local _detalhes = _G._detalhes local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" ) local gump = _detalhes.gump local _ --lua locals --local _string_len = string.len local _math_floor = math.floor local _ipairs = ipairs --local _pairs = pairs local _type = type --api locals local _CreateFrame = CreateFrame local _GetTime = GetTime local _GetSpellInfo = _detalhes.getspellinfo local _GetCursorPosition = GetCursorPosition local _unpack = unpack local atributos = _detalhes.atributos local sub_atributos = _detalhes.sub_atributos local info = _detalhes.janela_info local classe_icones = _G.CLASS_ICON_TCOORDS ------------------------------------------------------------------------------------------------------------------------------ --self = instancia --jogador = classe_damage ou classe_heal function _detalhes:AbreJanelaInfo (jogador) if (not _detalhes.row_singleclick_overwrite [self.atributo] or not _detalhes.row_singleclick_overwrite [self.atributo][self.sub_atributo]) then return elseif (_type (_detalhes.row_singleclick_overwrite [self.atributo][self.sub_atributo]) == "function") then return _detalhes.row_singleclick_overwrite [self.atributo][self.sub_atributo] (_, jogador, self) end if (self.modo == _detalhes._detalhes_props["MODO_RAID"]) then return end --> _detalhes.info_jogador armazena o jogador que esta sendo mostrado na janela de detalhes if (info.jogador and info.jogador == jogador) then _detalhes:FechaJanelaInfo() --> se clicou na mesma barra então fecha a janela de detalhes return elseif (not jogador) then return end --> vamos passar os parâmetros para dentro da tabela da janela... info.ativo = true --> sinaliza o addon que a janela esta aberta info.atributo = self.atributo --> instancia.atributo -> grava o atributo (damage, heal, etc) info.sub_atributo = self.sub_atributo --> instancia.sub_atributo -> grava o sub atributo (damage done, dps, damage taken, etc) info.jogador = jogador --> de qual jogador (objeto classe_damage) info.instancia = self --> salva a referência da instância que pediu o info info.mostrando = nil local nome = info.jogador.nome --> nome do jogador local atributo_nome = sub_atributos[info.atributo].lista [info.sub_atributo] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] --> // nome do atributo // precisa ser o sub atributo correto??? --> removendo o nome da realm do jogador if (nome:find ("-")) then nome = nome:gsub (("-.*"), "") end if (info.instancia.atributo == 1 and info.instancia.sub_atributo == 6) then --> enemy atributo_nome = sub_atributos [info.atributo].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] end info.nome:SetText (nome) info.atributo_nome:SetText (atributo_nome) local avatar = NickTag:GetNicknameTable (jogador.serial) if (avatar) then info.avatar:SetTexture (avatar [2]) info.avatar_bg:SetTexture (avatar [4]) info.avatar_bg:SetTexCoord (unpack (avatar [5])) info.avatar_bg:SetVertexColor (unpack (avatar [6])) info.avatar_nick:SetText (avatar [1] or nome) info.avatar_attribute:SetText (atributo_nome) info.avatar_attribute:SetPoint ("CENTER", info.avatar_nick, "CENTER", 0, 14) info.avatar:Show() info.avatar_bg:Show() info.avatar_bg:SetAlpha (.65) info.avatar_nick:Show() info.avatar_attribute:Show() info.nome:Hide() info.atributo_nome:Hide() else info.avatar:Hide() info.avatar_bg:Hide() info.avatar_nick:Hide() info.avatar_attribute:Hide() info.nome:Show() info.atributo_nome:Show() end info.atributo_nome:SetPoint ("CENTER", info.nome, "CENTER", 0, 14) gump:TrocaBackgroundInfo (info) gump:HidaAllBarrasInfo() gump:HidaAllBarrasAlvo() gump:HidaAllDetalheInfo() gump:JI_AtualizaContainerBarras (-1) local classe = jogador.classe if (not classe) then classe = "monster" end --info.classe_icone:SetTexture ("Interface\\AddOns\\Details\\images\\"..classe:lower()) --> top left info.classe_icone:SetTexture ("Interface\\AddOns\\Details\\images\\classes") --> top left if (classe ~= "UNKNOW" and classe ~= "UNGROUPPLAYER") then info.classe_icone:SetTexCoord (_detalhes.class_coords [classe][1], _detalhes.class_coords [classe][2], _detalhes.class_coords [classe][3], _detalhes.class_coords [classe][4]) if (jogador.enemy) then --> completa com a borda --info.classe_iconePlus:SetTexture ("Interface\\AddOns\\Details\\images\\classes_plus") if (_detalhes.faction_against == "Horde") then --info.classe_iconePlus:SetTexCoord (0.25, 0.5, 0, 0.25) info.nome:SetTextColor (1, 91/255, 91/255, 1) else --info.classe_iconePlus:SetTexCoord (0, 0.25, 0, 0.25) info.nome:SetTextColor (151/255, 215/255, 1, 1) end else info.classe_iconePlus:SetTexture() info.nome:SetTextColor (1, 1, 1, 1) end else if (jogador.enemy) then if (_detalhes.class_coords [_detalhes.faction_against]) then info.classe_icone:SetTexCoord (_unpack (_detalhes.class_coords [_detalhes.faction_against])) if (_detalhes.faction_against == "Horde") then info.nome:SetTextColor (1, 91/255, 91/255, 1) else info.nome:SetTextColor (151/255, 215/255, 1, 1) end else info.nome:SetTextColor (1, 1, 1, 1) end else --info.classe_icone:SetTexture ("Interface\\AddOns\\Details\\images\\monster") --info.classe_icone:SetTexCoord (0, 1, 0, 1) info.classe_icone:SetTexCoord (_detalhes.class_coords ["MONSTER"][1], _detalhes.class_coords ["MONSTER"][2], _detalhes.class_coords ["MONSTER"][3], _detalhes.class_coords ["MONSTER"][4]) end info.classe_iconePlus:SetTexture() end info:ShowTabs() gump:Fade (info, 0) return jogador:MontaInfo() end -- for beta todo: info background need a major rewrite function gump:TrocaBackgroundInfo() if (info.atributo == 1) then --> DANO if (info.sub_atributo == 1 or info.sub_atributo == 2) then --> damage done / dps if (info.tipo ~= 1) then --> janela com as divisorias info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture (nil) info.targets:SetText (Loc ["STRING_TARGETS"] .. ":") info.tipo = 1 end elseif (info.sub_atributo == 3) then --> damage taken if (info.tipo ~= 2) then --> janela com fundo diferente info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture ([[Interface\AddOns\Details\images\info_window_damagetaken]]) info.targets:SetText (Loc ["STRING_TARGETS"] .. ":") info.tipo = 2 end elseif (info.sub_atributo == 4) then --> friendly fire if (info.tipo ~= 3) then --> janela com fundo diferente info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture ([[Interface\AddOns\Details\images\info_window_friendlyfire]]) info.targets:SetText (Loc ["STRING_SPELLS"] .. ":") info.tipo = 3 end elseif (info.sub_atributo == 6) then --> enemies if (info.tipo ~= 3) then --> janela com fundo diferente info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture ([[Interface\AddOns\Details\images\info_window_damagetaken]]) info.targets:SetText (Loc ["STRING_DAMAGE_TAKEN_FROM"]) info.tipo = 3 end end elseif (info.atributo == 2) then --> HEALING if (info.sub_atributo == 1 or info.sub_atributo == 2 or info.sub_atributo == 3) then --> damage done / dps if (info.tipo ~= 1) then --> janela com as divisorias --info.bg1:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part1") --> top left --info.bg3:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part3") --> bottom left --info.bg2:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part2") --> top right --info.bg4:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part4") --> bottom right info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture (nil) info.targets:SetText (Loc ["STRING_TARGETS"] .. ":") info.tipo = 1 end elseif (info.sub_atributo == 4) then --> Healing taken if (info.tipo ~= 2) then --> janela com fundo diferente --info.bg1:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part1_sr") --> top left --info.bg3:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part3_sr") --> bottom left --info.bg2:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part2_sr") --> top right --info.bg4:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part4_sr") --> bottom right info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture ([[Interface\AddOns\Details\images\info_window_damagetaken]]) info.targets:SetText (Loc ["STRING_TARGETS"] .. ":") info.tipo = 2 end end elseif (info.atributo == 3) then --> REGEN if (info.tipo ~= 2) then --> janela com fundo diferente --info.bg1:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part1_sr") --> top left --info.bg3:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part3_sr") --> bottom left --info.bg2:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part2_sr") --> top right --info.bg4:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part4_sr") --> bottom right info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture (nil) info.targets:SetText ("Vindo de:") info.tipo = 2 end elseif (info.atributo == 4) then --> MISC if (info.tipo ~= 2) then --> janela com fundo diferente --info.bg1:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part1_sr") --> top left --info.bg3:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part3_sr") --> bottom