Added phase damage and healing to the new breakdown

This commit is contained in:
Tercio Jose
2023-05-07 18:27:34 -03:00
parent cb5dc42db8
commit 9a81a2b489
3 changed files with 466 additions and 59 deletions
+11
View File
@@ -322,6 +322,7 @@
---@field is_mythic_dungeon_run_id number
---@field is_mythic_dungeon_segment boolean
---@field trinketProcs table<actorname, table<spellid, {cooldown: number, total: number}>>
---@field GetPhases fun(combat: combat) : table
---@field alternate_power table<actorname, alternatepowertable>
---@field GetCombatTime fun(combat) : number
---@field GetDeaths fun(combat) : table --get the table which contains the deaths of the combat
@@ -489,6 +490,16 @@
---@field Header df_headerframe
---@field RefreshMe fun(scrollFrame: breakdowntargetscrollframe, data: table|nil)
---@class breakdownphasescrollframe : df_scrollboxmixin, scrollframe
---@field Header df_headerframe
---@field RefreshMe fun(scrollFrame: breakdownphasescrollframe, data: table|nil)
---@class breakdownphasebar : button, df_headerfunctions
---@field index number
---@field Icon texture
---@field InLineTexts fontstring[]
---@field statusBar breakdownspellbarstatusbar
---@class breakdowntargetbar : button, df_headerfunctions
---@field index number
---@field rank number
+448 -58
View File
@@ -6,7 +6,6 @@ local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")
local unpack = unpack
local GetTime = GetTime
local wipe = wipe
local GetCursorPosition = GetCursorPosition
local CreateFrame = CreateFrame
local GetSpellLink = GetSpellLink
local GetSpellInfo = GetSpellInfo
@@ -14,6 +13,7 @@ local _GetSpellInfo = Details.GetSpellInfo
local GameTooltip = GameTooltip
local IsShiftKeyDown = IsShiftKeyDown
local DF = DetailsFramework
local tinsert = tinsert
---@type breakdownspelltab
local spellsTab = {}
@@ -80,6 +80,11 @@ function spellsTab.GetTargetScrollFrame()
return spellsTab.TargetScrollFrame
end
---@return breakdowntargetscrollframe
function spellsTab.GetPhaseScrollFrame()
return spellsTab.PhaseScrollFrame
end
---@return df_framecontainer
function spellsTab.GetSpellScrollContainer()
return spellsTab.SpellContainerFrame
@@ -95,10 +100,28 @@ function spellsTab.GetTargetScrollContainer()
return spellsTab.TargetsContainerFrame
end
---@return df_framecontainer
function spellsTab.GetPhaseScrollContainer()
return spellsTab.PhaseContainerFrame
end
function spellsTab.GetScrollFrameByContainerType(containerType)
if (containerType == "spells") then
return spellsTab.GetSpellScrollFrame()
elseif (containerType == "targets") then
return spellsTab.GetTargetScrollFrame()
elseif (containerType == "phases") then
return spellsTab.GetPhaseScrollFrame()
end
end
function spellsTab.OnProfileChange()
--no need to cache, just call the db from there
spellsTab.UpdateHeadersSettings("spells")
spellsTab.UpdateHeadersSettings("targets")
spellsTab.UpdateHeadersSettings("phases")
end
------------------------------------------------------------------------------------------------------------------------------------------------
@@ -111,6 +134,7 @@ local headerContainerType = {}
---@type number
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,
@@ -118,6 +142,9 @@ local settingsPrototype = {
align = "left",
}
---contains the column settings for each header column, the table key is columnName and the value is headercolumndatasaved
---@class headercolumndatabase : table<string, headercolumndatasaved>
---headercolumndata goes inside the header table which is passed to the header constructor or header:SetHeaderTable()
