
local tab = Details222.BreakdownWindow.CurrentDefaultTab
if (tab) then
--tab is the tab button
if (tab.OnReceiveTargetData) then
tab.OnReceiveTargetData(targetList, actorObject, combatObject, instance)
local tabButton = Details222.BreakdownWindow.CurrentDefaultTab
if (tabButton) then
if (tabButton.OnReceiveTargetData) then
tabButton.OnReceiveTargetData(targetList, actorObject, combatObject, instance)
end
end
end
function Details222.BreakdownWindow.SendGenericData(resultTable, actorObject, combatObject, instance)
local tabButton = Details222.BreakdownWindow.CurrentDefaultTab
if (tabButton) then
if (tabButton.OnReceiveGenericData) then
tabButton.OnReceiveGenericData(resultTable, actorObject, combatObject, instance)
end
end
end
+412 -190
View File
@@ -85,6 +85,11 @@ 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
@@ -105,6 +110,11 @@ 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()
@@ -114,6 +124,9 @@ function spellsTab.GetScrollFrameByContainerType(containerType)
elseif (containerType == "phases") then
return spellsTab.GetPhaseScrollFrame()
elseif (containerType == "generic") then
return spellsTab.GetGenericScrollFrame()
end
end
@@ -122,6 +135,7 @@ function spellsTab.OnProfileChange()
spellsTab.UpdateHeadersSettings("spells")
spellsTab.UpdateHeadersSettings("targets")
spellsTab.UpdateHeadersSettings("phases")
spellsTab.UpdateHeadersSettings("generic")
end
------------------------------------------------------------------------------------------------------------------------------------------------
@@ -135,7 +149,6 @@ local headerContainerType = {}
local columnOffset = 0
---column header information saved into details database: if is enabaled, its with and align
---@class headercolumndatasaved : {enabled: boolean, width: number, align: string}
local settingsPrototype = {
enabled = true,
width = 100,
@@ -190,8 +203,18 @@ local phaseContainerColumnData = {
{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"
---@param containerType "spells"|"targets"|"phases"|"generic"
---@return headercolumndatabase
---@return columndata
function spellsTab.GetHeaderSettings(containerType)
@@ -210,6 +233,22 @@ function spellsTab.GetHeaderSettings(containerType)
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
@@ -222,7 +261,7 @@ end
---@param columnName string
---@param value any
local onHeaderColumnOptionChanged = function(headerFrame, optionName, columnName, value)
---@type "spells"|"targets"|"phases"
---@type "spells"|"targets"|"phases"|"generic"
local containerType = headerContainerType[headerFrame]
---@type headercolumndatabase
local settings = spellsTab.GetHeaderSettings(containerType)
@@ -244,7 +283,7 @@ 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"
---@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)
@@ -303,12 +342,16 @@ function spellsTab.UpdateHeadersSettings(containerType)
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"
---@param containerType "spells"|"targets"|"phases"|"generic"
---@return {name: string, width: number, text: string, align: string}[]
function spellsTab.BuildHeaderTable(containerType)
---@type headercolumndata[]
@@ -456,6 +499,7 @@ function spellsTab.OnShownTab()
spellsTab.UpdateHeadersSettings("spells")
spellsTab.UpdateHeadersSettings("targets")
spellsTab.UpdateHeadersSettings("phases")
spellsTab.UpdateHeadersSettings("generic")
end
---called when the tab is getting created, run only once
@@ -464,6 +508,11 @@ end
function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
spellBreakdownSettings = Details.breakdown_spell_tab
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
@@ -472,12 +521,12 @@ function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
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)
spellsTab.TabFrame = 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)