left --info.bg2:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part2_sr") --> top right --info.bg4:SetTexture ("Interface\\AddOns\\Details\\images\\bg_part4_sr") --> bottom right info.bg1:SetTexture ([[Interface\AddOns\Details\images\info_window_background]]) info.bg1_sec_texture:SetTexture (nil) info.targets:SetText (Loc ["STRING_TARGETS"] .. ":") info.tipo = 2 end end end --> self é qualquer coisa que chamar esta função ------------------------------------------------------------------------------------------------------------------------------ -- é chamado pelo click no X e pelo reset do historico function _detalhes:FechaJanelaInfo (fromEscape) if (info.ativo) then --> se a janela tiver aberta --janela_info:Hide() if (fromEscape) then gump:Fade (info, "in") else gump:Fade (info, 1) end info.ativo = false --> sinaliza o addon que a janela esta agora fechada --_detalhes.info_jogador.detalhes = nil info.jogador = nil info.atributo = nil info.sub_atributo = nil info.instancia = nil info.nome:SetText ("") info.atributo_nome:SetText ("") gump:JI_AtualizaContainerBarras (-1) --> reseta o frame das barras end end --> esconde todas as barras das skills na janela de info ------------------------------------------------------------------------------------------------------------------------------ function gump:HidaAllBarrasInfo() local barras = _detalhes.janela_info.barras1 for index = 1, #barras, 1 do barras [index]:Hide() barras [index].textura:SetStatusBarColor (1, 1, 1, 1) barras [index].on_focus = false end end --> esconde todas as barras dos alvos do jogador ------------------------------------------------------------------------------------------------------------------------------ function gump:HidaAllBarrasAlvo() local barras = _detalhes.janela_info.barras2 for index = 1, #barras, 1 do barras [index]:Hide() end end --> esconde as 5 barras a direita na janela de info ------------------------------------------------------------------------------------------------------------------------------ function gump:HidaAllDetalheInfo() for i = 1, 5 do gump:HidaDetalheInfo (i) end for _, barra in _ipairs (info.barras3) do barra:Hide() end _detalhes.janela_info.spell_icone:SetTexture ("") end --> seta os scripts da janela de informações ------------------------------------------------------------------------------------------------------------------------------ local function seta_scripts (este_gump) --> Janela este_gump:SetScript ("OnMouseDown", function (self, botao) if (botao == "LeftButton") then self:StartMoving() self.isMoving = true end end) este_gump:SetScript ("OnMouseUp", function (self) if (self.isMoving) then self:StopMovingOrSizing() self.isMoving = false end end) este_gump.container_barras.gump:SetScript ("OnMouseDown", function (self, botao) if (botao == "LeftButton") then este_gump:StartMoving() este_gump.isMoving = true end end) este_gump.container_barras.gump:SetScript ("OnMouseUp", function (self) if (este_gump.isMoving) then este_gump:StopMovingOrSizing() este_gump.isMoving = false end end) este_gump.container_detalhes:SetScript ("OnMouseDown", function (self, botao) if (botao == "LeftButton") then este_gump:StartMoving() este_gump.isMoving = true end end) este_gump.container_detalhes:SetScript ("OnMouseUp", function (self) if (este_gump.isMoving) then este_gump:StopMovingOrSizing() este_gump.isMoving = false end end) este_gump.container_alvos.gump:SetScript ("OnMouseDown", function (self, botao) if (botao == "LeftButton") then este_gump:StartMoving() este_gump.isMoving = true end end) este_gump.container_alvos.gump:SetScript ("OnMouseUp", function (self) if (este_gump.isMoving) then este_gump:StopMovingOrSizing() este_gump.isMoving = false end end) --> botão fechar este_gump.fechar:SetScript ("OnClick", function(self) _detalhes:FechaJanelaInfo() end) end ------------------------------------------------------------------------------------------------------------------------------ function gump:HidaDetalheInfo (index) local info = _detalhes.janela_info.grupos_detalhes [index] info.nome:SetText ("") info.nome2:SetText ("") info.dano:SetText ("") info.dano_porcento:SetText ("") info.dano_media:SetText ("") info.dano_dps:SetText ("") info.bg:Hide() end --> cria a barra de detalhes a direita da janela de informações ------------------------------------------------------------------------------------------------------------------------------ function gump:CriaDetalheInfo (index) local info = {} info.nome = _detalhes.janela_info.container_detalhes:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") info.nome2 = _detalhes.janela_info.container_detalhes:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") info.dano = _detalhes.janela_info.container_detalhes:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") info.dano_porcento = _detalhes.janela_info.container_detalhes:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") info.dano_media = _detalhes.janela_info.container_detalhes:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") info.dano_dps = _detalhes.janela_info.container_detalhes:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") info.bg = _CreateFrame ("StatusBar", nil, _detalhes.janela_info.container_detalhes) info.bg:SetStatusBarTexture ("Interface\\AddOns\\Details\\images\\bar_detalhes2") info.bg:SetMinMaxValues (0, 100) info.bg:SetValue (100) info.bg:SetWidth (219) info.bg:SetHeight (47) info.bg.overlay = info.bg:CreateTexture (nil, "ARTWORK") info.bg.overlay:SetTexture ("Interface\\AddOns\\Details\\images\\overlay_detalhes") info.bg.overlay:SetWidth (241) info.bg.overlay:SetHeight (61) info.bg.overlay:SetPoint ("TOPLEFT", info.bg, "TOPLEFT", -7, 6) gump:Fade (info.bg.overlay, 1) info.bg.reportar = gump:NewDetailsButton (info.bg, nil, nil, _detalhes.Reportar, _detalhes.janela_info, 10+index, 16, 16, --_detalhes.icones.report.up, _detalhes.icones.report.down, _detalhes.icones.report.disabled) "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON") info.bg.reportar:SetPoint ("BOTTOMLEFT", info.bg.overlay, "BOTTOMRIGHT", -33, 10) gump:Fade (info.bg.reportar, 1) info.bg:SetScript ("OnEnter", function(self) gump:Fade (self.overlay, "OUT") gump:Fade (self.reportar, "OUT") end) info.bg:SetScript ("OnLeave", function(self) gump:Fade (self.overlay, "IN") gump:Fade (self.reportar, "IN") end) info.bg.reportar:SetScript ("OnEnter", function(self) gump:Fade (info.bg.overlay, "OUT") gump:Fade (self, "OUT") end) info.bg.reportar:SetScript ("OnLeave", function(self) gump:Fade (info.bg.overlay, "IN") gump:Fade (self, "IN") end) info.bg_end = info.bg:CreateTexture (nil, "BACKGROUND") info.bg_end:SetHeight (47) --este_gump.bg4:SetPoint ("BOTTOMRIGHT", este_gump, "BOTTOMRIGHT", 0, 0) --este_gump.bg4:SetWidth (128) --este_gump.bg4:SetHeight (256) info.bg_end:SetTexture ("Interface\\AddOns\\Details\\images\\bar_detalhes2_end") --info.bg = _detalhes.janela_info.container_detalhes:CreateTexture (nil, "BACKGROUND") --info.bg:SetWidth (400) --info.bg:SetHeight (70) --info.bg:SetTexture ("Interface\\MONEYFRAME\\UI-MoneyFrame2") _detalhes.janela_info.grupos_detalhes [index] = info end --> determina qual a pocisão que a barra de detalhes vai ocupar ------------------------------------------------------------------------------------------------------------------------------ function gump:SetaDetalheInfoAltura (index) local info = _detalhes.janela_info.grupos_detalhes [index] local janela = _detalhes.janela_info.container_detalhes local altura = {-10, -63, -118, -173, -228} local x1 = 64 local x2 = 160 altura = altura [index] info.bg:SetPoint ("TOPLEFT", janela, "TOPLEFT", x1-2, altura+2) info.bg_end:SetPoint ("LEFT", info.bg, "LEFT", info.bg:GetValue()*2.19, 0) info.bg:Hide() info.nome:SetPoint ("TOPLEFT", janela, "TOPLEFT", x1, altura) info.nome2:SetPoint ("TOPLEFT", janela, "TOPLEFT", x2, altura) info.dano:SetPoint ("TOPLEFT", janela, "TOPLEFT", x1, altura + (-20)) info.dano_porcento:SetPoint ("TOPLEFT", janela, "TOPLEFT", x2, altura + (-20)) info.dano_media:SetPoint ("TOPLEFT", janela, "TOPLEFT", x1, altura + (-30)) info.dano_dps:SetPoint ("TOPLEFT", janela, "TOPLEFT", x2, altura + (-30)) end --> seta o conteúdo da barra de detalhes ------------------------------------------------------------------------------------------------------------------------------ function gump:SetaDetalheInfoTexto (index, p, arg1, arg2, arg3, arg4, arg5, arg6) local info = _detalhes.janela_info.grupos_detalhes [index] if (p) then if (_type (p) == "table") then info.bg:SetValue (p.p) info.bg:SetStatusBarColor (p.c[1], p.c[2], p.c[3]) else info.bg:SetValue (p) info.bg:SetStatusBarColor (1, 1, 1) end info.bg_end:SetPoint ("LEFT", info.bg, "LEFT", (info.bg:GetValue()*2.19)-6, 0) info.bg:Show() end if (info.IsPet) then info.bg.PetIcon:Hide() info.bg.PetText:Hide() info.bg.PetDps:Hide() gump:Fade (info.bg.overlay, "IN") info.IsPet = false end if (arg1) then info.nome:SetText (arg1) end