chore: hoist plugins to root and move main into Details/
Each Details_* plugin and the main Details addon now lives in its own repo-root folder, matching the Exiles fork-layout convention.
This commit is contained in:
@@ -0,0 +1,424 @@
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local addonName, Details222 = ...
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local breakdownWindow = Details.BreakdownWindow
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local Loc = LibStub("AceLocale-3.0"):GetLocale("Details")
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local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")
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local unpack = unpack
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local GetTime = GetTime
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local CreateFrame = CreateFrame
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local GetSpellLink = GetSpellLink or C_Spell.GetSpellLink
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local GetSpellInfo = Details222.GetSpellInfo
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local _GetSpellInfo = Details.GetSpellInfo
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local GameTooltip = GameTooltip
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local DF = DetailsFramework
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local detailsFramework = DetailsFramework
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local tinsert = table.insert
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local spellsTab = DetailsSpellBreakdownTab
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local headerContainerType = spellsTab.headerContainerType
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local CONST_BAR_HEIGHT = 20
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local CONST_SPELLSCROLL_LINEHEIGHT = 20
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local CONST_TARGET_TEXTURE = [[Interface\MINIMAP\TRACKING\Target]]
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local CONST_SPELLBLOCK_DEFAULT_COLOR = {.4, .4, .4, 1}
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local CONST_SPELLBLOCK_HEADERTEXT_COLOR = {.9, .8, 0, 1}
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local CONST_SPELLBLOCK_HEADERTEXT_SIZE = 11
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---create a targetbar within the target scroll
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---@param self breakdownphasescrollframe
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---@param index number
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---@return breakdownphasebar
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function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
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---@type breakdownphasebar
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local phaseBar = CreateFrame("button", self:GetName() .. "PhaseBarButton" .. index, self)
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phaseBar.index = index
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--size and positioning
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phaseBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
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local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
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phaseBar:SetPoint("topleft", self, "topleft", 1, y)
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phaseBar:SetPoint("topright", self, "topright", -1, y)
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phaseBar:EnableMouse(true)
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phaseBar:SetAlpha(0.823)
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phaseBar:SetFrameStrata("HIGH")
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phaseBar:SetScript("OnEnter", nil)
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phaseBar:SetScript("OnLeave", nil)
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DF:Mixin(phaseBar, DF.HeaderFunctions)
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---@type breakdownspellbarstatusbar
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local statusBar = CreateFrame("StatusBar", "$parentStatusBar", phaseBar)
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statusBar:SetAllPoints()
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statusBar:SetAlpha(0.5)
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statusBar:SetMinMaxValues(0, 100)
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statusBar:SetValue(50)
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statusBar:EnableMouse(false)
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statusBar:SetFrameLevel(phaseBar:GetFrameLevel() - 1)
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phaseBar.statusBar = statusBar
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---@type texture this is the statusbar texture
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local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
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statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", Details.breakdown_general.bar_texture))
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statusBar:SetStatusBarTexture(statusBarTexture)
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statusBar:SetStatusBarColor(1, 1, 1, 1)
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---@type texture shown when the mouse hoverover this bar
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local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
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hightlightTexture:SetTexture(1, 1, 1, 0.2)
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hightlightTexture:SetAllPoints()
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statusBar.highlightTexture = hightlightTexture
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---@type texture background texture
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local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
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backgroundTexture:SetAllPoints()
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backgroundTexture:SetTexture(.05, .05, .05)
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backgroundTexture:SetAlpha(1)
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statusBar.backgroundTexture = backgroundTexture
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--create an icon
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---@type texture
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local icon = statusBar:CreateTexture("$parentTexture", "overlay")
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icon:SetPoint("left", statusBar, "left", 0, 0)
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icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
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icon:SetTexCoord(.1, .9, .1, .9)
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phaseBar.Icon = icon
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phaseBar:AddFrameToHeaderAlignment(icon)
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phaseBar.InLineTexts = {}
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for i = 1, 5 do
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---@type fontstring
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local fontString = phaseBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
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fontString:SetJustifyH("left")
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fontString:SetTextColor(1, 1, 1, 1)
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fontString:SetNonSpaceWrap(true)