@@ -603,185 +652,9 @@ local onEnterSpellBar = function(spellBar, motion) --parei aqui: precisa por nom
summaryBlock:SetValue(100)
if (mainAttribute == DETAILS_ATTRIBUTE_DAMAGE) then --this should run within the damage class ~damage
local bShowDamageDone = subAttribute == DETAILS_SUBATTRIBUTE_DAMAGEDONE or subAttribute == DETAILS_SUBATTRIBUTE_DPS
---@type number
local totalHits = spellTable.counter
--damage section showing damage 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
if (trinketData[spellId] and combatObject.trinketProcs) then
local trinketProcData = combatObject.trinketProcs[actorName]
if (trinketProcData) then
local trinketProc = trinketProcData[spellId]
if (trinketProc) then
blockLine1.leftText:SetText("Procs: " .. trinketProc.total)
end
end
end
blockLine1.rightText:SetText(Loc ["STRING_HITS"]..": " .. totalHits) --hits and uptime
blockLine2.leftText:SetText(Loc ["STRING_DAMAGE"]..": " .. 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_DPS"] .. ": " .. Details:CommaValue(spellBar.perSecond)) --dps
end
local emporwerSpell = spellTable.e_total
if (emporwerSpell) then
local empowerLevelSum = spellTable.e_total --total sum of empower levels
local empowerAmount = spellTable.e_amt --amount of casts with empower
local empowerAmountPerLevel = spellTable.e_lvl --{[1] = 4; [2] = 9; [3] = 15}
local empowerDamagePerLevel = spellTable.e_dmg --{[1] = 54548745, [2] = 74548745}
---@type breakdownspellblock
local empowerBlock = spellBlockContainer:GetBlock(blockIndex)
blockIndex = blockIndex + 1
local level1AverageDamage = "0"
local level2AverageDamage = "0"
local level3AverageDamage = "0"
local level4AverageDamage = "0"
local level5AverageDamage = "0"
if (empowerDamagePerLevel[1]) then
level1AverageDamage = Details:Format(empowerDamagePerLevel[1] / empowerAmountPerLevel[1])
end
if (empowerDamagePerLevel[2]) then
level2AverageDamage = Details:Format(empowerDamagePerLevel[2] / empowerAmountPerLevel[2])
end
if (empowerDamagePerLevel[3]) then
level3AverageDamage = Details:Format(empowerDamagePerLevel[3] / empowerAmountPerLevel[3])
end
if (empowerDamagePerLevel[4]) then
level4AverageDamage = Details:Format(empowerDamagePerLevel[4] / empowerAmountPerLevel[4])
end
if (empowerDamagePerLevel[5]) then
level5AverageDamage = Details:Format(empowerDamagePerLevel[5] / empowerAmountPerLevel[5])
end
empowerBlock:Show()
empowerBlock:SetValue(100)
empowerBlock.sparkTexture:SetPoint("left", empowerBlock, "left", empowerBlock:GetWidth() + spellBreakdownSettings.blockspell_spark_offset, 0)
empowerBlock:SetColor(0.200, 0.576, 0.498, 0.6)
local blockLine1, blockLine2, blockLine3 = empowerBlock:GetLines()
blockLine1.leftText:SetText("Spell Empower Average Level: " .. string.format("%.2f", empowerLevelSum / empowerAmount))
if (level1AverageDamage ~= "0") then
blockLine2.leftText:SetText("Level 1 Avg: " .. level1AverageDamage .. " (" .. (empowerAmountPerLevel[1] or 0) .. ")")
end
if (level2AverageDamage ~= "0") then
blockLine2.centerText:SetText("Level 2 Avg: " .. level2AverageDamage .. " (" .. (empowerAmountPerLevel[2] or 0) .. ")")
end
if (level3AverageDamage ~= "0") then
blockLine2.rightText:SetText("Level 3 Avg: " .. level3AverageDamage .. " (" .. (empowerAmountPerLevel[3] or 0) .. ")")
end
if (level4AverageDamage ~= "0") then
blockLine3.leftText:SetText("Level 4 Avg: " .. level4AverageDamage .. " (" .. (empowerAmountPerLevel[4] or 0) .. ")")
end
if (level5AverageDamage ~= "0") then
blockLine3.rightText:SetText("Level 5 Avg: " .. level5AverageDamage .. " (" .. (empowerAmountPerLevel[5] or 0) .. ")")
end
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_DPS"] .. ": " .. 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 = Details.SpellTableMixin.GetCritPercent(spellTable)
critHitsBlock:SetValue(percent)
