Several bug fixes, visual updates on m+ panel, fixed m+ chart again, more updates for Breakdown Wndow
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@@ -324,7 +324,7 @@ local createGenericBar = function(self, index) --~create ~generic ~creategeneric
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---@type texture this is the statusbar texture
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local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
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statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda"))
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statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", Details.breakdown_general.bar_texture))
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statusBar:SetStatusBarTexture(statusBarTexture)
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statusBar:SetStatusBarColor(1, 1, 1, 1)
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@@ -61,7 +61,7 @@ function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
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---@type texture this is the statusbar texture
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local statusBarTexture = statusBar:CreateTexture("$parentTexture", "artwork")
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statusBarTexture:SetTexture(SharedMedia:Fetch("statusbar", "Details Hyanda"))
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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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@@ -117,19 +117,22 @@ local onEnterSpellTarget = function(targetFrame)
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---@type number the top value of targets
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local topValue = math.max(targets[1] and targets[1][2] or 0, 0.001)
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local cooltip = GameCooltip
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cooltip:Preset(2)
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local gameCooltip = GameCooltip
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--cooltip:Preset(2)
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Details:FormatCooltipForSpells()
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gameCooltip:SetOption("FixedWidth", 260)
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gameCooltip:SetOption("YSpacingMod", -8)
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for targetIndex, targetTable in ipairs(targets) do
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local targetName = targetTable[1]
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local value = targetTable[2]
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cooltip:AddLine(targetIndex .. ". " .. targetName, Details:Format(value))
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GameCooltip:AddIcon(CONST_TARGET_TEXTURE, 1, 1, 14, 14)
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gameCooltip:AddLine(targetIndex .. ". " .. targetName, Details:Format(value))
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gameCooltip:AddIcon(CONST_TARGET_TEXTURE, 1, 1, 20, 20)
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Details:AddTooltipBackgroundStatusbar(false, value / topValue * 100)
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end
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cooltip:SetOwner(targetFrame)
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cooltip:Show()
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gameCooltip:SetOwner(targetFrame)
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gameCooltip:Show()
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end
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local onLeaveSpellTarget = function(self)
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@@ -1094,7 +1097,13 @@ local updateSpellBar = function(spellBar, index, actorName, combatObject, scroll
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textIndex = textIndex + 1
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elseif (header.name == "uptime") then --need to get the uptime of the spell with the biggest uptime
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text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%")
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local uptimePercent = uptime / combatTime * 100
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if (uptimePercent > 0) then
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text:SetText(string.format("%.1f", uptime / combatTime * 100) .. "%")
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else
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text:SetText("")
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end
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spellBar:AddFrameToHeaderAlignment(text)
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textIndex = textIndex + 1
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@@ -560,7 +560,7 @@ function spellsTab.CreateTargetBar(self, index) --~create ~target ~createtarget
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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 Hyanda"))
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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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@@ -269,7 +269,7 @@ function Details222.BreakdownWindow.RefreshPlayerScroll()
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end
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Details.PlayerBreakdown.RoundedCornerPreset = {
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roundness = 6,
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roundness = 12,
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color = {.1, .1, .1, 0.834},
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}
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@@ -799,9 +799,13 @@ function Details:CreateBreakdownWindow()
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breakdownWindowFrame.SummaryWindowWidgets:Hide()
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local scaleBar = detailsFramework:CreateScaleBar(breakdownWindowFrame, Details.player_details_window)
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scaleBar.label:SetPointOffset(-6, 3)
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scaleBar.label:AdjustPointsOffset(-3, 1)
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scaleBar.label:SetTextColor(0.8902, 0.7294, 0.0157, 1)
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scaleBar.label:SetIgnoreParentAlpha(true)
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breakdownWindowFrame:SetScale(Details.player_details_window.scale)
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--1, 0.8235, 0, 1 - text color of the label of the scale bar | plugins text color: 0.8902, 0.7294, 0.0157, 1 | 0.8902, 0.7294, 0.0157, 1
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--class icon
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breakdownWindowFrame.classIcon = breakdownWindowFrame:CreateTexture(nil, "overlay", nil, 1)
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breakdownWindowFrame.classIcon:SetPoint("topleft", breakdownWindowFrame, "topleft", 2, -17)
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@@ -818,7 +822,7 @@ function Details:CreateBreakdownWindow()
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--title
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detailsFramework:NewLabel(breakdownWindowFrame, breakdownWindowFrame, nil, "titleText", Loc ["STRING_PLAYER_DETAILS"], "GameFontHighlightLeft", 12, {227/255, 186/255, 4/255})