---@class headercolumndata : {name:string, width:number, text:string, align:string, key:string, selected:boolean, canSort:boolean, dataType:string, order:string, offset:number, key:string}
@@ -154,26 +181,53 @@ local targetContainerColumnData = {
{name = "percent", label = "%", key = "total", width = 50, align = "left", enabled = true, canSort = true, offset = columnOffset, order = "DESC", dataType = "number"},
}
local phaseContainerColumnData = {
{name = "icon", width = 22, label = "", align = "left", enabled = true, offset = columnOffset},
{name = "name", label = "name", width = 90, 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 = 44, align = "left", enabled = true, canSort = true, sortKey = "ps", dataType = "number", order = "DESC", offset = columnOffset},
{name = "percent", label = "%", key = "total", width = 44, 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"
---@return headercolumndatabase
---@return columndata
function spellsTab.GetHeaderSettings(containerType)
local settings
---@type headercolumndata
local containerColumnData
if (containerType == "spells") then
settings = Details.breakdown_spell_tab.spellcontainer_headers
containerColumnData = spellContainerColumnData
elseif (containerType == "targets") then
settings = Details.breakdown_spell_tab.targetcontainer_headers
containerColumnData = targetContainerColumnData
elseif (containerType == "phases") then
settings = Details.breakdown_spell_tab.phasecontainer_headers
containerColumnData = phaseContainerColumnData
end
---@cast settings headercolumndatabase
return settings, containerColumnData
end
---callback for when the user resizes a column on the header
---@param headerFrame df_headerframe
---@param optionName string
---@param columnName string
---@param value any
local onHeaderColumnOptionChanged = function(headerFrame, optionName, columnName, value)
---@type "spells"|"targets"
---@type "spells"|"targets"|"phases"
local containerType = headerContainerType[headerFrame]
---@type table
local settings
if (containerType == "spells") then
settings = Details.breakdown_spell_tab.spellcontainer_headers
elseif (containerType == "targets") then
settings = Details.breakdown_spell_tab.targetcontainer_headers
end
---@type headercolumndatabase
local settings = spellsTab.GetHeaderSettings(containerType)
settings[columnName][optionName] = value
spellsTab.UpdateHeadersSettings(containerType)
end
@@ -184,32 +238,16 @@ local onColumnHeaderClickCallback = function(headerFrame, columnHeader)
---@type string
local containerType = headerContainerType[headerFrame]
if (containerType == "spells") then
spellsTab.GetSpellScrollFrame():Refresh()
elseif (containerType == "targets") then
spellsTab.GetTargetScrollFrame():Refresh()
end
local scrollFrame = spellsTab.GetScrollFrameByContainerType(containerType)
scrollFrame:Refresh()
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"
---@param containerType "spells"|"targets"|"phases"
function spellsTab.UpdateHeadersSettings(containerType)
---details table which hold the settings for a container header
---@type table
local settings
---@type table
local containerColumnData
if (containerType == "spells") then
settings = Details.breakdown_spell_tab.spellcontainer_headers
containerColumnData = spellContainerColumnData
elseif (containerType == "targets") then
settings = Details.breakdown_spell_tab.targetcontainer_headers
containerColumnData = targetContainerColumnData
end
local settings, containerColumnData = spellsTab.GetHeaderSettings(containerType)
--do a loop and check if the column data from columnInfo exists in the details profile settings, if not, add it
for i = 1, #containerColumnData do