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fontString:SetWordWrap(false)
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phaseBar["lineText" .. i] = fontString
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phaseBar.InLineTexts[i] = fontString
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fontString:SetTextColor(1, 1, 1, 1)
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phaseBar:AddFrameToHeaderAlignment(fontString)
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end
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phaseBar:AlignWithHeader(self.Header, "left")
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return phaseBar
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end
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---get a spell bar from the scroll box, if it doesn't exist, return nil
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---@param scrollFrame table
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---@param lineIndex number
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---@return breakdownphasebar
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local getPhaseBar = function(scrollFrame, lineIndex)
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---@type breakdownphasebar
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local phaseBar = scrollFrame:GetLine(lineIndex)
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--reset header alignment
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phaseBar:ResetFramesToHeaderAlignment()
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spellsTab.UpdateBarSettings(phaseBar)
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--reset columns, hiding them
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phaseBar.Icon:Hide()
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for inLineIndex = 1, #phaseBar.InLineTexts do
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phaseBar.InLineTexts[inLineIndex]:SetText("")
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end
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return phaseBar
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end
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---@param scrollFrame table
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---@param scrollData table
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---@param offset number
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---@param totalLines number
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local refreshPhaseFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshphases ~refreshfunc ~refresh ~refreshp ~updatephasebar
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local lineIndex = 1
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local formatFunc = Details:GetCurrentToKFunction()
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local phaseElapsedTime = scrollData.phaseElapsed
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for i = 1, totalLines do
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local index = i + offset
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local dataTable = scrollData[index]
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if (dataTable) then
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local phaseBar = getPhaseBar(scrollFrame, lineIndex)
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phaseBar.statusBar:SetValue(100)
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local totalDone = dataTable.amountDone
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local phaseName = dataTable.phaseName
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local phaseNameFormatted = "Phase: " .. phaseName
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local amountDoneFormatted = formatFunc(nil, totalDone)
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local positionWithInPhase = math.floor(dataTable.positionWithInPhase)
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local percentDone = string.format("%.1f", dataTable.percentDone)
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local elapsedTime = phaseElapsedTime[phaseName]
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local phaseDps = formatFunc(nil, totalDone / elapsedTime)
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phaseBar.Icon:Show()
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phaseBar.Icon:SetTexture([[Interface\Garrison\orderhall-missions-mechanic9]])
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phaseBar.Icon:SetTexCoord(11/64, 53/64, 11/64, 53/64)
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phaseBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
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phaseBar:AddFrameToHeaderAlignment(phaseBar.Icon)
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for inLineIndex = 1, #phaseBar.InLineTexts do
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phaseBar.InLineTexts[inLineIndex]:SetText("")
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end
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local text1 = phaseBar.InLineTexts[1]
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phaseBar:AddFrameToHeaderAlignment(text1)
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text1:SetText(phaseNameFormatted)
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local text2 = phaseBar.InLineTexts[2]
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phaseBar:AddFrameToHeaderAlignment(text2)
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text2:SetText("#" .. positionWithInPhase)
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local text3 = phaseBar.InLineTexts[3]
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phaseBar:AddFrameToHeaderAlignment(text3)
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text3:SetText(amountDoneFormatted)
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local text4 = phaseBar.InLineTexts[4]
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phaseBar:AddFrameToHeaderAlignment(text4)
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text4:SetText(phaseDps)
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local text5 = phaseBar.InLineTexts[5]
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phaseBar:AddFrameToHeaderAlignment(text5)
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text5:SetText(percentDone .. "%")
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lineIndex = lineIndex + 1
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end
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end
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end
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---create a container to show value per phase
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---@param tabFrame tabframe
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---@return breakdownphasescrollframe
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function spellsTab.CreatePhasesContainer(tabFrame) --~phase ~createphasecontainer ~createphasescroll
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---@type width
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local width = Details.breakdown_spell_tab.phasecontainer_width
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---@type height
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local height = Details.breakdown_spell_tab.phasecontainer_height
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local defaultAmountOfLines = 10
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--create a container for the scrollframe
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local options = {
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width = Details.breakdown_spell_tab.phasecontainer_width,
