--note: this file need a major clean up especially on function creation. local _detalhes = _G._detalhes local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" ) local _ local gump = _detalhes.gump local SharedMedia = LibStub:GetLibrary ("LibSharedMedia-3.0") local atributos = _detalhes.atributos local sub_atributos = _detalhes.sub_atributos local segmentos = _detalhes.segmentos --lua locals local _cstr = tostring local _math_ceil = math.ceil local _math_floor = math.floor local _ipairs = ipairs local _pairs = pairs local _string_lower = string.lower local _unpack = unpack --api locals local CreateFrame = CreateFrame local _GetTime = GetTime local _GetCursorPosition = GetCursorPosition local _GameTooltip = GameTooltip local _UIParent = UIParent local _GetScreenWidth = GetScreenWidth local _GetScreenHeight = GetScreenHeight local _IsAltKeyDown = IsAltKeyDown local _IsShiftKeyDown = IsShiftKeyDown local _IsControlKeyDown = IsControlKeyDown local modo_raid = _detalhes._detalhes_props["MODO_RAID"] local modo_alone = _detalhes._detalhes_props["MODO_ALONE"] local modo_grupo = _detalhes._detalhes_props["MODO_GROUP"] local modo_all = _detalhes._detalhes_props["MODO_ALL"] local tok_functions = _detalhes.ToKFunctions --constants local baseframe_strata = "LOW" local gump_fundo_backdrop = { bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}} function _detalhes:ScheduleUpdate (instancia) instancia.barraS = {nil, nil} instancia.update = true if (instancia.showing) then instancia.atributo = instancia.atributo or 1 if (not instancia.showing [instancia.atributo]) then --> unknow very rare bug where showing transforms into a clean table instancia.showing = _detalhes.tabela_vigente end instancia.showing [instancia.atributo].need_refresh = true end end --> skins TCoords -- 0.00048828125 local DEFAULT_SKIN = [[Interface\AddOns\Details\images\skins\classic_skin]] --local COORDS_LEFT_BALL = {0.15673828125, 0.27978515625, 0.08251953125, 0.20556640625} -- 160 84 287 211 (updated) --local COORDS_LEFT_BALL = {0.15576171875, 0.27978515625, 0.08251953125, 0.20556640625} -- 160 84 287 211 (updated) local COORDS_LEFT_BALL = {0.15625, 0.2802734375, 0.08203125, 0.2060546875} -- 160 287 84 211 --local COORDS_LEFT_CONNECTOR = {0.29541015625, 0.30126953125, 0.08251953125, 0.20556640625} --302 84 309 211 (updated) local COORDS_LEFT_CONNECTOR = {0.294921875, 0.3017578125, 0.08203125, 0.2060546875} --302 84 309 211 (updated) --local COORDS_LEFT_CONNECTOR_NO_ICON = {0.58837890625, 0.59423828125, 0.08251953125, 0.20556640625} -- 602 84 609 211 (updated) local COORDS_LEFT_CONNECTOR_NO_ICON = {0.587890625+0.00048828125, 0.5947265625, 0.08203125, 0.2060546875} -- 602 609 x 84 211 --local COORDS_TOP_BACKGROUND = {0.15673828125, 0.65478515625, 0.22314453125, 0.34619140625} -- 160 228 671 355 (updated) local COORDS_TOP_BACKGROUND = {0.15625, 0.6552734375, 0.22265625, 0.3466796875} -- 160 671 x 228 355 --local COORDS_RIGHT_BALL = {0.31591796875, 0.43994140625, 0.08251953125, 0.20556640625} --324 84 451 211 (updated) --local COORDS_RIGHT_BALL = {0.3154296875+0.00048828125, 0.439453125+0.00048828125, 0.08203125, 0.2060546875-0.00048828125} --323 84 450 211 (updated) local COORDS_RIGHT_BALL = {0.3154296875, 0.439453125, 0.08203125, 0.2060546875} -- 323 450 x 84 211 --local COORDS_LEFT_BALL_NO_ICON = {0.44970703125, 0.57275390625, 0.08251953125, 0.20556640625} --460 84 587 211 (updated) --local COORDS_LEFT_BALL_NO_ICON = {0.44921875, 0.57421875, 0.08203125, 0.20703125} --460 84 588 212 (updated) --local COORDS_LEFT_BALL_NO_ICON = {0.44970703125, 0.57275390625, 0.08251953125, 0.20556640625} --460 84 587 211 (updated) 588 212 local COORDS_LEFT_BALL_NO_ICON = {0.44921875, 0.5732421875, 0.08203125, 0.2060546875} -- 460 587 84 211 --local COORDS_LEFT_SIDE_BAR = {0.76611328125, 0.82763671875, 0.00244140625, 0.50146484375} -- 784 2 848 514 (updated) local COORDS_LEFT_SIDE_BAR = {0.765625, 0.828125, 0.001953125, 0.501953125} -- 784 2 848 514 (updated) --local COORDS_RIGHT_SIDE_BAR = {0.70068359375, 0.76220703125, 0.00244140625, 0.50146484375} -- 717 2 781 514 (updated) --local COORDS_RIGHT_SIDE_BAR = {0.7001953125, 0.763671875, 0.00244140625, 0.50146484375} -- 717 2 781 514 (updated) --local COORDS_RIGHT_SIDE_BAR = {0.7001953125+0.00048828125, 0.76171875, 0.001953125, 0.5009765625} -- --717 2 780 513 local COORDS_RIGHT_SIDE_BAR = {0.7001953125, 0.7626953125, 0.001953125, 0.501953125} -- --717 2 781 513 local COORDS_BOTTOM_SIDE_BAR = {0.32861328125, 0.82666015625, 0.50537109375, 0.56494140625} -- 336 517 847 579 (updated) local COORDS_SLIDER_TOP = {0.00146484375, 0.03076171875, 0.00244140625, 0.03173828125} -- 1 2 32 33 -ok local COORDS_SLIDER_MIDDLE = {0.00146484375, 0.03076171875, 0.03955078125, 0.10009765625} -- 1 40 32 103 -ok local COORDS_SLIDER_DOWN = {0.00146484375, 0.03076171875, 0.10986328125, 0.13916015625} -- 1 112 32 143 -ok --local COORDS_STRETCH = {0.00146484375, 0.03076171875, 0.21435546875, 0.22802734375} -- 1 219 32 234 -ok local COORDS_STRETCH = {0.0009765625, 0.03125, 0.2138671875, 0.228515625} -- 1 32 219 234 local COORDS_RESIZE_RIGHT = {0.00146484375, 0.01513671875, 0.24560546875, 0.25927734375} -- 1 251 16 266 -ok local COORDS_RESIZE_LEFT = {0.02001953125, 0.03173828125, 0.24560546875, 0.25927734375} -- 20 251 33 266 -ok local COORDS_UNLOCK_BUTTON = {0.00146484375, 0.01513671875, 0.27197265625, 0.28564453125} -- 1 278 16 293 -ok local COORDS_BOTTOM_BACKGROUND = {0.15673828125, 0.65478515625, 0.35400390625, 0.47705078125} -- 160 362 671 489 -ok local COORDS_PIN_LEFT = {0.00146484375, 0.03076171875, 0.30126953125, 0.33056640625} -- 1 308 32 339 -ok local COORDS_PIN_RIGHT = {0.03564453125, 0.06494140625, 0.30126953125, 0.33056640625} -- 36 308 67 339 -ok -- icones: 365 = 0.35693359375 // 397 = 0.38720703125 function _detalhes:AtualizarScrollBar (x) local cabe = self.rows_fit_in_window --> quantas barras cabem na janela if (not self.barraS[1]) then --primeira vez que as barras estão aparecendo self.barraS[1] = 1 --primeira barra if (cabe < x) then --se a quantidade a ser mostrada for maior que o que pode ser mostrado self.barraS[2] = cabe -- B = o que pode ser mostrado else self.barraS[2] = x -- contrário B = o que esta sendo mostrado end end if (not self.rolagem) then if (x > cabe) then --> Ligar a ScrollBar self.rows_showing = x if (not self.baseframe.isStretching) then self:MostrarScrollBar() end self.need_rolagem = true self.barraS[2] = cabe --> B é o total que cabe na barra else --> Do contrário B é o total de barras self.rows_showing = x self.barraS[2] = x end else if (x > self.rows_showing) then --> tem mais barras