@@ -236,12 +274,12 @@ function spellsTab.UpdateHeadersSettings(containerType)
end
if (containerType == "spells") then
spellsTab.spellsHeaderData = spellsTab.BuildHeaderTable("spells")
spellsTab.spellsHeaderData = spellsTab.BuildHeaderTable(containerType)
local spellContainer = spellsTab.GetSpellScrollContainer()
local spellScrollFrame = spellsTab.GetSpellScrollFrame()
local headerFrame = spellScrollFrame.Header
local headerFrame = spellScrollFrame.Header
headerFrame:SetHeaderTable(spellsTab.spellsHeaderData)
local width = headerFrame:GetWidth()
@@ -253,14 +291,24 @@ function spellsTab.UpdateHeadersSettings(containerType)
Details.breakdown_spell_tab.spellcontainer_width = width
elseif (containerType == "targets") then
spellsTab.targetsHeaderData = spellsTab.BuildHeaderTable("targets")
spellsTab.targetsHeaderData = spellsTab.BuildHeaderTable(containerType)
spellsTab.GetTargetScrollFrame().Header:SetHeaderTable(spellsTab.targetsHeaderData)
local width = spellsTab.GetTargetScrollFrame().Header:GetWidth()
spellsTab.GetTargetScrollContainer():SetWidth(width)
--save the width of the target container in Details settings
Details.breakdown_spell_tab.targetcontainer_width = width
elseif (containerType == "phases") then
spellsTab.phasesHeaderData = spellsTab.BuildHeaderTable(containerType)
spellsTab.GetPhaseScrollFrame().Header:SetHeaderTable(spellsTab.phasesHeaderData)
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"
---@param containerType "spells"|"targets"|"phases"
---@return {name: string, width: number, text: string, align: string}[]
function spellsTab.BuildHeaderTable(containerType)
---@type headercolumndata[]
@@ -273,19 +321,7 @@ function spellsTab.BuildHeaderTable(containerType)
local mainAttribute, subAttribute = instance:GetDisplay()
--settings from profile | updated at UpdateHeadersSettings() > called on OnProfileChange() and when the tab is opened
local settings
---@type table
local containerColumnData
if (containerType == "spells") then
settings = Details.breakdown_spell_tab.spellcontainer_headers
containerColumnData = spellContainerColumnData
elseif (containerType == "targets") then
settings = Details.breakdown_spell_tab.targetcontainer_headers
containerColumnData = targetContainerColumnData
end
local settings, containerColumnData = spellsTab.GetHeaderSettings(containerType)
---result of the sum of all columns width
---@type number
@@ -293,7 +329,7 @@ function spellsTab.BuildHeaderTable(containerType)
for i = 1, #containerColumnData do
local columnData = containerColumnData[i]
---@type {enabled: boolean, width: number, align: string}
---@type headercolumndatasaved
local columnSettings = settings[columnData.name]
if (columnSettings.enabled) then
@@ -419,6 +455,7 @@ function spellsTab.OnShownTab()
--update spells and target header frame (spellscroll and targetscroll)
spellsTab.UpdateHeadersSettings("spells")
spellsTab.UpdateHeadersSettings("targets")
spellsTab.UpdateHeadersSettings("phases")
end
---called when the tab is getting created, run only once
@@ -433,6 +470,8 @@ function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
spellsTab.CreateSpellBlockContainer(tabFrame)
--create the targets container
spellsTab.CreateTargetContainer(tabFrame)
--create phases container
spellsTab.CreatePhasesContainer(tabFrame)
--create the report buttons for each container
--spellsTab.CreateReportButtons(tabFrame)
@@ -537,7 +576,7 @@ local onEnterSpellBar = function(spellBar, motion) --parei aqui: precisa por nom
breakdownWindow.dumpDataFrame:Show()
breakdownWindow.dumpDataFrame.luaEditor:SetText(textToEditor)
--hide the scroll bar
