Format the text in the breakdown player list using the same font, size and outline of the damage window

This commit is contained in:
Tercio Jose
2022-10-09 17:12:13 -03:00
parent 61644c755a
commit 9974a87119
92 changed files with 5980 additions and 5978 deletions
+57 -25
View File
@@ -1,10 +1,10 @@
local Details = _G.Details
local DF = _G.DetailsFramework
local detailsFramework = _G.DetailsFramework
local breakdownWindowPlayerList = {}
local unpack = _G.unpack
local unpack = table.unpack or unpack
local C_Timer = _G.C_Timer
local tinsert = _G.tinsert
@@ -15,16 +15,17 @@
local scrollbox_line_backdrop_color_selected = {.6, .6, .1, 0.7}
local scrollbox_line_backdrop_color_highlight = {.9, .9, .9, 0.5}
local player_scroll_size = {180, 288}
function breakdownWindowPlayerList.CreatePlayerListFrame()
local f = _G.DetailsPlayerDetailsWindow
local refreshPlayerList = function(self, data, offset, totalLines)
--update the scroll
local topResult = data[1]
if (topResult) then
topResult = topResult.total
end
for i = 1, totalLines do
local index = i + offset
local playerObject = data[index]
@@ -36,20 +37,20 @@
end
end
end
local lineOnClick = function(self)
if (self.playerObject ~= Details:GetPlayerObjectFromBreakdownWindow()) then
Details:OpenPlayerBreakdown(Details:GetActiveWindowFromBreakdownWindow(), self.playerObject)
f.playerScrollBox:Refresh()
end
end
local lineOnEnter = function(self)
self:SetBackdropColor(unpack(scrollbox_line_backdrop_color_highlight))
self.specIcon:SetBlendMode("ADD")
self.roleIcon:SetBlendMode("ADD")
end
local lineOnLeave = function(self)
if (self.isSelected) then
self:SetBackdropColor(unpack(scrollbox_line_backdrop_color_selected))
@@ -78,7 +79,6 @@
self.specIcon:SetTexCoord(.1, .9, .1, .9)
else
local specIcon, L, R, T, B = Details:GetSpecIcon(self.playerObject.spec, false)
local specId, specName, specDescription, specIconId, specClass
if (specIcon) then
self.specIcon:SetTexture(specIcon)
@@ -87,7 +87,7 @@
if (DetailsFramework.IsTimewalkWoW()) then
specRole = "NONE"
else
specId, specName, specDescription, specIconId, specRole, specClass = _G.GetSpecializationInfoByID(self.playerObject.spec)
specRole = select(5, _G.GetSpecializationInfoByID(self.playerObject.spec))
end
else
self.specIcon:SetTexture("")
@@ -106,14 +106,14 @@
else
self.roleIcon:SetTexture("")
end
--do not show the role icon
self.roleIcon:SetTexture("")
--set the player name
self.playerName:SetText(Details:GetOnlyName(self.playerObject.nome))
self.rankText:SetText(self.index)
--set the player class name
self.className:SetText(string.lower(_G.UnitClass(self.playerObject.nome) or self.playerObject:Class()))
@@ -124,6 +124,21 @@
self.totalStatusBar:SetValue(self.playerObject.total)
end
--get a Details! window
local lowerInstanceId = Details:GetLowerInstanceNumber()
local fontFile
local fontSize
local fontOutline
if (lowerInstanceId) then
local instance = Details:GetInstance(lowerInstanceId)
if (instance) then
fontFile = instance.row_info.font_face
fontSize = instance.row_info.font_size
fontOutline = instance.row_info.textL_outline
end
end
local createPlayerLine = function(self, index)
--create a new line
local line = _G.CreateFrame("button", "$parentLine" .. index, self, "BackdropTemplate")
@@ -144,18 +159,29 @@
local specIcon = line:CreateTexture("$parentSpecIcon", "artwork")