mostrando agora do que na última atualização self.rows_showing = x local nao_mostradas = self.rows_showing - self.rows_fit_in_window local slider_height = nao_mostradas*self.row_height self.scroll.scrollMax = slider_height self.scroll:SetMinMaxValues (0, slider_height) else --> diminuiu a quantidade, acontece depois de uma coleta de lixo self.rows_showing = x local nao_mostradas = self.rows_showing - self.rows_fit_in_window if (nao_mostradas < 1) then --> se estiver mostrando menos do que realmente cabe não precisa scrollbar self:EsconderScrollBar() else --> contrário, basta atualizar o tamanho da scroll local slider_height = nao_mostradas*self.row_height self.scroll.scrollMax = slider_height self.scroll:SetMinMaxValues (0, slider_height) end end end if (self.update) then self.update = false self.v_barras = true return _detalhes:EsconderBarrasNaoUsadas (self) end end --> self é a janela das barras local function move_barras (self, elapsed) self._move_func.time = self._move_func.time+elapsed if (self._move_func.time > 0.01) then if (self._move_func.instancia.bgdisplay_loc == self._move_func._end) then --> se o tamanho atual é igual ao final declarado self:SetScript ("OnUpdate", nil) self._move_func = nil else self._move_func.time = 0 self._move_func.instancia.bgdisplay_loc = self._move_func.instancia.bgdisplay_loc + self._move_func.inc --> inc é -1 ou 1 e irá crescer ou diminuir a janela for index = 1, self._move_func.instancia.rows_fit_in_window do self._move_func.instancia.barras [index]:SetWidth (self:GetWidth()+self._move_func.instancia.bgdisplay_loc-3) end self._move_func.instancia.bgdisplay:SetPoint ("bottomright", self, "bottomright", self._move_func.instancia.bgdisplay_loc, 0) self._move_func.instancia.bar_mod = self._move_func.instancia.bgdisplay_loc+(-3) --> verifica o tamanho do text for i = 1, #self._move_func.instancia.barras do local esta_barra = self._move_func.instancia.barras [i] _detalhes:name_space (esta_barra) end end end end --> self é a instância function _detalhes:MoveBarrasTo (destino) local janela = self.baseframe janela._move_func = { window = self.baseframe, instancia = self, time = 0 } if (destino > self.bgdisplay_loc) then janela._move_func.inc = 1 else janela._move_func.inc = -1 end janela._move_func._end = destino janela:SetScript ("OnUpdate", move_barras) end function _detalhes:MostrarScrollBar (sem_animacao) if (self.rolagem) then return end if (not _detalhes.use_scroll) then self.baseframe:EnableMouseWheel (true) self.scroll:Enable() self.scroll:SetValue (0) self.rolagem = true return end local main = self.baseframe local mover_para = self.largura_scroll*-1 if (not sem_animacao and _detalhes.animate_scroll) then self:MoveBarrasTo (mover_para) else --> set size of rows for index = 1, self.rows_fit_in_window do self.barras [index]:SetWidth (self.baseframe:GetWidth()+mover_para -3) --> -3 distance between row end and scroll start end --> move the semi-background to the left (which moves the scroll) self.bgdisplay:SetPoint ("bottomright", self.baseframe, "bottomright", mover_para, 0) self.bar_mod = mover_para + (-3) self.bgdisplay_loc = mover_para --> cancel movement if any if (self.baseframe:GetScript ("OnUpdate") and self.baseframe:GetScript ("OnUpdate") == move_barras) then self.baseframe:SetScript ("OnUpdate", nil) end end