if (arg2) then info.dano:SetText (arg2) end if (arg3) then info.dano_porcento:SetText (arg3) end if (arg4) then info.dano_media:SetText (arg4) end if (arg5) then info.dano_dps:SetText (arg5) end if (arg6) then info.nome2:SetText (arg6) end info.nome:Show() info.dano:Show() info.dano_porcento:Show() info.dano_media:Show() info.dano_dps:Show() info.nome2:Show() end --> cria as 5 caixas de detalhes infos que serão usados ------------------------------------------------------------------------------------------------------------------------------ local function cria_barras_detalhes() _detalhes.janela_info.grupos_detalhes = {} gump:CriaDetalheInfo (1) gump:SetaDetalheInfoAltura (1) gump:CriaDetalheInfo (2) gump:SetaDetalheInfoAltura (2) gump:CriaDetalheInfo (3) gump:SetaDetalheInfoAltura (3) gump:CriaDetalheInfo (4) gump:SetaDetalheInfoAltura (4) gump:CriaDetalheInfo (5) gump:SetaDetalheInfoAltura (5) end --> cria os textos em geral da janela info ------------------------------------------------------------------------------------------------------------------------------ local function cria_textos (este_gump) este_gump.nome = este_gump:CreateFontString (nil, "OVERLAY", "QuestFont_Large") este_gump.nome:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 105, -54) este_gump.atributo_nome = este_gump:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") este_gump.targets = este_gump:CreateFontString (nil, "OVERLAY", "QuestFont_Large") este_gump.targets:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 24, -235) este_gump.targets:SetText (Loc ["STRING_TARGETS"] .. ":") este_gump.avatar = este_gump:CreateTexture (nil, "overlay") este_gump.avatar_bg = este_gump:CreateTexture (nil, "overlay") este_gump.avatar_attribute = este_gump:CreateFontString (nil, "overlay", "GameFontHighlightSmall") este_gump.avatar_nick = este_gump:CreateFontString (nil, "overlay", "QuestFont_Large") este_gump.avatar:SetDrawLayer ("overlay", 3) este_gump.avatar_bg:SetDrawLayer ("overlay", 2) este_gump.avatar_nick:SetDrawLayer ("overlay", 4) este_gump.avatar:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 60, -10) este_gump.avatar_bg:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 60, -12) este_gump.avatar_bg:SetSize (275, 60) este_gump.avatar_nick:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 195, -54) este_gump.avatar:Hide() este_gump.avatar_bg:Hide() este_gump.avatar_nick:Hide() end --> esquerdo superior local function cria_container_barras (este_gump) local container_barras_window = _CreateFrame ("ScrollFrame", "Details_Info_ContainerBarrasScroll", este_gump) local container_barras = _CreateFrame ("Frame", "Details_Info_ContainerBarras", container_barras_window) container_barras_window:SetBackdrop({ edgeFile = "Interface\\DialogFrame\\UI-DialogBox-gold-Border", tile = true, tileSize = 16, edgeSize = 5, insets = {left = 1, right = 1, top = 0, bottom = 1},}) container_barras_window:SetBackdropBorderColor (0, 0, 0, 0) container_barras:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, insets = {left = 1, right = 1, top = 0, bottom = 1},}) container_barras:SetBackdropColor (0, 0, 0, 0) container_barras:SetAllPoints (container_barras_window) container_barras:SetWidth (300) container_barras:SetHeight (150) container_barras:EnableMouse (true) container_barras:SetResizable (false) container_barras:SetMovable (true) container_barras_window:SetWidth (300) container_barras_window:SetHeight (145) container_barras_window:SetScrollChild (container_barras) container_barras_window:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 21, -76) gump:NewScrollBar (container_barras_window, container_barras, 6, -17) container_barras_window.slider:Altura (117) container_barras_window.slider:cimaPoint (0, 1) container_barras_window.slider:baixoPoint (0, -3) container_barras_window.ultimo = 0 container_barras_window.gump = container_barras --container_barras_window.slider = slider_gump este_gump.container_barras = container_barras_window end function gump:JI_AtualizaContainerBarras (amt) local container = _detalhes.janela_info.container_barras if (amt >= 9 and container.ultimo ~= amt) then local tamanho = 17*amt container.gump:SetHeight (tamanho) container.slider:Update() container.ultimo = amt elseif (amt < 8 and container.slider.ativo) then container.slider:Update (true) container.gump:SetHeight (140) container.scroll_ativo = false container.ultimo = 0 end end function gump:JI_AtualizaContainerAlvos (amt) local container = _detalhes.janela_info.container_alvos if (amt >= 6 and container.ultimo ~= amt) then local tamanho = 17*amt container.gump:SetHeight (tamanho) container.slider:Update() container.ultimo = amt elseif (amt <= 5 and container.slider.ativo) then container.slider:Update (true) container.gump:SetHeight (100) container.scroll_ativo = false container.ultimo = 0 end end --> container direita local function cria_container_detalhes (este_gump) local container_detalhes = _CreateFrame ("Frame", "Details_Info_ContainerDetalhes", este_gump) container_detalhes:SetPoint ("TOPRIGHT", este_gump, "TOPRIGHT", -74, -76) container_detalhes:SetWidth (220) container_detalhes:SetHeight (270) container_detalhes:EnableMouse (true) container_detalhes:SetResizable (false) container_detalhes:SetMovable (true) este_gump.container_detalhes = container_detalhes end --> esquerdo inferior local function cria_container_alvos (este_gump) local container_alvos_window = _CreateFrame ("ScrollFrame", "Details_Info_ContainerAlvosScroll", este_gump) local container_alvos = _CreateFrame ("Frame", "Details_Info_ContainerAlvos", container_alvos_window) container_alvos_window:SetBackdrop({ edgeFile = "Interface\\DialogFrame\\UI-DialogBox-gold-Border", tile = true, tileSize = 16, edgeSize = 5, insets = {left = 1, right = 1, top = 0, bottom = 1},}) container_alvos_window:SetBackdropBorderColor (0,0,0,0) container_alvos:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, insets = {left = 1, right = 1, top = 0, bottom = 1},}) container_alvos:SetBackdropColor (50/255, 50/255, 50/255, 0.6) container_alvos:SetAllPoints (container_alvos_window) container_alvos:SetWidth (300) container_alvos:SetHeight (100) container_alvos:EnableMouse (true) container_alvos:SetResizable (false) container_alvos:SetMovable (true) container_alvos_window:SetWidth (300) container_alvos_window:SetHeight (100) container_alvos_window:SetScrollChild (container_alvos) container_alvos_window:SetPoint ("BOTTOMLEFT", este_gump, "BOTTOMLEFT", 20, 6) --56 default gump:NewScrollBar (container_alvos_window, container_alvos, 7, 4) container_alvos_window.slider:Altura (88) container_alvos_window.slider:cimaPoint (0, 1) container_alvos_window.slider:baixoPoint (0, -3) container_alvos_window.gump = container_alvos este_gump.container_alvos = container_alvos_window end --> search key: ~create function gump:CriaJanelaInfo() --> cria a janela em si local este_gump = info este_gump:SetFrameStrata ("MEDIUM") --> fehcar com o esc tinsert (UISpecialFrames, este_gump:GetName()) --> propriedades da janela este_gump:SetPoint ("CENTER", UIParent) --este_gump:SetWidth (640) este_gump:SetWidth (590) este_gump:SetHeight (354) este_gump:EnableMouse (true) este_gump:SetResizable (false) este_gump:SetMovable (true) --> joga a janela para a global _detalhes.janela_info = este_gump --> começa a montar as texturas <-- --> icone da classe no canto esquerdo superior este_gump.classe_icone = este_gump:CreateTexture (nil, "BACKGROUND") este_gump.classe_icone:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 4, 0) este_gump.classe_icone:SetWidth (64) este_gump.classe_icone:SetHeight (64) este_gump.classe_icone:SetDrawLayer ("BACKGROUND", 1) --> complemento do icone este_gump.classe_iconePlus = este_gump:CreateTexture (nil, "BACKGROUND") este_gump.classe_iconePlus:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 4, 0) este_gump.classe_iconePlus:SetWidth (64) este_gump.classe_iconePlus:SetHeight (64) este_gump.classe_iconePlus:SetDrawLayer ("BACKGROUND", 2) --> cria as 4 partes do fundo da janela --> top left este_gump.bg1 = este_gump:CreateTexture (nil, "BORDER") este_gump.bg1:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 0, 0) --este_gump.bg1:SetWidth (512) --este_gump.bg1:SetHeight (256) este_gump.bg1:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part1") este_gump.bg1:SetTexture ("Interface\\AddOns\\Details\\images\\info_window_background") este_gump.bg1:SetDrawLayer ("BORDER", 1) este_gump.bg1_sec_texture = este_gump:CreateTexture (nil, "BORDER") este_gump.bg1_sec_texture:SetDrawLayer ("BORDER", 2) este_gump.bg1_sec_texture:SetPoint ("topleft", este_gump.bg1, "topleft", 356, -86) este_gump.bg1_sec_texture:SetHeight (262) este_gump.bg1_sec_texture:SetWidth (258) --> bottom left este_gump.bg3 = este_gump:CreateTexture (nil, "BORDER") --este_gump.bg3:SetPoint ("BOTTOMLEFT", este_gump, "BOTTOMLEFT", 0, 0) este_gump.bg3:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 