DetailsBreakdownWindowPlayerScrollBoxDumpTableFrameCodeEditorWindowScrollBar:Hide()
_G["DetailsBreakdownWindowPlayerScrollBoxDumpTableFrameCodeEditorWindowScrollBar"]:Hide()
end
elseif (breakdownWindow.dumpDataFrame:IsShown()) then
@@ -1308,7 +1347,7 @@ local updateTargetBar = function(targetBar, index, combatObject, scrollFrame, he
textIndex = textIndex + 1
elseif (header.name == "name") then --ok
text:SetText(bkTargetData.name)
text:SetText(DF:RemoveRealmName(bkTargetData.name))
targetBar.name = bkTargetData.name
targetBar:AddFrameToHeaderAlignment(text)
textIndex = textIndex + 1
@@ -1347,7 +1386,7 @@ end
---@param scrollData breakdowntargettablelist
---@param offset number
---@param totalLines number
local refreshFuncTargets = function(scrollFrame, scrollData, offset, totalLines) --~refresh ~target ~refreshtargets
local refreshTargetsFunc = function(scrollFrame, scrollData, offset, totalLines) --~refresh ~target ~refreshtargets
---@type number
local topValue = scrollFrame.topValue
---@type number
@@ -1392,10 +1431,358 @@ local refreshFuncTargets = function(scrollFrame, scrollData, offset, totalLines)
end
end
---create a targetbar within the target scroll
---@param self breakdownphasescrollframe
---@param index number
---@return breakdownphasebar
function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
---@type breakdownphasebar
local phaseBar = CreateFrame("button", self:GetName() .. "PhaseBarButton" .. index, self)
phaseBar.index = index
--size and positioning
phaseBar:SetHeight(CONST_SPELLSCROLL_LINEHEIGHT)
local y = (index-1) * CONST_SPELLSCROLL_LINEHEIGHT * -1 + (1 * -index) - 15
phaseBar:SetPoint("topleft", self, "topleft", 0, y)
phaseBar:SetPoint("topright", self, "topright", 0, y)
phaseBar:EnableMouse(true)
phaseBar:SetAlpha(0.9)
phaseBar:SetFrameStrata("HIGH")
phaseBar:SetScript("OnEnter", nil)
phaseBar:SetScript("OnLeave", nil)
DF:Mixin(phaseBar, DF.HeaderFunctions)
---@type breakdownspellbarstatusbar
local statusBar = CreateFrame("StatusBar", "$parentStatusBar", phaseBar)
statusBar:SetAllPoints()
statusBar:SetAlpha(0.5)
statusBar:SetMinMaxValues(0, 100)
statusBar:SetValue(50)
statusBar:EnableMouse(false)
statusBar:SetFrameLevel(phaseBar:GetFrameLevel() - 1)
phaseBar.statusBar = statusBar
---@type texture this is the statusbar texture
local statusBarTexture = statusBar:CreateTexture("$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("$parentTexture", "overlay")
icon:SetPoint("left", statusBar, "left", 0, 0)
icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
icon:SetTexCoord(.1, .9, .1, .9)
phaseBar.Icon = icon
phaseBar:AddFrameToHeaderAlignment(icon)
phaseBar.InLineTexts = {}
for i = 1, 5 do
---@type fontstring
local fontString = phaseBar:CreateFontString("$parentFontString" .. i, "overlay", "GameFontHighlightSmall")
fontString:SetJustifyH("left")
fontString:SetTextColor(1, 1, 1, 1)
fontString:SetNonSpaceWrap(true)
fontString:SetWordWrap(false)
phaseBar["lineText" .. i] = fontString
phaseBar.InLineTexts[i] = fontString
fontString:SetTextColor(1, 1, 1, 1)
phaseBar:AddFrameToHeaderAlignment(fontString)
end
phaseBar:AlignWithHeader(self.Header, "left")
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 getPhaseBar = function(scrollFrame, lineIndex)
---@type breakdownphasebar
local phaseBar = scrollFrame:GetLine(lineIndex)
--reset header alignment
phaseBar:ResetFramesToHeaderAlignment()
--reset columns, hiding them
phaseBar.Icon:Hide()
for inLineIndex = 1, #phaseBar.InLineTexts do
phaseBar.InLineTexts[inLineIndex]:SetText("")
end
return phaseBar
end
---@param scrollFrame table
---@param scrollData table
---@param offset number
