Framework update
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@@ -381,6 +381,11 @@
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---@field b_dmg number
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---@field a_amt number --absorved
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---@field a_dmg number
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---@field e_total number
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---@field e_amt number
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---@field e_lvl table<number, number>
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---@field e_dmg table<number, number>
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---@field e_heal table<number, number>
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---@field isReflection boolean
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---@field totalabsorb number healing absorbed
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---@field absorbed number damage absorbed by shield | healing absorbed by buff or debuff
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@@ -322,11 +322,12 @@ detailsFramework.FrameContainerMixin = {
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frameContainer:CheckResizeLockedState()
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frameContainer:CheckMovableLockedState()
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if (DF.IsClassicWow()) then
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if (frameContainer.SetMinResize) then --old versions of the game uses this method
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frameContainer:SetMinResize(50, 50)
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frameContainer:SetMaxResize(1000,1000)
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else
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frameContainer:SetResizeBounds(50, 50, 1000, 1000)
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frameContainer:SetResizeBounds(50, 50, 1000, 1000) --new versions has this method
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end
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end,
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+1
-1
@@ -1,6 +1,6 @@
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local dversion = 425
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local dversion = 426
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local major, minor = "DetailsFramework-1.0", dversion
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local DF, oldminor = LibStub:NewLibrary(major, minor)
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@@ -4251,6 +4251,9 @@ end
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------ Damage Taken
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function atributo_damage:MontaInfoDamageTaken()
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--build the code for the new breakdown window
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local damage_taken = self.damage_taken
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local agressores = self.damage_from
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local instancia = info.instancia
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@@ -274,6 +274,10 @@ function spellsTab.BuildHeaderTable(containerType)
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containerColumnData = targetContainerColumnData
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end
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---result of the sum of all columns width
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---@type number
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local totalWidth = 0
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for i = 1, #containerColumnData do
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local columnData = containerColumnData[i]
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---@type {enabled: boolean, width: number, align: string}
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@@ -304,11 +308,19 @@ function spellsTab.BuildHeaderTable(containerType)
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key = columnData.key,
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}
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totalWidth = totalWidth + headerColumnData.width
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headerTable[#headerTable+1] = headerColumnData
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end
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end
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end
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if (containerType == "spells") then
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--set the spell contaner width to the sum of all columns width
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-- spellsTab.GetSpellScrollContainer():SetWidth(totalWidth)
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--save the width of the spell container in Details settings
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-- Details.breakdown_spell_tab.spellcontainer_width = totalWidth
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end
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return headerTable
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end
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@@ -719,7 +731,11 @@ local onEnterSpellBar = function(spellBar, motion) --parei aqui: precisa por nom
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blockLine1.leftText:SetText("Trinket Info")
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blockLine1.rightText:SetText("PPM: " .. string.format("%.2f", average / 60))
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blockLine2.leftText:SetText("Min Time: " .. math.floor(minTime))
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if (minTime == 9999999) then
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blockLine2.leftText:SetText("Min Time: " .. _G["UNKNOWN"])
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else
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blockLine2.leftText:SetText("Min Time: " .. math.floor(minTime))
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end
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blockLine2.rightText:SetText("Max Time: " .. math.floor(maxTime))
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end
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@@ -1106,7 +1122,7 @@ local spellBlockContainerMixin = {
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---create the spell blocks which shows the critical hits, normal hits, etc
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---@param tabFrame tabframe
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---@return breakdownspellblockframe
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function spellsTab.CreateSpellBlockContainer(tabFrame) --~create
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function spellsTab.CreateSpellBlockContainer(tabFrame) --~create ~createblock ~spellblock ~block ~container
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--create a container for the scrollframe
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local options = {
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width = Details.breakdown_spell_tab.blockcontainer_width,
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@@ -1893,7 +1909,7 @@ end
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---creates a scrollframe which show breakdownspellbar to show the spells used by an actor
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---@param tabFrame tabframe
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---@return breakdownspellscrollframe
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function spellsTab.CreateSpellScrollContainer(tabFrame) --~scroll ~create
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function spellsTab.CreateSpellScrollContainer(tabFrame) --~scroll ~create ~spell ~container
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---@type width
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local width = Details.breakdown_spell_tab.spellcontainer_width
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---@type height
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