0, -256) este_gump.bg3:SetWidth (512) este_gump.bg3:SetHeight (128) este_gump.bg3:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part3") este_gump.bg3:Hide() --> top right este_gump.bg2 = este_gump:CreateTexture (nil, "BORDER") este_gump.bg2:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 512, 0) este_gump.bg2:SetWidth (128) este_gump.bg2:SetHeight (128) este_gump.bg2:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part2") este_gump.bg2:Hide() --> bottom right este_gump.bg4 = este_gump:CreateTexture (nil, "BORDER") --este_gump.bg4:SetPoint ("BOTTOMRIGHT", este_gump, "BOTTOMRIGHT", 0, 0) --este_gump.bg4:SetPoint ("BOTTOMLEFT", este_gump, "BOTTOMLEFT", 512, 0) este_gump.bg4:SetPoint ("TOPLEFT", este_gump, "TOPLEFT", 512, -128) este_gump.bg4:SetWidth (128) este_gump.bg4:SetHeight (256) este_gump.bg4:SetTexture ("Interface\\AddOns\\Details\\images\\info_bg_part4") este_gump.bg4:Hide() --> botão de fechar este_gump.fechar = _CreateFrame ("Button", nil, este_gump, "UIPanelCloseButton") este_gump.fechar:SetWidth (32) este_gump.fechar:SetHeight (32) este_gump.fechar:SetPoint ("TOPRIGHT", este_gump, "TOPRIGHT", 5, -8) este_gump.fechar:SetText ("X") este_gump.fechar:SetFrameLevel (este_gump:GetFrameLevel()+2) function este_gump:ToFront() if (_detalhes.bosswindow) then if (_detalhes.bosswindow:GetFrameLevel() > este_gump:GetFrameLevel()) then este_gump:SetFrameLevel (este_gump:GetFrameLevel()+3) _detalhes.bosswindow:SetFrameLevel (_detalhes.bosswindow:GetFrameLevel()-3) end end end este_gump.grab = gump:NewDetailsButton (este_gump, este_gump, _, este_gump.ToFront, nil, nil, 590, 73, "", "", "", "", {OnGrab = "PassClick"}) este_gump.grab:SetPoint ("topleft",este_gump, "topleft") este_gump.grab:SetFrameLevel (este_gump:GetFrameLevel()+1) --> titulo gump:NewLabel (este_gump, este_gump, nil, "titulo", Loc ["STRING_PLAYER_DETAILS"], "GameFontHighlightLeft", 12, {227/255, 186/255, 4/255}) este_gump.titulo:SetPoint ("center", este_gump, "center") este_gump.titulo:SetPoint ("top", este_gump, "top", 0, -18) --> cria os textos da janela cria_textos (este_gump) --> cria o frama que vai abrigar as barras das habilidades cria_container_barras (este_gump) --> cria o container que vai abrirgar as 5 barras de detalhes cria_container_detalhes (este_gump) --> cria o container onde vai abrigar os alvos do jogador cria_container_alvos (este_gump) --> cria as 5 barras de detalhes a direita da janela cria_barras_detalhes() --> seta os scripts dos frames da janela seta_scripts (este_gump) --> vai armazenar os objetos das barras de habilidade este_gump.barras1 = {} --> vai armazenar os objetos das barras de alvos este_gump.barras2 = {} --> vai armazenar os objetos das barras da caixa especial da direita este_gump.barras3 = {} --> botão de reportar da caixa da esquerda, onde fica as barras principais este_gump.report_esquerda = gump:NewDetailsButton (este_gump, este_gump, nil, _detalhes.Reportar, este_gump, 1, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON") --este_gump.report_esquerda:SetPoint ("BOTTOMLEFT", este_gump.container_barras, "TOPLEFT", 281, 3) este_gump.report_esquerda:SetPoint ("BOTTOMLEFT", este_gump.container_barras, "TOPLEFT", 33, 3) este_gump.report_esquerda:SetFrameLevel (este_gump:GetFrameLevel()+2) --> botão de reportar da caixa dos alvos este_gump.report_alvos = gump:NewDetailsButton (este_gump, este_gump, nil, _detalhes.Reportar, este_gump, 3, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON") este_gump.report_alvos:SetPoint ("BOTTOMRIGHT", este_gump.container_alvos, "TOPRIGHT", -2, -1) este_gump.report_alvos:SetFrameLevel (3) --> solved inactive problem --> ícone da magia selecionada para mais detalhes este_gump.bg_icone_bg = este_gump:CreateTexture (nil, "ARTWORK") este_gump.bg_icone_bg:SetPoint ("TOPRIGHT", este_gump, "TOPRIGHT", -15, -12) este_gump.bg_icone_bg:SetTexture ("Interface\\AddOns\\Details\\images\\icone_bg_fundo") este_gump.bg_icone_bg:SetDrawLayer ("ARTWORK", -1) este_gump.bg_icone_bg:Show() este_gump.bg_icone = este_gump:CreateTexture (nil, "OVERLAY") este_gump.bg_icone:SetPoint ("TOPRIGHT", este_gump, "TOPRIGHT", -15, -12) este_gump.bg_icone:SetTexture ("Interface\\AddOns\\Details\\images\\icone_bg") este_gump.bg_icone:Show() --este_gump:Hide() este_gump.spell_icone = este_gump:CreateTexture (nil, "ARTWORK") este_gump.spell_icone:SetPoint ("BOTTOMRIGHT", este_gump.bg_icone, "BOTTOMRIGHT", -19, 2) este_gump.spell_icone:SetWidth (35) este_gump.spell_icone:SetHeight (34) este_gump.spell_icone:SetDrawLayer ("ARTWORK", 0) este_gump.spell_icone:Show() --> coisinhas do lado do icone este_gump.apoio_icone_esquerdo = este_gump:CreateTexture (nil, "ARTWORK") este_gump.apoio_icone_direito = este_gump:CreateTexture (nil, "ARTWORK") este_gump.apoio_icone_esquerdo:SetTexture ("Interface\\PaperDollInfoFrame\\PaperDollSidebarTabs") este_gump.apoio_icone_direito:SetTexture ("Interface\\PaperDollInfoFrame\\PaperDollSidebarTabs") local apoio_altura = 13/256 este_gump.apoio_icone_esquerdo:SetTexCoord (0, 1, 0, apoio_altura) este_gump.apoio_icone_direito:SetTexCoord (0, 1, apoio_altura+(1/256), apoio_altura+apoio_altura) este_gump.apoio_icone_esquerdo:SetPoint ("bottomright", este_gump.bg_icone, "bottomleft", 42, 0) este_gump.apoio_icone_direito:SetPoint ("bottomleft", este_gump.bg_icone, "bottomright", -17, 0) este_gump.apoio_icone_esquerdo:SetWidth (64) este_gump.apoio_icone_esquerdo:SetHeight (13) este_gump.apoio_icone_direito:SetWidth (64) este_gump.apoio_icone_direito:SetHeight (13) --> botão de reportar da caixa da direita, onde estão os 5 quadrados este_gump.report_direita = gump:NewDetailsButton (este_gump, este_gump, nil, _detalhes.Reportar, este_gump, 2, 16, 16, "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON") este_gump.report_direita:SetPoint ("TOPRIGHT", este_gump, "TOPRIGHT", -8, -57) este_gump.report_direita:Hide() --> tabs: --> tab default _detalhes:CreatePlayerDetailsTab ("Summary", --[1] tab name function (tabOBject, playerObject) --[2] condition if (playerObject) then return true else return false end end, nil, --[3] fill function function() --[4] onclick for _, tab in _ipairs (_detalhes.player_details_tabs) do tab.frame:Hide() end end, nil --[5] oncreate ) local avoidance_create = function (tab, frame) --> MAIN ICON local mainicon = frame:CreateTexture (nil, "artwork") mainicon:SetPoint ("topright", frame, "topright", -12, -12) mainicon:SetTexture ([[Interface\ACHIEVEMENTFRAME\UI-ACHIEVEMENT-SHIELDS]]) mainicon:SetTexCoord (0, .5, .5, 1) mainicon:SetSize (64, 64) local tankname = frame:CreateFontString (nil, "artwork", "GameFontNormal") tankname:SetPoint ("right", mainicon, "left", -2, 2) tab.tankname = tankname --> SUMMARY local summary_texture = frame:CreateTexture (nil, "artwork") summary_texture:SetPoint ("topleft", frame, "topleft", 10, -15) summary_texture:SetTexture ([[Interface\ACHIEVEMENTFRAME\UI-Achievement-HorizontalShadow]]) summary_texture:SetSize (128, 16) local summary_text = frame:CreateFontString (nil, "artwork", "GameFontNormal") summary_text:SetText ("Summary") summary_text :SetPoint ("left", summary_texture, "left", 2, 0) --total damage received local damagereceived = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") damagereceived:SetPoint ("topleft", frame, "topleft", 15, -35) damagereceived:SetText ("Total Damage Taken:") --> localize-me damagereceived:SetTextColor (.8, .8, .8, 1) local damagereceived_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") damagereceived_amt:SetPoint ("left", damagereceived, "right", 2, 0) damagereceived_amt:SetText ("0") tab.damagereceived = damagereceived_amt --per second local damagepersecond = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") damagepersecond:SetPoint ("topleft", frame, "topleft", 20, -50) damagepersecond:SetText ("Per Second:") --> localize-me local damagepersecond_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") damagepersecond_amt:SetPoint ("left", damagepersecond, "right", 2, 0) damagepersecond_amt:SetText ("0") tab.damagepersecond = damagepersecond_amt --total absorbs local absorbstotal = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") absorbstotal:SetPoint ("topleft", frame, "topleft", 15, -65) absorbstotal:SetText ("Total Absorbs:") --> localize-me absorbstotal:SetTextColor (.8, .8, .8, 1) local absorbstotal_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") absorbstotal_amt:SetPoint ("left", absorbstotal, "right", 2, 0) absorbstotal_amt:SetText ("0") tab.absorbstotal = absorbstotal_amt --per second local absorbstotalpersecond = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") absorbstotalpersecond:SetPoint ("topleft", frame, "topleft", 20, -80) absorbstotalpersecond:SetText ("Per Second:") --> localize-me local absorbstotalpersecond_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") absorbstotalpersecond_amt:SetPoint ("left", absorbstotalpersecond, "right", 2, 0) absorbstotalpersecond_amt:SetText ("0") tab.absorbstotalpersecond = absorbstotalpersecond_amt --> MELEE local melee_texture = frame:CreateTexture (nil, "artwork") melee_texture:SetPoint ("topleft", frame, "topleft", 10, -100) melee_texture:SetTexture ([[Interface\ACHIEVEMENTFRAME\UI-Achievement-HorizontalShadow]]) melee_texture:SetSize (128, 16) local melee_text = frame:CreateFontString (nil, "artwork", "GameFontNormal") melee_text:SetText ("Melee") melee_text :SetPoint ("left", melee_texture, "left", 2, 0) --dodge local dodge = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") dodge:SetPoint ("topleft", frame, "topleft", 15, -120) dodge:SetText ("Dodge:") --> localize-me dodge:SetTextColor (.8, .8, .8, 1) local dodge_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") dodge_amt:SetPoint ("left", dodge, "right", 2, 0) dodge_amt:SetText ("0") tab.dodge = dodge_amt local dodgepersecond = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") dodgepersecond:SetPoint ("topleft", frame, "topleft", 20, -135) dodgepersecond:SetText ("Per Second:") --> localize-me local dodgepersecond_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") dodgepersecond_amt:SetPoint ("left", dodgepersecond, "right", 2, 0) dodgepersecond_amt:SetText ("0") tab.dodgepersecond = dodgepersecond_amt -- parry local parry = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") parry:SetPoint ("topleft", frame, "topleft", 15, -150) parry:SetText ("Parry:") --> localize-me parry:SetTextColor (.8, .8, .8, 1) local parry_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") parry_amt:SetPoint ("left", parry, "right", 2, 0) parry_amt:SetText ("0") tab.parry = parry_amt local parrypersecond = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") parrypersecond:SetPoint ("topleft", frame, "topleft", 20, -165) parrypersecond:SetText ("Per Second:") --> localize-me local parrypersecond_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") parrypersecond_amt:SetPoint ("left", parrypersecond, "right", 2, 0) parrypersecond_amt:SetText ("0") tab.parrypersecond = parrypersecond_amt --> ABSORBS local absorb_texture = frame:CreateTexture (nil, "artwork") absorb_texture:SetPoint ("topleft", frame, "topleft", 200, -15) absorb_texture:SetTexture ([[Interface\ACHIEVEMENTFRAME\UI-Achievement-HorizontalShadow]]) absorb_texture:SetSize (128, 16) local absorb_text = frame:CreateFontString (nil, "artwork", "GameFontNormal") absorb_text:SetText ("Absorb") absorb_text :SetPoint ("left", absorb_texture, "left", 2, 0) --full absorbs local fullsbsorbed = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") fullsbsorbed:SetPoint ("topleft", frame, "topleft", 205, -35) fullsbsorbed:SetText ("Full Absorbs:") --> localize-me fullsbsorbed:SetTextColor (.8, .8, .8, 1) local fullsbsorbed_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") fullsbsorbed_amt:SetPoint ("left", fullsbsorbed, "right", 2, 0) fullsbsorbed_amt:SetText ("0") tab.fullsbsorbed = fullsbsorbed_amt --partially absorbs local partiallyabsorbed = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") partiallyabsorbed:SetPoint ("topleft", frame, "topleft", 205, -50) partiallyabsorbed:SetText ("Partially Absorbed:") --> localize-me partiallyabsorbed:SetTextColor (.8, .8, .8, 1) local partiallyabsorbed_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") partiallyabsorbed_amt:SetPoint ("left", partiallyabsorbed, "right", 2, 0) partiallyabsorbed_amt:SetText ("0") tab.partiallyabsorbed = partiallyabsorbed_amt --partially absorbs per second local partiallyabsorbedpersecond = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") partiallyabsorbedpersecond:SetPoint ("topleft", frame, "topleft", 210, -65) partiallyabsorbedpersecond:SetText ("Average:") --> localize-me local partiallyabsorbedpersecond_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") partiallyabsorbedpersecond_amt:SetPoint ("left", partiallyabsorbedpersecond, "right", 2, 0) partiallyabsorbedpersecond_amt:SetText ("0") tab.partiallyabsorbedpersecond = partiallyabsorbedpersecond_amt --no absorbs local noabsorbs = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") noabsorbs:SetPoint ("topleft", frame, "topleft", 205, -80) noabsorbs:SetText ("No Absorption:") --> localize-me noabsorbs:SetTextColor (.8, .8, .8, 1) local noabsorbs_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") noabsorbs_amt:SetPoint ("left", noabsorbs, "right", 2, 0) noabsorbs_amt:SetText ("0") tab.noabsorbs = noabsorbs_amt --> HEALING local healing_texture = frame:CreateTexture (nil, "artwork") healing_texture:SetPoint ("topleft", frame, "topleft", 200, -100) healing_texture:SetTexture ([[Interface\ACHIEVEMENTFRAME\UI-Achievement-HorizontalShadow]]) healing_texture:SetSize (128, 16) local healing_text = frame:CreateFontString (nil, "artwork", "GameFontNormal") healing_text:SetText ("Healing") healing_text :SetPoint ("left", healing_texture, "left", 2, 0) --self healing local selfhealing = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") selfhealing:SetPoint ("topleft", frame, "topleft", 205, -120) selfhealing:SetText ("Self Healing:") --> localize-me selfhealing:SetTextColor (.8, .8, .8, 1) local selfhealing_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") selfhealing_amt:SetPoint ("left", selfhealing, "right", 2, 0) selfhealing_amt:SetText ("0") tab.selfhealing = selfhealing_amt --self healing per second local selfhealingpersecond = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") selfhealingpersecond:SetPoint ("topleft", frame, "topleft", 210, -135) selfhealingpersecond:SetText ("Per Second:") --> localize-me local selfhealingpersecond_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") selfhealingpersecond_amt:SetPoint ("left", selfhealingpersecond, "right", 2, 0) selfhealingpersecond_amt:SetText ("0") tab.selfhealingpersecond = selfhealingpersecond_amt for i = 1, 5 do local healer = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") healer:SetPoint ("topleft", frame, "topleft", 205, -160 + ((i-1)*15)*-1) healer:SetText ("healer name:") --> localize-me healer:SetTextColor (.8, .8, .8, 1) local healer_amt = frame:CreateFontString (nil, "artwork", "GameFontHighlightSmall") healer_amt:SetPoint ("left", healer, "right", 2, 0) healer_amt:SetText ("0") tab ["healer" .. i] = {healer, healer_amt} end --SPELLS local spells_texture = frame:CreateTexture (nil, "artwork") spells_texture:SetPoint ("topleft", frame, "topleft", 400, -80) spells_texture:SetTexture ([[Interface\ACHIEVEMENTFRAME\UI-Achievement-HorizontalShadow]]) spells_texture:SetSize (128, 16) local spells_text = frame:CreateFontString (nil, "artwork", "GameFontNormal") spells_text:SetText ("Spells") spells_text :SetPoint ("left", spells_texture, "left", 2, 0) local frame_tooltip_onenter = function (self) if (self.spellid) then self:SetBackdrop ({bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 512, edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", edgeSize = 8}) self:SetBackdropColor (.5, .5, .5, .5) GameTooltip:SetOwner (self, "ANCHOR_TOPLEFT") GameTooltip:SetSpellByID (self.spellid) GameTooltip:Show() end end local frame_tooltip_onleave = function (self) if (self.spellid) then self:SetBackdrop (nil) GameTooltip:Hide() end end for i = 1, 10 do local frame_tooltip = CreateFrame ("frame", nil, frame) frame_tooltip:SetPoint ("topleft", frame, "topleft", 405, -100 + ((i-1)*15)*-1) frame_tooltip:SetSize (150, 14) frame_tooltip:SetScript ("OnEnter", frame_tooltip_onenter) frame_tooltip:SetScript ("OnLeave", frame_tooltip_onleave) local icon = frame_tooltip:CreateTexture (nil, "artwork") icon:SetSize (14, 14) icon:SetPoint ("left", frame_tooltip, "left") local spell = frame_tooltip:CreateFontString (nil, "artwork", "GameFontHighlightSmall") spell:SetPoint ("left", icon, "right", 2, 0) spell:SetText ("spell name:") --> localize-me spell:SetTextColor (.8, .8, .8, 1) local spell_amt = frame_tooltip:CreateFontString (nil, "artwork", "GameFontHighlightSmall") spell_amt:SetPoint ("left", spell, "right", 2, 0) spell_amt:SetText ("0") tab ["spell" .. i] = {spell, spell_amt, icon, frame_tooltip} end end local getpercent = function (value, lastvalue, elapsed_time, inverse) local ps = value / elapsed_time local diff if (lastvalue == 0) then diff = "+0%" else if (ps >= lastvalue) then local d = ps - lastvalue d = d / ps * 100 if (inverse) then diff = "|cFF00FF00+" .. _math_floor (math.abs (d)) .. "%|r" else diff = "|cFFFF0000+" .. _math_floor (math.abs (d)) .. "%|r" end else local d = lastvalue - ps d = d / lastvalue * 100 if (inverse) then diff = "|cFFFF0000-" .. _math_floor (math.abs (d)) .. "%|r" else diff = "|cFF00FF00-" .. _math_floor (math.abs (d)) .. "%|r" end end end return ps, diff end -- ~buff local spells_by_class = { --buffss uptime ["DRUID"] = { [132402] = true, --savage defense [135286] = true, -- tooth and claw }, ["DEATHKNIGHT"] = { [145677] = true, --riposte [77535] = true, --blood shield --[49222] = true, --bone shield [51460] = true, --runic corruption }, ["MONK"] = { [115295] = true, --guard [115307] = true, --shuffle [115308] = true, --elusive brew --[128939] = true, --elusive brew [125359] = true, --tiger power }, ["PALADIN"] = { [132403] = true, --shield of the righteous [114163] = true, --eternal-flame [20925] = true, --sacred shield }, ["WARRIOR"] = { [145672] = true, --riposte [2565] = true, -- shield Block [871] = true, --shield wall [112048] = true, --shield barrier }, } local avoidance_fill = function (tab, player, combat) local elapsed_time = combat:GetCombatTime() local last_combat = combat.previous_combat if (not last_combat or not last_combat [1]) then last_combat = combat end local last_actor = last_combat (1, player.nome) local n = player.nome if (n:find ("-")) then n = n:gsub (("-.