---@param totalLines number
local refreshPhaseFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshspells ~refreshfunc ~refresh ~refreshp ~updatephasebar
local lineIndex = 1
local formatFunc = Details:GetCurrentToKFunction()
local phaseElapsedTime = scrollData.phaseElapsed
for i = 1, totalLines do
local index = i + offset
local dataTable = scrollData[index]
if (dataTable) then
local phaseBar = getPhaseBar(scrollFrame, lineIndex)
phaseBar.statusBar:SetValue(100)
local totalDone = dataTable.amountDone
local phaseName = dataTable.phaseName
local phaseNameFormatted = "Phase: " .. phaseName
local amountDoneFormatted = formatFunc(nil, totalDone)
local positionWithInPhase = math.floor(dataTable.positionWithInPhase)
local percentDone = string.format("%.1f", dataTable.percentDone)
local elapsedTime = phaseElapsedTime[phaseName]
local phaseDps = formatFunc(nil, totalDone / elapsedTime)
phaseBar.Icon:Show()
phaseBar.Icon:SetTexture([[Interface\Garrison\orderhall-missions-mechanic9]])
phaseBar.Icon:SetTexCoord(11/64, 53/64, 11/64, 53/64)
phaseBar.Icon:SetSize(CONST_SPELLSCROLL_LINEHEIGHT-2, CONST_SPELLSCROLL_LINEHEIGHT-2)
phaseBar:AddFrameToHeaderAlignment(phaseBar.Icon)
for inLineIndex = 1, #phaseBar.InLineTexts do
phaseBar.InLineTexts[inLineIndex]:SetText("")
end
local text1 = phaseBar.InLineTexts[1]
phaseBar:AddFrameToHeaderAlignment(text1)
text1:SetText(phaseNameFormatted)
local text2 = phaseBar.InLineTexts[2]
phaseBar:AddFrameToHeaderAlignment(text2)
text2:SetText("#" .. positionWithInPhase)
local text3 = phaseBar.InLineTexts[3]
phaseBar:AddFrameToHeaderAlignment(text3)
text3:SetText(amountDoneFormatted)
local text4 = phaseBar.InLineTexts[4]
phaseBar:AddFrameToHeaderAlignment(text4)
text4:SetText(phaseDps)
local text5 = phaseBar.InLineTexts[5]
phaseBar:AddFrameToHeaderAlignment(text5)
text5:SetText(percentDone .. "%")
lineIndex = lineIndex + 1
end
end
end
---create a container to show value per phase
---@param tabFrame tabframe
---@return breakdowntargetscrollframe
function spellsTab.CreatePhasesContainer(tabFrame) --~phase ~createphasecontainer ~createphasescroll
---@type width
local width = Details.breakdown_spell_tab.phasecontainer_width
---@type height
local height = Details.breakdown_spell_tab.phasecontainer_height
local defaultAmountOfLines = 10
--create a container for the scrollframe
local options = {
width = Details.breakdown_spell_tab.phasecontainer_width,
height = Details.breakdown_spell_tab.phasecontainer_height,
is_locked = Details.breakdown_spell_tab.phasecontainer_islocked,
can_move = false,
can_move_children = false,
use_top_resizer = true,
use_right_resizer = true,
use_left_resizer = true,
use_bottom_resizer = true,
}
---@type df_framecontainer
local container = DF:CreateFrameContainer(tabFrame, options, tabFrame:GetName() .. "PhaseScrollContainer")
container:SetPoint("topleft", spellsTab.GetTargetScrollContainer(), "topright", 26, 0)
container:SetFrameLevel(tabFrame:GetFrameLevel() + 10)
spellsTab.PhaseContainerFrame = container
local settingChangedCallbackFunction = function(frameContainer, settingName, settingValue)
if (frameContainer:IsShown()) then
if (settingName == "height") then
---@type number
local currentHeight = spellsTab.GetPhaseScrollFrame():GetHeight()
Details.breakdown_spell_tab.phasecontainer_height = settingValue
local lineAmount = math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT)
spellsTab.GetPhaseScrollFrame():SetNumFramesShown(lineAmount)
elseif (settingName == "width") then
Details.breakdown_spell_tab.phasecontainer_width = settingValue
elseif (settingName == "is_locked") then
