Better options for Real Time DPS

- Removed 'Real Time DPS' from the time measure dropdown.
- Added "Show 'Real Time' DPS" toggle to show real time dps while in combat.
- Added "Order Bars By Real Time DPS" toggle to order bars by the amount of real time dps.
- Added "Always Use Real Time in Arenas" toggle to always use real time dps in Arenas.
- Added .last_dps_realtime to player actors, caches the latest real time dps calculated.
This commit is contained in:
Tercio Jose
2023-07-24 16:43:34 -03:00
parent ae490f434d
commit 762c80669d
51 changed files with 2300 additions and 887 deletions
@@ -243,6 +243,12 @@ function Details222.BreakdownWindow.RefreshPlayerScroll()
end
end
Details.PlayerBreakdown.RoundedCornerPreset = {
roundness = 6,
color = {.1, .1, .1, 0.98},
border_color = {.05, .05, .05, 0.834},
}
---open the breakdown window
---@param self details
---@param instanceObject instance
@@ -255,6 +261,13 @@ function Details:OpenBreakdownWindow(instanceObject, actorObject, bFromAttribute
---@type number, number
local mainAttribute, subAttribute = instanceObject:GetDisplay()
if (not breakdownWindowFrame.__rcorners) then
breakdownWindowFrame:SetBackdropColor(.1, .1, .1, 0)
breakdownWindowFrame:SetBackdropBorderColor(.1, .1, .1, 0)
breakdownWindowFrame.__background:Hide()
detailsFramework:AddRoundedCornersToFrame(breakdownWindowFrame, Details.PlayerBreakdown.RoundedCornerPreset)
end
if (not Details.row_singleclick_overwrite[mainAttribute] or not Details.row_singleclick_overwrite[mainAttribute][subAttribute]) then
Details:CloseBreakdownWindow()
return
@@ -711,7 +724,8 @@ function Details:CreateBreakdownWindow()
table.insert(summaryWidgets, SWW) --where SummaryWidgets is declared: at the header of the file, what is the purpose of this table?
breakdownWindowFrame.SummaryWindowWidgets:Hide()
detailsFramework:CreateScaleBar(breakdownWindowFrame, Details.player_details_window)
local scaleBar = detailsFramework:CreateScaleBar(breakdownWindowFrame, Details.player_details_window)
scaleBar.label:AdjustPointsOffset(-6, 3)
breakdownWindowFrame:SetScale(Details.player_details_window.scale)
--class icon
@@ -720,21 +734,17 @@ function Details:CreateBreakdownWindow()
breakdownWindowFrame.classIcon:SetSize(54, 54)
breakdownWindowFrame.classIcon:SetAlpha(0.7)
--close button
breakdownWindowFrame.closeButton = CreateFrame("Button", nil, breakdownWindowFrame, "UIPanelCloseButton")
breakdownWindowFrame.closeButton:SetSize(20, 20)
breakdownWindowFrame.closeButton:SetPoint("TOPRIGHT", breakdownWindowFrame, "TOPRIGHT", -5, -4)
breakdownWindowFrame.closeButton:SetFrameLevel(breakdownWindowFrame:GetFrameLevel()+5)
breakdownWindowFrame.closeButton:GetNormalTexture():SetDesaturated(true)
breakdownWindowFrame.closeButton:GetNormalTexture():SetVertexColor(.6, .6, .6)
breakdownWindowFrame.closeButton:SetScript("OnClick", function(self)
local closeButton = detailsFramework:CreateCloseButton(breakdownWindowFrame)
closeButton:SetPoint("topright", breakdownWindowFrame, "topright", -2, -2)
closeButton:SetScript("OnClick", function(self)
Details:CloseBreakdownWindow()
end)
breakdownWindowFrame.closeButton = closeButton
--title
detailsFramework:NewLabel(breakdownWindowFrame, breakdownWindowFrame, nil, "titleText", Loc ["STRING_PLAYER_DETAILS"], "GameFontHighlightLeft", 12, {227/255, 186/255, 4/255})
breakdownWindowFrame.titleText:SetPoint("center", breakdownWindowFrame, "center")
breakdownWindowFrame.titleText:SetPoint("top", breakdownWindowFrame, "top", 0, -6)
breakdownWindowFrame.titleText:SetPoint("top", breakdownWindowFrame, "top", 0, -3)
