Another round of polishing and few aditions
- Added bar texture "Skyline Compact". - Tooltip show 8 spells, up from 6. - Breakdown color scheme improved. - Backend changes.
This commit is contained in:
@@ -2658,6 +2658,12 @@ function detailsFramework:SetTemplate(frame, template)
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frame:HookScript("OnLeave", templateOnLeave)
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end
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end
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elseif (frame.SetColorTexture) then
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if (template.backdropcolor) then
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local r, g, b, a = detailsFramework:ParseColors(template.backdropcolor)
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frame:SetColorTexture(r, g, b, a)
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end
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end
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if (frame.SetIcon) then
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@@ -1236,9 +1236,11 @@ do
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SharedMedia:Register("statusbar", "Details D'ictum (reverse)", [[Interface\AddOns\Details\images\bar4_reverse]])
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--flat bars
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SharedMedia:Register("statusbar", "Skyline", [[Interface\AddOns\Details\images\bar_skyline]])
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SharedMedia:Register("statusbar", "Details Serenity", [[Interface\AddOns\Details\images\bar_serenity]])
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SharedMedia:Register("statusbar", "BantoBar", [[Interface\AddOns\Details\images\BantoBar]])
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SharedMedia:Register("statusbar", "Skyline", [[Interface\AddOns\Details\images\bar_skyline]])
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SharedMedia:Register("statusbar", "Skyline Compact", [[Interface\AddOns\Details\images\bar_textures\bar_skyline_compact.png]])
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SharedMedia:Register("statusbar", "WorldState Score", [[Interface\WorldStateFrame\WORLDSTATEFINALSCORE-HIGHLIGHT]])
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SharedMedia:Register("statusbar", "DGround", [[Interface\AddOns\Details\images\bar_background]])
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SharedMedia:Register("statusbar", "Details Flat", [[Interface\AddOns\Details\images\bar_background]])
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@@ -3891,6 +3891,7 @@ function damageClass:ToolTip_DamageDone (instancia, numero, barra, keydown)
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if (ActorDamage == 0) then
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ActorDamage = 0.00000001
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end
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local ActorSkillsContainer = self.spells._ActorTable
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local ActorSkillsSortTable = {}
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@@ -3959,6 +3960,11 @@ function damageClass:ToolTip_DamageDone (instancia, numero, barra, keydown)
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--Details:AddTooltipHeaderStatusbar (r, g, b, barAlha)
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end
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GameCooltip:SetOption("AlignAsBlizzTooltip", false)
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GameCooltip:SetOption("AlignAsBlizzTooltipFrameHeightOffset", -6)
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GameCooltip:SetOption("YSpacingMod", -6)
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local iconSize = Details.DefaultTooltipIconSize
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local topAbility = ActorSkillsSortTable [1] and ActorSkillsSortTable [1][2] or 0.0001
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if (#ActorSkillsSortTable > 0) then
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@@ -3992,7 +3998,7 @@ function damageClass:ToolTip_DamageDone (instancia, numero, barra, keydown)
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GameCooltip:AddLine(nome_magia, FormatTooltipNumber (_, _math_floor(totalDPS)) .." ("..percent.."%)")
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end
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GameCooltip:AddIcon (icone_magia, nil, nil, icon_size.W + 4, icon_size.H + 4, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
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GameCooltip:AddIcon (icone_magia, nil, nil, iconSize, iconSize, icon_border.L, icon_border.R, icon_border.T, icon_border.B)
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Details:AddTooltipBackgroundStatusbar (false, totalDamage/topAbility*100)
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end
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else
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@@ -4015,7 +4021,7 @@ function damageClass:ToolTip_DamageDone (instancia, numero, barra, keydown)
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if (spellName) then
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GameCooltip:AddLine(spellName, FormatTooltipNumber (_, damageDone) .. " (" .. _math_floor(damageDone / self.total * 100) .. "%)")
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Details:AddTooltipBackgroundStatusbar (false, damageDone / self.total * 100)
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GameCooltip:AddIcon (spellIcon, 1, 1, icon_size.W, icon_size.H, 0.1, 0.9, 0.1, 0.9)
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GameCooltip:AddIcon (spellIcon, 1, 1, iconSize, iconSize, 0.1, 0.9, 0.1, 0.9)
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end
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end
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end
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+16
-3
@@ -1590,10 +1590,10 @@
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GameCooltip:SetOption("RightBorderSize", 2) --offset between the right border and the right icon, default: -10 + offset
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GameCooltip:SetOption("VerticalOffset", 5) --amount of space to leave between the top border and the first line of the tooltip, default: 0