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height = Details.breakdown_spell_tab.phasecontainer_height,
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is_locked = Details.breakdown_spell_tab.phasecontainer_islocked,
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can_move = false,
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can_move_children = false,
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use_top_resizer = true,
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use_right_resizer = true,
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use_left_resizer = true,
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use_bottom_resizer = true,
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}
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---@type df_framecontainer
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local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "PhaseScrollContainer")
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container:SetPoint("topleft", spellsTab.GetTargetScrollContainer(), "topright", 26, 0)
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container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
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spellsTab.PhaseContainerFrame = container
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local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
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if (frameContainer:IsShown()) then
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if (settingName == "height") then
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---@type number
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local currentHeight = spellsTab.GetPhaseScrollFrame():GetHeight()
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Details.breakdown_spell_tab.phasecontainer_height = settingValue
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local lineAmount = math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT)
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spellsTab.GetPhaseScrollFrame():SetNumFramesShown(lineAmount)
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elseif (settingName == "width") then
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Details.breakdown_spell_tab.phasecontainer_width = settingValue
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elseif (settingName == "is_locked") then
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Details.breakdown_spell_tab.phasecontainer_islocked = settingValue
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end
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end
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end
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container:SetSettingChangedCallback(settingChangedCallbackFunction)
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---@type breakdownphasescrollframe not sure is this is correct
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local phaseScrollFrame = DF:CreateScrollBox(container, "$parentPhaseScroll", refreshPhaseFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
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DF:ReskinSlider(phaseScrollFrame)
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---@param self breakdownphasescrollframe
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---@return breakdownreporttable
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function phaseScrollFrame:GetReportData()
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local instance = spellsTab.GetInstance()
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local data = phaseScrollFrame:GetData()
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local formatFunc = Details:GetCurrentToKFunction()
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local actorObject = spellsTab.GetActor()
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local displayId, subDisplayId = instance:GetDisplay()
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local subDisplayName = Details:GetSubAttributeName(displayId, subDisplayId)
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local combatName = instance:GetCombat():GetCombatName()
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---@type breakdownreporttable
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local reportData = {
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title = "Phases for " .. detailsFramework:RemoveRealmName(actorObject:Name()) .. " | " .. subDisplayName .. " | " .. combatName
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}
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for i = 1, #data do
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local dataTable = data[i]
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reportData[#reportData+1] = {
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name = "Phase:" .. dataTable.phaseName,
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amount = formatFunc(nil, dataTable.amountDone),
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percent = string.format("%.1f", dataTable.percentDone) .. "%",
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}
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end
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return reportData
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end
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phaseScrollFrame:SetBackdrop({})
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phaseScrollFrame:SetAllPoints()
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container:RegisterChildForDrag(phaseScrollFrame)
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phaseScrollFrame.DontHideChildrenOnPreRefresh = false
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tabFrame.PhaseScrollFrame = phaseScrollFrame
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spellsTab.PhaseScrollFrame = phaseScrollFrame
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spellsTab.ApplyStandardBackdrop(container, phaseScrollFrame)
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function phaseScrollFrame:RefreshMe() --~refreshme (phases) ~refreshmep
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--get the value of the top 1 ranking spell
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---@type actor
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local actorObject = spellsTab.GetActor()
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---@type combat
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local combatObject = spellsTab.GetCombat()
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local actorName = actorObject:Name()
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---@type instance
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local instanceObject = spellsTab.GetInstance()
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local mainAttribute = instanceObject:GetDisplay()
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local data = {
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--playerObject = playerObject,
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--attribute = attribute,
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--combatObject = combatObject,
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combatTime = combatObject:GetCombatTime(),
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}
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local playerPhases = {}
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local totalDamage = 0
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local phaseElapsed = {}
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local phasesInfo = combatObject:GetPhases()
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if (not phasesInfo) then