--create the texts shown on the window
do
@@ -766,17 +776,18 @@ function Details:CreateBreakdownWindow()
statusBar:SetPoint("bottomleft", breakdownWindowFrame, "bottomleft")
statusBar:SetPoint("bottomright", breakdownWindowFrame, "bottomright")
statusBar:SetHeight(PLAYER_DETAILS_STATUSBAR_HEIGHT)
detailsFramework:ApplyStandardBackdrop(statusBar)
--detailsFramework:ApplyStandardBackdrop(statusBar)
statusBar:SetAlpha(PLAYER_DETAILS_STATUSBAR_ALPHA)
breakdownWindowFrame.statusBar = statusBar
statusBar.Text = detailsFramework:CreateLabel(statusBar)
statusBar.Text:SetPoint("left", 2, 0)
statusBar.Text:SetPoint("left", 12, 0)
--create the gradients in the top and bottom side of the breakdown window
local gradientStartColor = Details222.ColorScheme.GetColorFor("gradient-background")
local gradientUp = detailsFramework:CreateTexture(breakdownWindowFrame, {gradient = "vertical", fromColor = gradientStartColor, toColor = {0, 0, 0, 0.2}}, 1, 68, "artwork", {0, 1, 0, 1})
gradientUp:SetPoint("tops", 1, 1)
gradientUp:SetPoint("tops", 1, 18)
--gradientUp:Hide()
local gradientHeight = 481
local gradientDown = detailsFramework:CreateTexture(breakdownWindowFrame, {gradient = "vertical", fromColor = "transparent", toColor = {0, 0, 0, 0.7}}, 1, gradientHeight, "border", {0, 1, 0, 1})
@@ -1,6 +1,9 @@
local Details = _G.Details
---@class detailsframework
local detailsFramework = _G.DetailsFramework
local openRaidLib = LibStub:GetLibrary("LibOpenRaid-1.0", true)
local addonName, Details222 = ...
@@ -11,6 +14,7 @@ local C_Timer = _G.C_Timer
local tinsert = table.insert
local CreateFrame = CreateFrame
local GetSpecializationInfoByID = GetSpecializationInfoByID
local PixelUtil = PixelUtil
local scrollbox_size = {215, 405}
local scrollbox_lines = 19
@@ -30,20 +34,30 @@ function breakdownWindowPlayerList.CreatePlayerListFrame()
local pluginsFrame = breakdownWindowFrame.BreakdownPluginSelectionFrame
breakdownSideMenu:SetSize(scrollbox_size[1], scrollbox_size[2])
breakdownSideMenu:SetPoint("topright", breakdownWindowFrame, "topleft", 0, 0)
breakdownSideMenu:SetPoint("bottomright", breakdownWindowFrame, "bottomleft", 0, 0)
detailsFramework:ApplyStandardBackdrop(breakdownSideMenu)
breakdownSideMenu.RightEdge:Hide()
PixelUtil.SetPoint(breakdownSideMenu, "topright", breakdownWindowFrame, "topleft", -2, 0)
PixelUtil.SetPoint(breakdownSideMenu, "bottomright", breakdownWindowFrame, "bottomleft", -2, 0)
--detailsFramework:ApplyStandardBackdrop(breakdownSideMenu)
--breakdownSideMenu.RightEdge:Hide()
detailsFramework:AddRoundedCornersToFrame(breakdownSideMenu, Details.PlayerBreakdown.RoundedCornerPreset)
local titleHeight = 20
--plugins menu title bar
local titleBarPlugins = CreateFrame("frame", nil, breakdownSideMenu, "BackdropTemplate")
PixelUtil.SetPoint(titleBarPlugins, "topleft", breakdownSideMenu, "topleft", 2, -3)
PixelUtil.SetPoint(titleBarPlugins, "topright", breakdownSideMenu, "topright", -2, -3)
PixelUtil.SetPoint(titleBarPlugins, "topleft", breakdownSideMenu, "topleft", 2, -0)
PixelUtil.SetPoint(titleBarPlugins, "topright", breakdownSideMenu, "topright", -2, -0)
titleBarPlugins:SetHeight(titleHeight)
titleBarPlugins:SetBackdrop({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\AddOns\Details\images\background]], tileSize = 64, tile = true})
titleBarPlugins:SetBackdropColor(.5, .5, .5, 1)
titleBarPlugins:SetBackdropBorderColor(0, 0, 0, 1)
--titleBarPlugins:SetBackdrop({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\AddOns\Details\images\background]], tileSize = 64, tile = true})