Details.breakdown_spell_tab.phasecontainer_islocked = settingValue
end
end
end
container:SetSettingChangedCallback(settingChangedCallbackFunction)
---@type breakdowntargetscrollframe not sure is this is correct
local phaseScrollFrame = DF:CreateScrollBox(container, "$parentPhaseScroll", refreshPhaseFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(phaseScrollFrame)
phaseScrollFrame:SetBackdrop({})
phaseScrollFrame:SetAllPoints()
container:RegisterChildForDrag(phaseScrollFrame)
phaseScrollFrame.DontHideChildrenOnPreRefresh = false
tabFrame.PhaseScrollFrame = phaseScrollFrame
spellsTab.PhaseScrollFrame = phaseScrollFrame
function phaseScrollFrame:RefreshMe() --~refreshme (phases) ~refreshmep
--get the value of the top 1 ranking spell
---@type actor
local actorObject = spellsTab.GetActor()
---@type combat
local combatObject = spellsTab.GetCombat()
local actorName = actorObject:Name()
---@type instance
local instanceObject = spellsTab.GetInstance()
local mainAttribute = instanceObject:GetDisplay()
local data = {
--playerObject = playerObject,
--attribute = attribute,
--combatObject = combatObject,
combatTime = combatObject:GetCombatTime(),
}
local playerPhases = {}
local totalDamage = 0
local phaseElapsed = {}
--local bossInfo = combatObject:GetBossInfo()
local phasesInfo = combatObject:GetPhases()
if (phasesInfo) then --bossInfo and
if (#phasesInfo >= 1) then
--get phase elapsed time
for i = 1, #phasesInfo do
local thisPhase = phasesInfo[i]
local phaseName = thisPhase[1]
local startTime = thisPhase[2]
local nextPhase = phasesInfo[i + 1]
if (nextPhase) then
--if there's a next phase, use it's start time as end time to calcule elapsed time
local endTime = nextPhase[2]
local elapsedTime = endTime - startTime
phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
else
--if there's no next phase, use the combat end time as end time to calcule elapsed time
local endTime = combatObject:GetCombatTime()
local elapsedTime = endTime - startTime
phaseElapsed[phaseName] = (phaseElapsed[phaseName] or 0) + elapsedTime
end
end
--get damage info
local dataTable = mainAttribute == 1 and phasesInfo.damage or phasesInfo.heal
for phaseName, playersTable in pairs(dataTable) do --each phase
local allPlayers = {} --all players for this phase
for playerName, amount in pairs(playersTable) do
tinsert(allPlayers, {playerName, amount})
totalDamage = totalDamage + amount
end
table.sort(allPlayers, function(a, b) return a[2] > b[2] end)
local myRank = 0
for i = 1, #allPlayers do
if (allPlayers[i][1] == actorName) then
myRank = i
break
end
end
tinsert(playerPhases, {phaseName, playersTable[actorName] or 0, myRank, (playersTable [actorName] or 0) / totalDamage * 100})
end
end
end
table.sort(playerPhases, function(a, b) return a[1] < b[1] end)
for i = 1, #playerPhases do
data[#data+1] = {
phaseName = playerPhases[i][1],
amountDone = playerPhases[i][2],
positionWithInPhase = playerPhases[i][3],
percentDone = playerPhases[i][4],
}
end
data.totalDamage = totalDamage
data.phaseElapsed = phaseElapsed
phaseScrollFrame:SetData(data)
phaseScrollFrame: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, phaseContainerColumnData, headerOptions)
phaseScrollFrame.Header = header
phaseScrollFrame.Header:SetPoint("topleft", phaseScrollFrame, "topleft", 0, 1)
phaseScrollFrame.Header:SetColumnSettingChangedCallback(onHeaderColumnOptionChanged)
--cache the type of this container
headerContainerType[phaseScrollFrame.Header] = "phases"
--create the scroll lines
for i = 1, defaultAmountOfLines do
phaseScrollFrame:CreateLine(spellsTab.CreatePhaseBar)
end
tabFrame.phases = tabFrame:CreateFontString(nil, "overlay", "QuestFont_Large")