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breakdownWindowFrame.titleText:SetPoint("center", breakdownWindowFrame, "center")
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breakdownWindowFrame.titleText:SetPoint("top", breakdownWindowFrame, "top", 0, -3)
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breakdownWindowFrame.titleText:SetPoint("top", breakdownWindowFrame, "top", 0, -5)
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--create the texts shown on the window
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do
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@@ -875,7 +879,7 @@ function Details:CreateBreakdownWindow()
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function breakdownWindowFrame:SetStatusbarText(text, fontSize, fontColor)
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if (not text) then
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breakdownWindowFrame:SetStatusbarText("Details! Damage Meter | Click 'Options' button for settings.", 10, "gray")
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breakdownWindowFrame:SetStatusbarText("An AddOn by Terciob | Part of Details! Damage Meter | Click 'Options' button for settings.", 10, "gray")
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return
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end
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statusBar.Text.text = text
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@@ -884,7 +888,7 @@ function Details:CreateBreakdownWindow()
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end
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local rightClickToCloseLabel = Details:CreateRightClickToCloseLabel(statusBar)
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rightClickToCloseLabel:SetPoint("right", -332, 4)
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rightClickToCloseLabel:SetPoint("right", -283, 3)
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--set default text
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breakdownWindowFrame:SetStatusbarText()
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@@ -338,6 +338,9 @@ local createPlayerScrollBox = function(breakdownWindowFrame, breakdownSideMenu,
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totalStatusBar:SetAlpha(0.5)
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totalStatusBar:SetPoint("bottomleft", specIcon, "bottomright", 0, 0)
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local gradientTexture = DetailsFramework:CreateTexture(OTTFrame, {gradient = "horizontal", fromColor = {.1, .1, .1, .634}, toColor = "transparent"}, 100, 1, "border", {0, 1, 0, 1}, "segmentsGradient")
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gradientTexture:SetPoint("lefts")
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line.specIcon = specIcon
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line.roleIcon = roleIcon
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line.playerName = playerName
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@@ -524,8 +527,12 @@ local createSegmentsScrollBox = function(breakdownWindowFrame, breakdownSideMenu
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line.segmentText = segmentText
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line.segmentIcon = segmentIcon
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--create a texture gradient in horizontal with the left side starting from black and the right side ending in transparent, the width is 40 and is placed at the left side of the line
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local gradientTexture = DetailsFramework:CreateTexture(line, {gradient = "horizontal", fromColor = {.1, .1, .1, .634}, toColor = "transparent"}, 100, 1, "border", {0, 1, 0, 1}, "segmentsGradient")
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gradientTexture:SetPoint("lefts")
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segmentIcon:SetPoint("left", line, "left", 2, 0)
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segmentText:SetPoint("left", segmentIcon.widget, "right", 3, 1)
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segmentText:SetPoint("left", segmentIcon.widget, "right", 5, 0)
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line.UpdateLine = updateSegmentLine
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@@ -548,7 +555,8 @@ local createSegmentsScrollBox = function(breakdownWindowFrame, breakdownSideMenu
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breakdownWindowFrame.segmentScrollBox = segmentsScroll
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--remove the standard backdrop
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segmentsScroll:SetBackdrop({})
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segmentsScroll:SetBackdrop(nil)
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segmentsScroll.__background:Hide()
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--create the scrollbox lines
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for i = 1, scrollbox_lines do
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@@ -207,10 +207,10 @@ local spellContainerColumnData = {
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{name = "persecond", label = "ps", key = "total", width = 50, align = "left", enabled = false, canSort = true, sortKey = "ps", offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "casts", label = "casts", key = "casts", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "critpercent", label = "crit %", key = "critpercent", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "hits", label = "hits", key = "counter", width = 40, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "critpercent", label = "crit %", key = "critpercent", width = 40, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "hits", label = "hits", key = "counter", width = 40, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "castavg", label = "cast avg", key = "castavg", width = 50, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "uptime", label = "uptime", key = "uptime", width = 45, align = "left", enabled = false, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "uptime", label = "uptime", key = "uptime", width = 45, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
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{name = "overheal", label = "overheal", key = "overheal", width = 70, align = "left", enabled = true, canSort = true, order = "DESC", dataType = "number", attribute = DETAILS_ATTRIBUTE_HEAL, offset = columnOffset},
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{name = "absorbed", label = "absorbed", key = "healabsorbed", width = 55, align = "left", enabled = false, canSort = true, order = "DESC", dataType = "number", attribute = DETAILS_ATTRIBUTE_HEAL, offset = columnOffset},
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}
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@@ -130,7 +130,7 @@ local createOptionsPanel = function()
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{type = "blank"},
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{type = "label", get = function() return "Spell Header Options" end, text_template = subSectionTitleTextTemplate},
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{type = "label", get = function() return "What to Show" end, text_template = subSectionTitleTextTemplate},
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{ --per second
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type = "toggle",
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get = function() return Details.breakdown_spell_tab.spellcontainer_headers["persecond"].enabled end,
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