--titleBarPlugins:SetBackdropColor(.5, .5, .5, 1)
--titleBarPlugins:SetBackdropBorderColor(0, 0, 0, 1)
---@type df_roundedpanel_preset
--local titleBarRoundedCornerPreset = {
-- roundness = 5,
-- color = {.05, .05, .05, 1},
-- border_color = "transparent",
--}
--detailsFramework:AddRoundedCornersToFrame(titleBarPlugins, titleBarRoundedCornerPreset)
--title label
local titleBarPlugins_TitleLabel = detailsFramework:NewLabel(titleBarPlugins, titleBarPlugins, nil, "titulo", "Plugins", "GameFontHighlightLeft", 12, {227/255, 186/255, 4/255})
@@ -53,9 +67,9 @@ function breakdownWindowPlayerList.CreatePlayerListFrame()
--plugins menu title bar
local titleBarPlayerSeparator = CreateFrame("frame", nil, breakdownSideMenu, "BackdropTemplate")
titleBarPlayerSeparator:SetHeight(titleHeight)
titleBarPlayerSeparator:SetBackdrop({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\AddOns\Details\images\background]], tileSize = 64, tile = true})
titleBarPlayerSeparator:SetBackdropColor(.5, .5, .5, 1)
titleBarPlayerSeparator:SetBackdropBorderColor(0, 0, 0, 1)
--titleBarPlayerSeparator:SetBackdrop({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\AddOns\Details\images\background]], tileSize = 64, tile = true})
--titleBarPlayerSeparator:SetBackdropColor(.5, .5, .5, 1)
--titleBarPlayerSeparator:SetBackdropBorderColor(0, 0, 0, 1)
--title label
local titleBarTools_TitleLabel = detailsFramework:NewLabel(titleBarPlayerSeparator, titleBarPlayerSeparator, nil, "titulo", "Players", "GameFontHighlightLeft", 12, {227/255, 186/255, 4/255})
@@ -349,12 +363,6 @@ function breakdownWindowPlayerList.CreatePlayerListFrame()
totalStatusBar:SetFrameLevel(line:GetFrameLevel()+1)
totalStatusBar:SetAlpha(0.5)
--setup anchors
--specIcon:SetPoint("topleft", line, "topleft", 0, 0)
--roleIcon:SetPoint("topleft", specIcon, "topright", 2, 0)
--playerName:SetPoint("topleft", specIcon, "topright", 2, -3)
--className:SetPoint("topleft", roleIcon, "bottomleft", 0, -2)
--rankText:SetPoint("right", line, "right", -2, 0)
totalStatusBar:SetPoint("bottomleft", specIcon, "bottomright", 0, 0)
line.specIcon = specIcon
@@ -388,12 +396,14 @@ function breakdownWindowPlayerList.CreatePlayerListFrame()
playerScroll.ScrollBar:ClearAllPoints()
playerScroll.ScrollBar:SetPoint("topright", playerScroll, "topright", -2, -37)
playerScroll.ScrollBar:SetPoint("bottomright", playerScroll, "bottomright", -2, 17)
breakdownWindowFrame.playerScrollBox = playerScroll
playerScroll.ScrollBar:Hide()
--remove the standard backdrop
playerScroll:SetBackdrop({})
playerScroll:SetBackdropColor(0, 0, 0, 0)
playerScroll:SetBackdropBorderColor(0, 0, 0, 0)
breakdownWindowFrame.playerScrollBox = playerScroll
playerScroll.__background:Hide()
--need to be created before
breakdownWindowFrame.Header = DetailsFramework:CreateHeader(playerScroll, headerTable, headerOptions)
@@ -500,10 +510,10 @@ function breakdownWindowPlayerList.CreatePlayerListFrame()
end
end)
local gradientStartColor = Details222.ColorScheme.GetColorFor("gradient-background")
local gradientBelow = DetailsFramework:CreateTexture(breakdownWindowFrame.playerScrollBox,
{gradient = "vertical", fromColor = gradientStartColor, toColor = "transparent"}, 1, 90, "artwork", {0, 1, 0, 1})
gradientBelow:SetPoint("bottoms", 1, 1)
--local gradientStartColor = Details222.ColorScheme.GetColorFor("gradient-background")
--local gradientBelow = DetailsFramework:CreateTexture(breakdownWindowFrame.playerScrollBox,
--{gradient = "vertical", fromColor = gradientStartColor, toColor = "transparent"}, 1, 90, "artwork", {0, 1, 0, 1})