*"), "") end tab.tankname:SetText ("Avoidance of\n" .. n) --> localize-me --> damage taken local playerdamage = combat (1, player.nome) local damagetaken = playerdamage.damage_taken local last_damage_received = 0 if (last_actor) then last_damage_received = last_actor.damage_taken / last_combat:GetCombatTime() end tab.damagereceived:SetText (_detalhes:ToK2 (damagetaken)) local ps, diff = getpercent (damagetaken, last_damage_received, elapsed_time) tab.damagepersecond:SetText (_detalhes:comma_value (_math_floor (ps)) .. " (" .. diff .. ")") --> absorbs local totalabsorbs = playerdamage.avoidance.overall.ABSORB_AMT local incomingtotal = damagetaken + totalabsorbs local last_total_absorbs = 0 if (last_actor and last_actor.avoidance) then last_total_absorbs = last_actor.avoidance.overall.ABSORB_AMT / last_combat:GetCombatTime() end tab.absorbstotal:SetText (_detalhes:ToK2 (totalabsorbs) .. " (" .. _math_floor (totalabsorbs / incomingtotal * 100) .. "%)") local ps, diff = getpercent (totalabsorbs, last_total_absorbs, elapsed_time, true) tab.absorbstotalpersecond:SetText (_detalhes:comma_value (_math_floor (ps)) .. " (" .. diff .. ")") --> dodge local totaldodge = playerdamage.avoidance.overall.DODGE tab.dodge:SetText (totaldodge) local last_total_dodge = 0 if (last_actor and last_actor.avoidance) then last_total_dodge = last_actor.avoidance.overall.DODGE / last_combat:GetCombatTime() end local ps, diff = getpercent (totaldodge, last_total_dodge, elapsed_time, true) tab.dodgepersecond:SetText ( string.format ("%.2f", ps) .. " (" .. diff .. ")") --> parry local totalparry = playerdamage.avoidance.overall.PARRY tab.parry:SetText (totalparry) local last_total_parry = 0 if (last_actor and last_actor.avoidance) then last_total_parry = last_actor.avoidance.overall.PARRY / last_combat:GetCombatTime() end local ps, diff = getpercent (totalparry, last_total_parry, elapsed_time, true) tab.parrypersecond:SetText (string.format ("%.2f", ps) .. " (" .. diff .. ")") --> absorb local fullabsorb = playerdamage.avoidance.overall.FULL_ABSORBED local halfabsorb = playerdamage.avoidance.overall.PARTIAL_ABSORBED local halfabsorb_amt = playerdamage.avoidance.overall.PARTIAL_ABSORB_AMT local noabsorb = playerdamage.avoidance.overall.FULL_HIT tab.fullsbsorbed:SetText (fullabsorb) tab.partiallyabsorbed:SetText (halfabsorb) tab.noabsorbs:SetText (noabsorb) if (halfabsorb_amt > 0) then local average = halfabsorb_amt / halfabsorb --tenho o average local last_average = 0 if (last_actor and last_actor.avoidance) then last_average = last_actor.avoidance.overall.PARTIAL_ABSORB_AMT / last_actor.avoidance.overall.PARTIAL_ABSORBED end local ps, diff = getpercent (halfabsorb_amt, last_average, halfabsorb, true) tab.partiallyabsorbedpersecond:SetText (_detalhes:comma_value (_math_floor (ps)) .. " (" .. diff .. ")") else tab.partiallyabsorbedpersecond:SetText ("0.00 (0%)") end --> healing local actor_heal = combat (2, player.nome) if (not actor_heal) then tab.selfhealing:SetText ("0") tab.selfhealingpersecond:SetText ("0 (0%)") else local last_actor_heal = last_combat (2, player.nome) local este_alvo = actor_heal.targets._NameIndexTable [player.nome] if (este_alvo) then este_alvo = actor_heal.targets._ActorTable [este_alvo] local heal_total = este_alvo.total tab.selfhealing:SetText (_detalhes:ToK2 (heal_total)) if (last_actor_heal) then local este_alvo = last_actor_heal.targets._NameIndexTable [player.nome] if (este_alvo) then este_alvo = actor_heal.targets._ActorTable [este_alvo] local last_heal = este_alvo.total / last_combat:GetCombatTime() local ps, diff = getpercent (heal_total, last_heal, elapsed_time, true) tab.selfhealingpersecond:SetText (_detalhes:comma_value (_math_floor (ps)) .. " (" .. diff .. ")") else tab.selfhealingpersecond:SetText ("0 (0%)") end else tab.selfhealingpersecond:SetText ("0 (0%)") end else tab.selfhealing:SetText ("0") tab.selfhealingpersecond:SetText ("0 (0%)") end -- taken from healer local heal_from = actor_heal.healing_from local myReceivedHeal = {} for actorName, _ in pairs (heal_from) do local thisActor = combat (2, actorName) local targets = thisActor.targets --> targets is a container with target classes local amount = targets:GetAmount (player.nome, "total") myReceivedHeal [#myReceivedHeal+1] = {actorName, amount, thisActor.classe} end table.sort (myReceivedHeal, _detalhes.Sort2) --> Sort2 sort by second index for i = 1, 5 do local label1, label2 = unpack (tab ["healer" .. i]) if (myReceivedHeal [i]) then local name = myReceivedHeal [i][1] if (name:find ("-")) then name = name:gsub (("-.*"), "") end label1:SetText (name .. ":") local class = myReceivedHeal [i][3] if (class) then local c = RAID_CLASS_COLORS [class] if (c) then label1:SetTextColor (c.r, c.g, c.b) end else label1:SetTextColor (.8, .8, .8, 1) end local last_actor = last_combat (2, myReceivedHeal [i][1]) if (last_actor) then local targets = last_actor.targets local amount = targets:GetAmount (player.nome, "total") if (amount) then local last_heal = amount local ps, diff = getpercent (myReceivedHeal[i][2], last_heal, 1, true) label2:SetText ( _detalhes:ToK2 (myReceivedHeal[i][2] or 0) .. " (" .. diff .. ")") else label2:SetText ( _detalhes:ToK2 (myReceivedHeal[i][2] or 0)) end else label2:SetText ( _detalhes:ToK2 (myReceivedHeal[i][2] or 0)) end else label1:SetText ("-- -- -- --") label1:SetTextColor (.8, .8, .8, 1) label2:SetText ("") end end end --> Spells --> cooldowns local index_used = 1 local misc_player = combat (4, player.nome) if (misc_player) then if (misc_player.cooldowns_defensive_spell_tables) then local minha_tabela = misc_player.cooldowns_defensive_spell_tables._ActorTable local cooldowns_usados = {} for _spellid, _tabela in pairs (minha_tabela) do cooldowns_usados [#cooldowns_usados+1] = {_spellid, _tabela.counter} end table.sort (cooldowns_usados, function (t1, t2) return t1[2] > t2[2] end) if (#cooldowns_usados > 1) then for i = 1, #cooldowns_usados do local esta_habilidade = cooldowns_usados[i] local nome_magia, _, icone_magia = _GetSpellInfo (esta_habilidade[1]) local label1, label2, icon1, framebg = unpack (tab ["spell" .. i]) framebg.spellid = esta_habilidade[1] label1:SetText (nome_magia .. ":") label2:SetText (esta_habilidade[2]) icon1:SetTexture (icone_magia) icon1:SetTexCoord (0.0625, 0.953125, 0.0625, 0.953125) index_used = index_used + 1 end end end end --> buffs uptime if (index_used < 11) then if (misc_player.buff_uptime_spell_tables) then local minha_tabela = misc_player.buff_uptime_spell_tables._ActorTable local encounter_time = combat:GetCombatTime() for _spellid, _tabela in pairs (minha_tabela) do if (spells_by_class [player.classe] [_spellid] and index_used <= 10) then local nome_magia, _, icone_magia = GetSpellInfo (_spellid) local label1, label2, icon1, framebg = unpack (tab ["spell" .. index_used]) framebg.spellid = _spellid local t = _tabela.uptime / encounter_time * 100 label1:SetText (nome_magia .. ":") local minutos, segundos = _math_floor (_tabela.uptime / 60), _math_floor (_tabela.uptime % 60) label2:SetText (minutos .. "m " .. segundos .. "s" .. " (" .. _math_floor (t) .. "%)") icon1:SetTexture (icone_magia) icon1:SetTexCoord (0.0625, 0.953125, 0.0625, 0.953125) index_used = index_used + 1 end end end end for i = index_used, 10 do local label1, label2, icon1, framebg = unpack (tab ["spell" .. i]) framebg.spellid = nil label1:SetText ("-- -- -- --") label2:SetText ("") icon1:SetTexture (nil) end --> habilidade usada para interromper --[[ --]] end _detalhes:CreatePlayerDetailsTab ("Avoidance", --[1] tab name function (tabOBject, playerObject) --[2] condition if (playerObject.isTank) then return true else return false end end, avoidance_fill, --[3] fill function nil, --[4] onclick avoidance_create --[5] oncreate ) function este_gump:ShowTabs() local amt_positive = 0 for index = #_detalhes.player_details_tabs, 1, -1 do local tab = _detalhes.player_details_tabs [index] if (tab:condition (info.jogador, info.atributo, info.sub_atributo)) then tab:Show() amt_positive = amt_positive + 1 tab:SetPoint ("BOTTOMLEFT", info.container_barras, "TOPLEFT", 390 - (67 * (amt_positive-1)), 1) else tab.frame:Hide() tab:Hide() end end