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GameCooltip:SetOption("RightTextMargin", 0) --offset between the right text to the right icon, default: -3
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GameCooltip:SetOption("AlignAsBlizzTooltip", true)
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GameCooltip:SetOption("AlignAsBlizzTooltipFrameHeightOffset", -8)
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GameCooltip:SetOption("AlignAsBlizzTooltip", false)
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GameCooltip:SetOption("LineHeightSizeOffset", 4)
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GameCooltip:SetOption("VerticalPadding", -4)
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GameCooltip:SetOption("YSpacingMod", -6)
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GameCooltip:SetBackdrop(1, Details.cooltip_preset2_backdrop, bgColor, borderColor)
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end
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@@ -1775,6 +1775,12 @@
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self:RefreshMainWindow(true)
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end
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function Details:RefreshAllMainWindowsTemp()
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return Details:RefreshMainWindow(-1)
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end
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local nextBreakdownUpdateAt = 0
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function Details:RefreshMainWindow(instanceObject, bForceRefresh) --getting deprecated soon
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if (not instanceObject or type(instanceObject) == "boolean") then
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bForceRefresh = instanceObject
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@@ -1813,7 +1819,14 @@
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local actorObject = Details:GetActorObjectFromBreakdownWindow()
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if (actorObject) then
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if (actorObject and not actorObject.__destroyed) then
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return actorObject:MontaInfo() --MontaInfo a nil value
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if (nextBreakdownUpdateAt < GetTime()) then
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if (Details.in_combat) then
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nextBreakdownUpdateAt = GetTime() + 0.5
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else
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nextBreakdownUpdateAt = GetTime() + 5
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end
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return actorObject:MontaInfo()
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end
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else
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Details:Msg("Invalid actor object on breakdown window.")
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if (actorObject.__destroyed) then
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+2
-1
@@ -508,7 +508,8 @@ function _detalhes:RefreshUpdater(suggested_interval)
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if (specialserials[specialSerial]) then return end
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--_detalhes.atualizador = _detalhes:ScheduleRepeatingTimer("RefreshMainWindow", updateInterval, -1)
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_detalhes.atualizador = Details.Schedules.NewTicker(updateInterval, Details.RefreshMainWindow, Details, -1)
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--_detalhes.atualizador = Details.Schedules.NewTicker(updateInterval, Details.RefreshMainWindow, Details, -1)
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_detalhes.atualizador = C_Timer.NewTicker(updateInterval, Details.RefreshAllMainWindowsTemp)
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end
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---set the amount of time between each update of all windows
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@@ -960,7 +960,7 @@ local updateSpellBar = function(spellBar, index, actorName, combatObject, scroll
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spellBar.spellId = spellId
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spellBar.spellIconFrame.spellId = spellId
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spellBar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.spellbar_background_alpha)
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--spellBar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.spellbar_background_alpha)
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--statusbar color by school
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local r, g, b = Details:GetSpellSchoolColor(spellTable.spellschool or 1)
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@@ -202,6 +202,16 @@ function Details222.BreakdownWindow.ApplyFontSettings(fontString)
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detailsFramework:SetFontFace(fontString, Details.breakdown_general.font_face)
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end
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function Details222.BreakdownWindow.ApplyTextureSettings(statusBar)
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local textureFile = SharedMedia:Fetch("statusbar", Details.breakdown_general.bar_texture)
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local texture = statusBar:GetStatusBarTexture()
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if (texture) then
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texture:SetTexture(textureFile)
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else
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statusBar:SetStatusBarTexture(textureFile)
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end
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end
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------------------------------------------------------------------------------------------------------------------------------