specIcon:SetSize(player_line_height, player_line_height)
specIcon:SetAlpha(0.71)
local roleIcon = line:CreateTexture("$parentRoleIcon", "overlay")
roleIcon:SetSize((player_line_height-2) / 2, (player_line_height-2) / 2)
roleIcon:SetAlpha(0.71)
local playerName = DF:CreateLabel(line, "", "GameFontNormal")
local playerName = detailsFramework:CreateLabel(line, "", 11, "white", "GameFontNormal")
if (fontFile) then
playerName.fontface = fontFile
end
if (fontSize) then
playerName.fontsize = fontSize
end
if (fontOutline) then
playerName.outline = fontOutline
end
playerName.textcolor = {1, 1, 1, .9}
playerName.textsize = 11
local className = DF:CreateLabel(line, "", "GameFontNormal")
local className = detailsFramework:CreateLabel(line, "", "GameFontNormal")
className.textcolor = {.95, .8, .2, 0}
className.textsize = 9
local rankText = DF:CreateLabel(line, "", "GameFontNormal")
local rankText = detailsFramework:CreateLabel(line, "", "GameFontNormal")
rankText.textcolor = {.3, .3, .3, .7}
rankText.textsize = 13
@@ -184,9 +210,9 @@
return line
end
local playerScroll = DF:CreateScrollBox(f, "$parentPlayerScrollBox", refreshPlayerList, {}, player_scroll_size[1] + 22, player_scroll_size[2], scrollbox_lines, player_line_height)
DF:ReskinSlider (playerScroll)
local playerScroll = detailsFramework:CreateScrollBox(f, "$parentPlayerScrollBox", refreshPlayerList, {}, player_scroll_size[1] + 22, player_scroll_size[2], scrollbox_lines, player_line_height)
detailsFramework:ReskinSlider(playerScroll)
playerScroll.ScrollBar:ClearAllPoints()
playerScroll.ScrollBar:SetPoint("topright", playerScroll, "topright", -2, -17)
playerScroll.ScrollBar:SetPoint("bottomright", playerScroll, "bottomright", -2, 17)
@@ -196,12 +222,12 @@
playerScroll:SetBackdropColor(0, 0, 0, 0.2)
playerScroll:SetBackdropBorderColor(0, 0, 0, 1)
f.playerScrollBox = playerScroll
--create the scrollbox lines
for i = 1, scrollbox_lines do
playerScroll:CreateLine(createPlayerLine)
end
local classIds = {
WARRIOR = 1,
PALADIN = 2,
@@ -221,21 +247,23 @@
function breakdownWindowPlayerList.BuildPlayerList()
local segment = Details:GetCombatFromBreakdownWindow()
local playerTable = {}
if (segment) then
local displayType = Details:GetDisplayTypeFromBreakdownWindow()
local containerType = displayType == 1 and DETAILS_ATTRIBUTE_DAMAGE or DETAILS_ATTRIBUTE_HEAL
local container = segment:GetContainer(containerType)
for index, playerObject in container:ListActors() do
if (playerObject:IsPlayer()) then
local unitClassID = classIds [playerObject:Class()] or 13
local unitName = playerObject:Name()
local playerPosition = (((unitClassID or 0) + 128) ^ 4) + tonumber (string.byte (unitName, 1) .. "" .. string.byte (unitName, 2))
local playerPosition = (((unitClassID or 0) + 128) ^ 4) + tonumber (string.byte(unitName, 1) .. "" .. string.byte(unitName, 2))
tinsert(playerTable, {playerObject, playerPosition, playerObject.total})
end
end
end
table.sort(playerTable, DF.SortOrder3)
table.sort(playerTable, detailsFramework.SortOrder3)
local resultTable = {}
for i = 1, #playerTable do
@@ -263,5 +291,9 @@
end)
end
breakdownWindowPlayerList.CreatePlayerListFrame()
function Details.PlayerBreakdown.CreatePlayerListFrame()
if (not Details.PlayerBreakdown.playerListFrameCreated) then
breakdownWindowPlayerList.CreatePlayerListFrame()
Details.PlayerBreakdown.playerListFrameCreated = true
end
end