if (amt_positive < 2) then _detalhes.player_details_tabs[1]:Hide() end end este_gump:SetScript ("OnHide", function (self) _detalhes:FechaJanelaInfo() for _, tab in _ipairs (_detalhes.player_details_tabs) do tab:Hide() tab.frame:Hide() end end) --DetailsInfoWindowTab1Text:SetText ("Avoidance") este_gump.tipo = 1 --> tipo da janela // 1 = janela normal return este_gump end _detalhes.player_details_tabs = {} function _detalhes:CreatePlayerDetailsTab (tabname, condition, fillfunction, onclick, oncreate) if (not tabname) then tabname = "unnamed" end local index = #_detalhes.player_details_tabs local newtab = CreateFrame ("button", "DetailsInfoWindowTab" .. index, info, "ChatTabTemplate") newtab:SetText (tabname) newtab:SetFrameStrata ("HIGH") newtab:Hide() newtab.condition = condition newtab.tabname = tabname newtab.onclick = onclick newtab.fillfunction = fillfunction newtab.last_actor = {} --> frame newtab.frame = CreateFrame ("frame", nil, UIParent) newtab.frame:SetFrameStrata ("HIGH") newtab.frame:EnableMouse (true) if (newtab.fillfunction) then newtab.frame:SetScript ("OnShow", function() if (newtab.last_actor == info.jogador) then return end newtab.last_actor = info.jogador newtab:fillfunction (info.jogador, info.instancia.showing) end) end if (oncreate) then oncreate (newtab, newtab.frame) end newtab.frame:SetBackdrop({ bgFile = [[Interface\ACHIEVEMENTFRAME\UI-GuildAchievement-Parchment-Horizontal-Desaturated]], tile = true, tileSize = 512, edgeFile = [[Interface\ACHIEVEMENTFRAME\UI-Achievement-WoodBorder]], edgeSize = 32, insets = {left = 0, right = 0, top = 0, bottom = 0}}) newtab.frame:SetBackdropColor (.5, .50, .50, 1) newtab.frame:SetPoint ("TOPLEFT", info, "TOPLEFT", 19, -76) newtab.frame:SetSize (569, 274) newtab.frame:Hide() --> adicionar ao container _detalhes.player_details_tabs [#_detalhes.player_details_tabs+1] = newtab if (not onclick) then --> hide all tabs newtab:SetScript ("OnClick", function() for _, tab in _ipairs (_detalhes.player_details_tabs) do tab.frame:Hide() end newtab.frame:Show() end) else --> custom newtab:SetScript ("OnClick", onclick) end --> remove os scripts padroes newtab:SetScript ("OnDoubleClick", nil) newtab:SetScript ("OnEnter", nil) newtab:SetScript ("OnLeave", nil) newtab:SetScript ("OnDragStart", nil) end function _detalhes.janela_info:monta_relatorio (botao) local atributo = info.atributo local sub_atributo = info.sub_atributo local player = info.jogador local instancia = info.instancia local amt = _detalhes.report_lines local report_lines if (botao == 1) then --> botão da esquerda report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. _detalhes.sub_atributos [atributo].lista [sub_atributo] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome} for index, barra in _ipairs (info.barras1) do if (barra:IsShown()) then report_lines [#report_lines+1] = barra.texto_esquerdo:GetText().." -> ".. _detalhes:comma_value (barra.texto_direita:GetText()) end if (index == amt) then break end end elseif (botao == 3) then --> botão dos alvos if (atributo == 1 and sub_atributo == 3) then print (Loc ["STRING_ACTORFRAME_NOTHING"]) return end report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTARGETS"] .. " " .. _detalhes.sub_atributos [1].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome} for index, barra in _ipairs (info.barras2) do if (barra:IsShown()) then report_lines [#report_lines+1] = barra.texto_esquerdo:GetText().." -> ".. barra.texto_direita:GetText() end if (index == amt) then break end end elseif (botao == 2) then --> botão da direita --> diferentes tipos de amostragem na caixa da direita --dano --damage done --dps --heal if ((atributo == 1 and (sub_atributo == 1 or sub_atributo == 2)) or (atributo == 2)) then if (not player.detalhes) then print (Loc ["STRING_ACTORFRAME_NOTHING"]) return end local nome = _GetSpellInfo (player.detalhes) report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. _detalhes.sub_atributos [atributo].lista [sub_atributo] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome, Loc ["STRING_ACTORFRAME_SPELLDETAILS"] .. ": " .. nome} for i = 1, 5 do --> pega os dados dos quadrados --> Aqui mostra o resumo de todos os quadrados... local caixa = info.grupos_detalhes [i] if (caixa.bg:IsShown()) then local linha = "" local nome2 = caixa.nome2:GetText() --> golpes if (nome2 and nome2 ~= "") then if (i == 1) then linha = linha..nome2.." / " else linha = linha..caixa.nome:GetText().." "..nome2.." / " end end local dano = caixa.dano:GetText() --> dano if (dano and dano ~= "") then linha = linha..dano.." / " end local media = caixa.dano_media:GetText() --> media if (media and media ~= "") then linha = linha..media.." / " end local dano_dps = caixa.dano_dps:GetText() if (dano_dps and dano_dps ~= "") then linha = linha..dano_dps.." / " end local dano_porcento = caixa.dano_porcento:GetText() if (dano_porcento and dano_porcento ~= "") then linha = linha..dano_porcento.." " end report_lines [#report_lines+1] = linha end if (i == amt) then break end end --dano --damage tanken (mostra as magias que o alvo usou) elseif ( (atributo == 1 and sub_atributo == 3) or atributo == 3) then report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. _detalhes.sub_atributos [1].lista [1] .. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.detalhes.. " " .. Loc ["STRING_ACTORFRAME_REPORTAT"] .. " " .. player.nome} for index, barra in _ipairs (info.barras3) do if (barra:IsShown()) then report_lines [#report_lines+1] = barra.texto_esquerdo:GetText().." -> ".. barra.texto_direita:GetText() end if (index == amt) then break end end end elseif (botao >= 11) then --> primeira caixa dos detalhes botao = botao - 10 local nome if (_type (spellid) == "string") then --> is a pet else nome = _GetSpellInfo (player.detalhes) end if (not nome) then nome = "" end report_lines = {"Details! " .. Loc ["STRING_ACTORFRAME_REPORTTO"] .. " " .. _detalhes.sub_atributos [atributo].lista [sub_atributo].. " " .. Loc ["STRING_ACTORFRAME_REPORTOF"] .. " " .. player.nome, Loc ["STRING_ACTORFRAME_SPELLDETAILS"] .. ": " .. nome} local caixa = info.grupos_detalhes [botao] local linha = "" local nome2 = caixa.nome2:GetText() --> golpes if (nome2 and nome2 ~= "") then if (i == 1) then linha = linha..nome2.." / " else linha = linha..caixa.nome:GetText().." "..nome2.." / " end end local dano = caixa.dano:GetText() --> dano if (dano and dano ~= "") then linha = linha..dano.." / " end local media = caixa.dano_media:GetText() --> media if (media and media ~= "") then linha = linha..media.." / " end local dano_dps = caixa.dano_dps:GetText() if (dano_dps and dano_dps ~= "") then linha = linha..dano_dps.." / " end local dano_porcento = caixa.dano_porcento:GetText() if (dano_porcento and dano_porcento ~= "") then linha = linha..dano_porcento.." " end report_lines [#report_lines+1] = linha end --local report_lines = {"Details! Relatorio para ".._detalhes.sub_atributos [self.atributo].lista [self.sub_atributo]} --> pega o conteúdo da janela da direita return instancia:envia_relatorio (report_lines) end local row_on_enter = function (self) if (info.fading_in or info.faded) then return end self.mouse_over = true --> aumenta o tamanho da barra self:SetHeight (17) --> altura determinada pela instância --> poe a barra com alfa 1 ao invés de 0.9 self:SetAlpha(1) --> troca a cor da barra enquanto o mouse estiver em cima dela self:SetBackdrop({ --bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, tileSize = 16, edgeSize = 10, insets = {left = 1, right = 1, top = 0, bottom = 1},}) self:SetBackdropBorderColor (0.666, 0.666, 0.666) self:SetBackdropColor (0.0941, 0.0941, 0.0941) if (self.isAlvo) then --> monta o tooltip do alvo --> talvez devesse escurecer a janela no fundo... pois o tooltip é transparente e pode confundir GameTooltip:SetOwner (self, "ANCHOR_TOPRIGHT") -- ~erro if (self.spellid == "enemies") then --> damage taken enemies if (not self.minha_tabela or not self.minha_tabela:MontaTooltipDamageTaken (self, self._index, info.instancia)) then -- > poderia ser aprimerado para uma tailcall return end elseif (not self.minha_tabela or not self.minha_tabela:MontaTooltipAlvos (self, self._index, info.instancia)) then -- > poderia ser aprimerado para uma tailcall return end GameTooltip:Show() elseif (self.isMain) then if (IsShiftKeyDown()) then if (type (self.show) == "number") then GameTooltip:SetOwner (self, "ANCHOR_TOPRIGHT") GameTooltip:AddLine (Loc ["ABILITY_ID"] .. ": " .. self.show) GameTooltip:Show() end end --> da zoom no icone self.icone:SetWidth (17) self.icone:SetHeight (17) --> poe a alfa do icone em 1.0 self.icone:SetAlpha (1) --> mostrar temporariamente o conteudo da barra nas caixas de detalhes if (not info.mostrando) then --> não esta mostrando nada na direita info.mostrando = self --> agora o mostrando é igual a esta barra info.mostrando_mouse_over = true --> o conteudo da direta esta sendo mostrado pq o mouse esta passando por cima do bagulho