--gradientBelow:SetPoint("bottoms", 1, 1)
end
function Details.PlayerBreakdown.CreatePlayerListFrame()
@@ -547,13 +547,22 @@ function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
--spellsTab.CreateReportButtons(tabFrame)
--create a button in the breakdown window to open the options for this tab
local optionsButton = DF:CreateButton(tabFrame, Details.OpenSpellBreakdownOptions, 130, 20, "options", 14, nil, nil, nil, nil, nil, DF:GetTemplate("button", "OPTIONS_BUTTON_TEMPLATE"))
optionsButton:SetPoint("bottomright", tabFrame, "bottomright", -5, 5)
optionsButton.textsize = 16
optionsButton.textcolor = "yellow"
local optionsButton = DF:CreateButton(tabFrame, Details.OpenSpellBreakdownOptions, 130, 18, "options", 14)
--optionsButton:SetTemplate(DF:GetTemplate("button", "OPTIONS_BUTTON_TEMPLATE"))
optionsButton:SetPoint("bottomright", tabFrame, "bottomright", -10, -19)
optionsButton.textsize = 12
optionsButton.textcolor = "orange"
---@type df_roundedpanel_preset
local preset = {
roundness = 5,
color = {.2, .2, .2, 0.98},
border_color = {.1, .1, .1, 0.834},
}
DF:AddRoundedCornersToFrame(optionsButton, preset)
--open the breakdown window at startup for testing
--[=[ debug
--[= debug
C_Timer.After(1, function()
Details:OpenPlayerDetails(1)
C_Timer.After(1, function()
+1 -1
View File
@@ -148,7 +148,7 @@ function Details:RefreshScrollBar(x) --x = amount of bars being refreshed
if (self.update) then
self.update = false
self.v_barras = true
return Details:EsconderBarrasNaoUsadas(self)
return Details:HideBarsNotInUse(self)
end
end
+35 -1
View File
@@ -200,11 +200,12 @@ do
Details:RefreshMainWindow(-1, true)
afterUpdate()
end
local timetypeOptions = {
--localize-me
{value = 1, label = "Activity Time", onclick = onSelectTimeType, icon = "Interface\\Icons\\Achievement_Quests_Completed_Daily_08", iconcolor = {1, .9, .9}, texcoord = {0.078125, 0.921875, 0.078125, 0.921875}},
{value = 2, label = "Effective Time", onclick = onSelectTimeType, icon = "Interface\\Icons\\Achievement_Quests_Completed_08"},
{value = 3, label = "Real Time", onclick = onSelectTimeType, icon = "Interface\\Icons\\Ability_Evoker_TipTheScales"},
--{value = 3, label = "Real Time", onclick = onSelectTimeType, icon = "Interface\\Icons\\Ability_Evoker_TipTheScales"},
}
local buildTimeTypeMenu = function()
return timetypeOptions
@@ -304,6 +305,39 @@ do
desc = Loc ["STRING_OPTIONS_TIMEMEASURE_DESC"],
},
{--use real time
type = "toggle",
get = function() return Details.use_realtimedps end,
set = function(self, fixedparam, value)
Details.use_realtimedps = value
end,
name = "Show 'Real Time' DPS",
desc = "If Enabled and while in combat, show the damage done of the latest 5 seconds divided by 5.",
boxfirst = true,
},
{--real time dps order bars
type = "toggle",
get = function() return Details.realtimedps_order_bars end,
set = function(self, fixedparam, value)
Details.realtimedps_order_bars = value
end,
name = "Order Bars By Real Time DPS",
desc = "If Enabled, players dealing more real time DPS are place above other players in the window.",
boxfirst = true,
},
{--always use real time in arenas
type = "toggle",
get = function() return Details.realtimedps_always_arena end,
set = function(self, fixedparam, value)
Details.realtimedps_always_arena = value
end,
name = "Always Use Real Time in Arenas",
desc = "If Enabled, real time DPS is always used in arenas, even if the option above is disabled.",
boxfirst = true,
},
{type = "blank"},
{type = "label", get = function() return "Segments:" end, text_template = subSectionTitleTextTemplate},