critHitsBlock.sparkTexture:SetPoint("left", critHitsBlock, "left", percent / 100 * critHitsBlock:GetWidth() + spellBreakdownSettings.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 = Details.SpellTableMixin.GetCritAverage(spellTable)
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_DPS"] .. ": " .. Details:CommaValue(spellTable.c_total / critTempoPercent))
end
if (trinketData[spellId]) then
---@type trinketdata
local trinketInfo = trinketData[spellId]
local minTime = trinketInfo.minTime
local maxTime = trinketInfo.maxTime
local average = trinketInfo.averageTime
---@type breakdownspellblock
local trinketBlock = spellBlockContainer:GetBlock(blockIndex)
trinketBlock:Show()
trinketBlock:SetValue(100)
trinketBlock.sparkTexture:SetPoint("left", trinketBlock, "left", trinketBlock:GetWidth() + spellBreakdownSettings.blockspell_spark_offset, 0)
blockIndex = blockIndex + 1
local blockLine1, blockLine2, blockLine3 = trinketBlock:GetLines()
blockLine1.leftText:SetText("Trinket Info")
blockLine1.rightText:SetText("PPM: " .. string.format("%.2f", average / 60))
if (minTime == 9999999) then
blockLine2.leftText:SetText("Min Time: " .. _G["UNKNOWN"])
else
blockLine2.leftText:SetText("Min Time: " .. math.floor(minTime))
end
blockLine2.rightText:SetText("Max Time: " .. math.floor(maxTime))
--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
elseif (mainAttribute == DETAILS_ATTRIBUTE_HEAL) then --this should run within the heal class ~healing
@@ -1190,8 +1063,16 @@ function spellsTab.CreateSpellBlockContainer(tabFrame) --~create ~createblock ~s
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
local containerWidth = spellsTab.GetSpellScrollContainer():GetWidth()
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
@@ -1514,6 +1395,26 @@ function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
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
@@ -1538,7 +1439,86 @@ end
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshPhaseFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshspells ~refreshfunc ~refresh ~refreshp ~updatephasebar
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)
fontString:SetText(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
@@ -1772,13 +1752,217 @@ function spellsTab.CreatePhasesContainer(tabFrame) --~phase ~createphasecontaine
phaseScrollFrame:CreateLine(spellsTab.CreatePhaseBar)
end
tabFrame.phases = tabFrame:CreateFontString(nil, "overlay", "QuestFont_Large")
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,
}
---@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
@@ -1831,7 +2015,7 @@ function spellsTab.CreateTargetContainer(tabFrame) --~create ~target ~createtarg
--create the scrollframe similar to scrollframe used in the spellscrollframe
--replace this with a framework scrollframe
---@type breakdowntargetscrollframe
local targetScrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshTargetsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
local targetScrollFrame = DF:CreateScrollBox(container, "$parentTargetScroll", refreshTargetsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(targetScrollFrame)
targetScrollFrame:SetBackdrop({})
targetScrollFrame:SetAllPoints()
@@ -2902,6 +3086,15 @@ function Details.InitializeSpellBreakdownTab()
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
@@ -2918,6 +3111,35 @@ function Details.InitializeSpellBreakdownTab()
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()
+61 -9
View File
@@ -12,11 +12,63 @@ do
local openRaidLib = LibStub:GetLibrary("LibOpenRaid-1.0", true)
local unknown_class_coords = {0.75, 1, 0.75, 1}
---return a table containing information about the texture to use for the actor icon
---@param actorObject actor
---@return texturetable
function Details:GetActorIcon(actorObject)
---@type instance
local instance = Details:GetInstance(1)
local spec = actorObject:Spec()
if (spec and spec > 0) then
---@type string