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spellsTab.PhaseContainerFrame:Hide()
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return
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end
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if (#phasesInfo == 1) then
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--if there's only one phase, then there's no need to show phases
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spellsTab.PhaseContainerFrame:Hide()
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return
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else
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spellsTab.PhaseContainerFrame:Show()
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end
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if (#phasesInfo >= 1) then
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--get phase elapsed time
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for i = 1, #phasesInfo do
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local thisPhase = phasesInfo[i]
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local phaseName = thisPhase[1]
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local startTime = thisPhase[2]
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local nextPhase = phasesInfo[i + 1]
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if (nextPhase) then
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--if there's a next phase, use it's start time as end time to calcule elapsed time
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local endTime = nextPhase[2]
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local elapsedTime = endTime - startTime
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phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
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else
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--if there's no next phase, use the combat end time as end time to calcule elapsed time
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local endTime = combatObject:GetCombatTime()
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local elapsedTime = endTime - startTime
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phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
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end
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end
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--get damage info
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local dataTable = mainAttribute == 1 and phasesInfo.damage or phasesInfo.heal
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for phaseName, playersTable in pairs(dataTable) do --each phase
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local allPlayers = {} --all players for this phase
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for playerName, amount in pairs(playersTable) do
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tinsert(allPlayers, {playerName, amount})
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totalDamage = totalDamage + amount
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end
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table.sort(allPlayers, function(a, b)
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return a[2] > b[2]
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end)
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local myRank = 0
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for i = 1, #allPlayers do
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if (allPlayers[i][1] == actorName) then
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myRank = i
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break
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end
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end
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tinsert(playerPhases, {phaseName, playersTable[actorName] or 0, myRank, (playersTable[actorName] or 0) / totalDamage * 100})
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end
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end
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table.sort(playerPhases, function(a, b) return a[1] < b[1] end)
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for i = 1, #playerPhases do
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data[#data+1] = {
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phaseName = playerPhases[i][1],
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amountDone = playerPhases[i][2],
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positionWithInPhase = playerPhases[i][3],
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percentDone = playerPhases[i][4],
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}
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end
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data.totalDamage = totalDamage
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data.phaseElapsed = phaseElapsed
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phaseScrollFrame:SetData(data)
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phaseScrollFrame:Refresh()
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end
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--~header
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local headerOptions = {
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padding = 2,
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header_height = 14,
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reziser_shown = true,
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reziser_width = 2,
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reziser_color = {.5, .5, .5, 0.7},
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reziser_max_width = 246,
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header_click_callback = spellsTab.OnAnyColumnHeaderClickCallback,
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header_backdrop_color = {0.1, 0.1, 0.1, 0.4},
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text_color = {1, 1, 1, 0.823},
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}
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---@type df_headerframe
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local header = DetailsFramework:CreateHeader(container, spellsTab.phaseContainerColumnData, headerOptions)
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phaseScrollFrame.Header = header
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phaseScrollFrame.Header:SetPoint("topleft", phaseScrollFrame, "topleft", 0, 1)
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phaseScrollFrame.Header:SetColumnSettingChangedCallback(spellsTab.OnHeaderColumnOptionChanged)
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--cache the type of this container
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headerContainerType[phaseScrollFrame.Header] = "phases"
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--create the scroll lines
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for i = 1, defaultAmountOfLines do
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phaseScrollFrame:CreateLine(spellsTab.CreatePhaseBar)
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end
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tabFrame.phases = container:CreateFontString(nil, "overlay", "QuestFont_Large")
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tabFrame.phases:SetPoint("bottomleft", container, "topleft", 2, 2)
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tabFrame.phases:SetText("Phases:") --localize-me
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return phaseScrollFrame
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end
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