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--self = instancia
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--jogador = classe_damage ou classe_heal
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@@ -281,6 +281,8 @@ local createPlayerScrollBox = function(breakdownWindowFrame, breakdownSideMenu,
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Details222.BreakdownWindow.ApplyFontSettings(self.itemLevelText)
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Details222.BreakdownWindow.ApplyFontSettings(self.percentileText)
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Details222.BreakdownWindow.ApplyTextureSettings(self.totalStatusBar)
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--set the statusbar
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local r, g, b = self.playerObject:GetClassColor()
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self.totalStatusBar:SetStatusBarColor(r, g, b, 1)
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@@ -364,12 +366,10 @@ local createPlayerScrollBox = function(breakdownWindowFrame, breakdownSideMenu,
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rankText.textsize = fontSize
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local totalStatusBar = CreateFrame("statusbar", nil, line)
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totalStatusBar:SetSize(scrollbox_size[1]-player_line_height, 4)
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totalStatusBar:SetSize(scrollbox_size[1]-player_line_height, player_line_height)
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totalStatusBar:SetMinMaxValues(0, 100)
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totalStatusBar:SetStatusBarTexture([[Interface\AddOns\Details\images\bar_skyline]])
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totalStatusBar:SetFrameLevel(line:GetFrameLevel()+1)
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totalStatusBar:SetAlpha(0.5)
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totalStatusBar:SetPoint("bottomleft", specIcon, "bottomright", 0, 0)
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line.specIcon = specIcon
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@@ -562,7 +562,7 @@ function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
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--create a button in the breakdown window to open the options for this tab
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local optionsButton = DF:CreateButton(tabFrame, Details.OpenSpellBreakdownOptions, 130, 18, Loc["STRING_OPTIONS_PLUGINS_OPTIONS"], 14)
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--optionsButton:SetTemplate(DF:GetTemplate("button", "OPTIONS_BUTTON_TEMPLATE"))
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optionsButton:SetPoint("bottomright", tabFrame, "bottomright", -10, -19)
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optionsButton:SetPoint("bottomright", tabFrame, "bottomright", -10, -16)
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optionsButton:SetTemplate("STANDARD_GRAY")
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optionsButton:SetIcon(Details:GetTextureAtlas("breakdown-icon-optionsbutton"))
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optionsButton.textsize = 12
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@@ -662,9 +662,14 @@ end
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function spellsTab.UpdateBarSettings(bar)
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if (bar.statusBar) then
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bar.statusBar:SetAlpha(Details.breakdown_spell_tab.statusbar_alpha) --could be moved to when the bar is updated
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bar.statusBar:GetStatusBarTexture():SetTexture(Details.breakdown_spell_tab.statusbar_texture)
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bar.statusBar.backgroundTexture:SetColorTexture(unpack(Details.breakdown_spell_tab.statusbar_background_color))
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bar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.statusbar_background_alpha)
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--bar.statusBar:GetStatusBarTexture():SetTexture(Details.breakdown_spell_tab.statusbar_texture)
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Details222.BreakdownWindow.ApplyTextureSettings(bar.statusBar)
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--bar.statusBar.backgroundTexture:SetColorTexture(unpack(Details.breakdown_spell_tab.statusbar_background_color))
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--bar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.statusbar_background_alpha)
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detailsFramework:SetTemplate(bar.statusBar.backgroundTexture, "STANDARD_GRAY")
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end
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end
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@@ -1448,6 +1448,7 @@ local default_global_data = {
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font_color = {0.9, 0.9, 0.9, 0.923},
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font_outline = "NONE",
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font_face = "DEFAULT",
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bar_texture = "Skyline",
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},
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frame_background_color = {0.1215, 0.1176, 0.1294, 0.8},
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Binary file not shown.
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After Width: | Height: | Size: 4.5 KiB |
@@ -550,6 +550,8 @@ function Details:StartMeUp()
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Details.standard_skin = false
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--enforce to show 6 abilities on the tooltip
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--_detalhes.tooltip.tooltip_max_abilities = 6 freeeeeedooommmmm
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--no no, enforece 8, 8 is much better, 8 is more lines, we like 8
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Details.tooltip.tooltip_max_abilities = 8
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Details.InstallRaidInfo()
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