local fileName
--get the spec icon file currently in use
if (instance) then
fileName = instance.row_info.spec_file
else
fileName = Details.instance_defaults.row_info.spec_file
end
local left, right, top, bottom = unpack(Details.class_specs_coords[spec])
local textureTable = {
texture = fileName,
coords = {left = left, right = right, top = top, bottom = bottom},
size = {height = 16, width = 16},
}
return textureTable
end
local class = actorObject:Class() or "UNKNOW"
local left, right, top, bottom = unpack(Details.class_coords[class])
---@type string
local fileName
--get the spec icon file currently in use
if (instance) then
fileName = instance.row_info.icon_file
else
fileName = Details.instance_defaults.row_info.icon_file
end
local textureTable = {
texture = fileName,
coords = {left = left, right = right, top = top, bottom = bottom},
size = {height = 16, width = 16},
}
return textureTable
end
function Details:GetUnknownClassIcon()
return [[Interface\AddOns\Details\images\classes_small]], unpack(unknown_class_coords)
end
function Details:GetIconTexture (iconType, withAlpha)
function Details:GetIconTexture(iconType, withAlpha)
iconType = string.lower(iconType)
if (iconType == "spec") then
@@ -37,16 +89,16 @@ do
-- try get the class from actor name
function Details:GetClass(name)
local _, class = UnitClass (name)
local _, class = UnitClass(name)
if (not class) then
for index, container in ipairs(Details.tabela_overall) do
local index = container._NameIndexTable [name]
local index = container._NameIndexTable[name]
if (index) then
local actor = container._ActorTable [index]
local actor = container._ActorTable[index]
if (actor.classe ~= "UNGROUPPLAYER") then
local left, right, top, bottom = unpack(Details.class_coords [actor.classe] or unknown_class_coords)
local r, g, b = unpack(Details.class_colors [actor.classe])
local left, right, top, bottom = unpack(Details.class_coords[actor.classe] or unknown_class_coords)
local r, g, b = unpack(Details.class_colors[actor.classe])
return actor.classe, left, right, top, bottom, r or 1, g or 1, b or 1
end
end
@@ -54,8 +106,8 @@ do
return "UNKNOW", 0.75, 1, 0.75, 1, 1, 1, 1, 1
else
local left, right, top, bottom = unpack(Details.class_coords [class])
local r, g, b = unpack(Details.class_colors [class])
local left, right, top, bottom = unpack(Details.class_coords[class])
local r, g, b = unpack(Details.class_colors[class])
return class, left, right, top, bottom, r or 1, g or 1, b or 1
end
end
@@ -69,7 +121,7 @@ do
NONE = {0, 50/512, 110/512, 150/512},
}
function Details:GetRoleIcon (role)
return [[Interface\AddOns\Details\images\icons2]], unpack(roles [role])
return [[Interface\AddOns\Details\images\icons2]], unpack(roles[role])
end
function Details:GetClassIcon(class)
+8 -1
View File
@@ -1408,7 +1408,7 @@ local default_global_data = {
},
},
--/run Details.breakdown_spell_tab.targetcontainer_height = 140
--/run wipe(Details.breakdown_spell_tab) .genericcontainer_headers
--breakdown spell tab
breakdown_spell_tab = {
blockcontainer_width = 430,
@@ -1440,11 +1440,18 @@ local default_global_data = {
phasecontainer_height = 140,
phasecontainer_islocked = true,
genericcontainer_enabled = true,
genericcontainer_width = 429,
genericcontainer_height = 311 + 140 + 30,
genericcontainer_islocked = true,
spellbar_background_alpha = 0.92,
spellcontainer_headers = {}, --store information about active headers and their sizes (spells)
targetcontainer_headers = {}, --store information about active headers and their sizes (target)
phasecontainer_headers = {}, --store information about active headers and their sizes (phases)
genericcontainer_headers = {}, --store information about active headers and their sizes (generic)
spellcontainer_header_height = 20,
spellcontainer_header_fontsize = 10,
spellcontainer_header_fontcolor = {1, 1, 1, 1},