e não pq foi clicado info.showing = self._index --> diz o index da barra que esta sendo mostrado na direita info.jogador.detalhes = self.show --> minha tabela = jogador = jogador.detales = spellid ou nome que esta sendo mostrado na direita info.jogador:MontaDetalhes (self.show, self, info.instancia) --> passa a spellid ou nome e a barra end end end local row_on_leave = function (self) if (self.fading_in or self.faded or not self:IsShown() or self.hidden) then return end self.mouse_over = false --> diminui o tamanho da barra self:SetHeight (16) --> volta com o alfa antigo da barra que era de 0.9 self:SetAlpha(0.9) --> volto o background ao normal self:SetBackdrop({ bgFile = "", edgeFile = "", tile = true, tileSize = 16, edgeSize = 32, insets = {left = 1, right = 1, top = 0, bottom = 1},}) self:SetBackdropBorderColor (0, 0, 0, 0) self:SetBackdropColor (0, 0, 0, 0) GameTooltip:Hide() if (self.isMain) then --> retira o zoom no icone self.icone:SetWidth (14) self.icone:SetHeight (14) --> volta com a alfa antiga da barra self.icone:SetAlpha (0.8) --> remover o conteúdo que estava sendo mostrado na direita if (info.mostrando_mouse_over) then info.mostrando = nil info.mostrando_mouse_over = false info.showing = nil info.jogador.detalhes = nil gump:HidaAllDetalheInfo() end end end local function SetBarraScripts (esta_barra, instancia, i) esta_barra._index = i esta_barra:SetScript ("OnEnter", row_on_enter) esta_barra:SetScript ("OnLeave", row_on_leave) esta_barra:SetScript ("OnMouseDown", function (self) if (self.fading_in) then return end self.mouse_down = _GetTime() local x, y = _GetCursorPosition() self.x = _math_floor (x) self.y = _math_floor (y) if ((not info.isLocked) or (info.isLocked == 0)) then info:StartMoving() info.isMoving = true end end) esta_barra:SetScript ("OnMouseUp", function (self) if (self.fading_in) then return end if (info.isMoving) then info:StopMovingOrSizing() info.isMoving = false --instancia:SaveMainWindowPosition() --> precisa fazer algo pra salvar o trem end local x, y = _GetCursorPosition() x = _math_floor (x) y = _math_floor (y) if ((self.mouse_down+0.4 > _GetTime() and (x == self.x and y == self.y)) or (x == self.x and y == self.y)) then --> setar os textos if (self.isMain) then --> se não for uma barra de alvo local barra_antiga = info.mostrando --> ?? --> on_focus = quando a barra esta precionada if (barra_antiga and not info.mostrando_mouse_over) then barra_antiga.textura:SetStatusBarColor (1, 1, 1, 1) --> volta a textura normal barra_antiga.on_focus = false --> não esta mais no foco --> CLICOU NA MESMA BARRA if (barra_antiga == self) then --> info.mostrando_mouse_over = true return --> CLICOU EM OUTRA BARRA else --> clicou em outra barra e trocou o foco barra_antiga:SetAlpha (.9) --> volta a alfa antiga info.mostrando = self info.showing = i info.jogador.detalhes = self.show info.jogador:MontaDetalhes (self.show, self) self:SetAlpha (1) self.textura:SetStatusBarColor (129/255, 125/255, 69/255, 1) self.on_focus = true return end end --> NÃO TINHA BARRAS PRECIONADAS -- info.mostrando = self info.mostrando_mouse_over = false self:SetAlpha (1) self.textura:SetStatusBarColor (129/255, 125/255, 69/255, 1) self.on_focus = true end end end) end local function CriaTexturaBarra (instancia, barra) barra.textura = _CreateFrame ("StatusBar", nil, barra) barra.textura:SetAllPoints (barra) --barra.textura:SetStatusBarTexture (instancia.row_info.texture_file) barra.textura:SetStatusBarTexture (_detalhes.default_texture) barra.textura:SetStatusBarColor(.5, .5, .5, 0) barra.textura:SetMinMaxValues(0,100) barra.texto_esquerdo = barra.textura:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") barra.texto_esquerdo:SetPoint ("LEFT", barra.textura, "LEFT", 22, 0) barra.texto_esquerdo:SetJustifyH ("LEFT") barra.texto_esquerdo:SetTextColor (1,1,1,1) barra.texto_esquerdo:SetNonSpaceWrap (true) barra.texto_esquerdo:SetWordWrap (false) barra.texto_direita = barra.textura:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall") barra.texto_direita:SetPoint ("RIGHT", barra.textura, "RIGHT", -2) barra.texto_direita:SetJustifyH ("RIGHT") barra.texto_direita:SetTextColor (1,1,1,1) barra.textura:Show() end local miniframe_func_on_enter = function (self) local barra = self:GetParent() if (barra.show and type (barra.show) == "number") then local spellname = GetSpellInfo (barra.show) if (spellname) then GameTooltip:SetOwner (self, "ANCHOR_TOPLEFT") GameTooltip:SetSpellByID (barra.show) GameTooltip:Show() end end barra:GetScript("OnEnter")(barra) end local miniframe_func_on_leave = function (self) GameTooltip:Hide() self:GetParent():GetScript("OnLeave")(self:GetParent()) end function gump:CriaNovaBarraInfo1 (instancia, index) if (_detalhes.janela_info.barras1 [index]) then print ("erro a barra "..index.." ja existe na janela de detalhes...") return end local janela = info.container_barras.gump local esta_barra = _CreateFrame ("Button", "Details_infobox1_bar_"..index, info.container_barras.gump) esta_barra:SetWidth (300) --> tamanho da barra de acordo com o tamanho da janela esta_barra:SetHeight (16) --> altura determinada pela instância local y = (index-1)*17 --> 17 é a altura da barra y = y*-1 --> baixo esta_barra:SetPoint ("LEFT", janela, "LEFT") esta_barra:SetPoint ("RIGHT", janela, "RIGHT") esta_barra:SetPoint ("TOP", janela, "TOP", 0, y) esta_barra:SetFrameLevel (janela:GetFrameLevel() + 1) esta_barra:EnableMouse (true) esta_barra:RegisterForClicks ("LeftButtonDown","RightButtonUp") CriaTexturaBarra (instancia, esta_barra) --> icone esta_barra.miniframe = CreateFrame ("frame", nil, esta_barra) esta_barra.miniframe:SetSize (14, 14) esta_barra.miniframe:SetPoint ("RIGHT", esta_barra.textura, "LEFT", 20, 0) esta_barra.miniframe:SetScript ("OnEnter", miniframe_func_on_enter) esta_barra.miniframe:SetScript ("OnLeave", miniframe_func_on_leave) esta_barra.icone = esta_barra.textura:CreateTexture (nil, "OVERLAY") esta_barra.icone:SetWidth (14) esta_barra.icone:SetHeight (14) esta_barra.icone:SetPoint ("RIGHT", esta_barra.textura, "LEFT", 20, 0) esta_barra:SetAlpha(0.9) esta_barra.icone:SetAlpha (0.8) esta_barra.isMain = true SetBarraScripts (esta_barra, instancia, index) info.barras1 [index] = esta_barra --> barra adicionada esta_barra.textura:SetStatusBarColor (1, 1, 1, 1) --> isso aqui é a parte da seleção e desceleção esta_barra.on_focus = false --> isso aqui é a parte da seleção e desceleção return esta_barra end function gump:CriaNovaBarraInfo2 (instancia, index) if (_detalhes.janela_info.barras2 [index]) then print ("erro a barra "..index.." ja existe na janela de detalhes...") return end local janela = info.container_alvos.gump local esta_barra = _CreateFrame ("Button", "Details_infobox2_bar_"..index, info.container_alvos.gump) esta_barra:SetWidth (300) --> tamanho da barra de acordo com o tamanho da janela esta_barra:SetHeight (16) --> altura determinada pela instância local y = (index-1)*17 --> 17 é a altura da barra y = y*-1 --> baixo esta_barra:SetPoint ("LEFT", janela, "LEFT") esta_barra:SetPoint ("RIGHT", janela, "RIGHT") esta_barra:SetPoint ("TOP", janela, "TOP", 0, y) esta_barra:SetFrameLevel (janela:GetFrameLevel() + 1) esta_barra:EnableMouse (true) esta_barra:RegisterForClicks ("LeftButtonDown","RightButtonUp") CriaTexturaBarra (instancia, esta_barra) --> icone esta_barra.icone = esta_barra.textura:CreateTexture (nil, "OVERLAY") esta_barra.icone:SetWidth (14) esta_barra.icone:SetHeight (14) esta_barra.icone:SetPoint ("RIGHT", esta_barra.textura, "LEFT", 0+20, 0) esta_barra:SetAlpha(0.9) esta_barra.icone:SetAlpha (0.8) esta_barra.isAlvo = true SetBarraScripts (esta_barra, instancia, index) info.barras2 [index] = esta_barra --> barra adicionada return esta_barra end local x_start = 62 local y_start = -10 function gump:CriaNovaBarraInfo3 (instancia, index) if (_detalhes.janela_info.barras3 [index]) then print ("erro a barra "..index.." ja existe na janela de detalhes...") return end local janela = info.container_detalhes local esta_barra = CreateFrame ("Button", "Details_infobox3_bar_"..index, janela) esta_barra:SetWidth (220) --> tamanho da barra de acordo com o tamanho da janela esta_barra:SetHeight (16) --> altura determinada pela instância local y = (index-1)*17 --> 17 é a altura da barra y = y*-1 --> baixo esta_barra:SetPoint ("LEFT", janela, "LEFT", x_start, 0) esta_barra:SetPoint ("RIGHT", janela, "RIGHT", 59, 0) esta_barra:SetPoint ("TOP", janela, "TOP", 0, y+y_start) esta_barra:EnableMouse (true) CriaTexturaBarra (instancia, esta_barra) --> icone esta_barra.icone = esta_barra.textura:CreateTexture (nil, "OVERLAY") esta_barra.icone:SetWidth (14) esta_barra.icone:SetHeight (14) esta_barra.icone:SetPoint ("RIGHT", esta_barra.textura, "LEFT", 0+20, 0) esta_barra:SetAlpha(0.9) esta_barra.icone:SetAlpha (0.8) esta_barra.isDetalhe = true SetBarraScripts (esta_barra, instancia, index) info.barras3 [index] = esta_barra --> barra adicionada return esta_barra end