tabFrame.phases:SetPoint("bottomleft", container, "topleft", 2, 2)
tabFrame.phases:SetText("Phases:") --localize-me
return phaseScrollFrame
end
---create the target container
---@param tabFrame tabframe
---@return breakdowntargetscrollframe
function spellsTab.CreateTargetContainer(tabFrame) --~create ~target
function spellsTab.CreateTargetContainer(tabFrame) --~create ~target ~createtargetcontainer ~createtargetscroll ~createtarget
---@type width
local width = Details.breakdown_spell_tab.targetcontainer_width
---@type height
@@ -1426,7 +1813,9 @@ function spellsTab.CreateTargetContainer(tabFrame) --~create ~target
---@type number
local currentHeight = spellsTab.GetTargetScrollFrame():GetHeight()
Details.breakdown_spell_tab.targetcontainer_height = settingValue
local lineAmount = math.floor(currentHeight / CONST_SPELLSCROLL_LINEHEIGHT)
--the -0.1 is the avoid the random fraction of 1.9999999990 to 2.0000000001
local lineAmount = currentHeight / CONST_SPELLSCROLL_LINEHEIGHT - 0.1
lineAmount = math.floor(lineAmount)
spellsTab.GetTargetScrollFrame():SetNumFramesShown(lineAmount)
elseif (settingName == "width") then
@@ -1442,7 +1831,7 @@ function spellsTab.CreateTargetContainer(tabFrame) --~create ~target
--create the scrollframe similar to scrollframe used in the spellscrollframe
--replace this with a framework scrollframe
---@type breakdowntargetscrollframe
local targetScrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshFuncTargets, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
local targetScrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshTargetsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(targetScrollFrame)
targetScrollFrame:SetBackdrop({})
targetScrollFrame:SetAllPoints()
@@ -1829,7 +2218,7 @@ end
---@param scrollData breakdownspelldatalist
---@param offset number
---@param totalLines number
local refreshFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshspells ~refreshfunc ~refresh
local refreshSpellsFunc = function(scrollFrame, scrollData, offset, totalLines) --~refreshspells ~refreshfunc ~refresh ~refreshs
---@type number
local topValue = scrollFrame.topValue
---@type number
@@ -1978,7 +2367,7 @@ function spellsTab.CreateSpellScrollContainer(tabFrame) --~scroll ~create ~spell
--replace this with a framework scrollframe
---@type breakdownspellscrollframe
local scrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
local scrollFrame = DF:CreateScrollBox(container, "$parentSpellScroll", refreshSpellsFunc, {}, width, height, defaultAmountOfLines, CONST_SPELLSCROLL_LINEHEIGHT)
DF:ReskinSlider(scrollFrame)
scrollFrame:SetBackdrop({})
scrollFrame:SetPoint("topleft", container, "topleft", 0, 0) --need to set the points
@@ -2514,6 +2903,7 @@ function Details.InitializeSpellBreakdownTab()
spellsTab.subAttribute = subAttribute
spellsTab.GetSpellScrollFrame():RefreshMe(data)
spellsTab.GetPhaseScrollFrame():RefreshMe(data)
end
---@param data breakdowntargettablelist
+7 -1
View File
@@ -1408,6 +1408,7 @@ local default_global_data = {
},
},
--/run Details.breakdown_spell_tab.targetcontainer_height = 140
--breakdown spell tab
breakdown_spell_tab = {
blockcontainer_width = 430,
@@ -1434,14 +1435,19 @@ local default_global_data = {
targetcontainer_height = 140,
targetcontainer_islocked = true,
phasecontainer_enabled = true,
phasecontainer_width = 290,
phasecontainer_height = 140,
phasecontainer_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)
spellcontainer_header_height = 20,
spellcontainer_header_fontsize = 10,
spellcontainer_header_fontcolor = {1, 1, 1, 1},
},
--profile by spec