local nao_mostradas = self.rows_showing - self.rows_fit_in_window local slider_height = nao_mostradas*self.row_height self.scroll.scrollMax = slider_height self.scroll:SetMinMaxValues (0, slider_height) self.rolagem = true self.scroll:Enable() main:EnableMouseWheel (true) self.scroll:SetValue (0) --> set value pode chamar o atualizador self.baseframe.button_down:Enable() main.resize_direita:SetPoint ("bottomright", main, "bottomright", self.largura_scroll*-1, 0) if (main.isLocked) then main.lock_button:SetPoint ("bottomright", main, "bottomright", self.largura_scroll*-1, 0) end end function _detalhes:EsconderScrollBar (sem_animacao, force) if (not self.rolagem) then return end if (not _detalhes.use_scroll and not force) then self.scroll:Disable() self.baseframe:EnableMouseWheel (false) self.rolagem = false return end local main = self.baseframe if (not sem_animacao and _detalhes.animate_scroll) then self:MoveBarrasTo (self.row_info.space.right + 3) --> else for index = 1, self.rows_fit_in_window do self.barras [index]:SetWidth (self.baseframe:GetWidth() - 5) --> -5 space between row end and window right border end self.bgdisplay:SetPoint ("bottomright", self.baseframe, "bottomright", 0, 0) -- voltar o background na pocição inicial self.bar_mod = 0 -- zera o bar mod, uma vez que as barras vão estar na pocisão inicial self.bgdisplay_loc = -2 if (self.baseframe:GetScript ("OnUpdate") and self.baseframe:GetScript ("OnUpdate") == move_barras) then self.baseframe:SetScript ("OnUpdate", nil) end end self.rolagem = false self.scroll:Disable() main:EnableMouseWheel (false) main.resize_direita:SetPoint ("bottomright", main, "bottomright", 0, 0) if (main.isLocked) then main.lock_button:SetPoint ("bottomright", main, "bottomright", 0, 0) end end local function OnLeaveMainWindow (instancia, self) instancia.is_interacting = false instancia:SetMenuAlpha (nil, nil, nil, nil, true) instancia:SetAutoHideMenu (nil, nil, true) if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then --> resizes, lock and ungroup buttons if (not _detalhes.disable_lock_ungroup_buttons) then instancia.baseframe.resize_direita:SetAlpha (0) instancia.baseframe.resize_esquerda:SetAlpha (0) instancia.baseframe.lock_button:SetAlpha (0) instancia.break_snap_button:SetAlpha (0) end --> stretch button gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0) elseif (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and instancia.baseframe.isLocked) then --> resizes, lock and ungroup buttons if (not _detalhes.disable_lock_ungroup_buttons) then instancia.baseframe.lock_button:SetAlpha (0) instancia.break_snap_button:SetAlpha (0) end gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0) end end _detalhes.OnLeaveMainWindow = OnLeaveMainWindow local function OnEnterMainWindow (instancia, self) instancia.is_interacting = true instancia:SetMenuAlpha (nil, nil, nil, nil, true) instancia:SetAutoHideMenu (nil, nil, true) instancia.last_interaction = _detalhes._tempo or time() if (instancia.baseframe:GetFrameLevel() > instancia.rowframe:GetFrameLevel()) then instancia.rowframe:SetFrameLevel (instancia.baseframe:GetFrameLevel()) end if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then --> resize, lock and ungroup buttons if (not _detalhes.disable_lock_ungroup_buttons) then instancia.baseframe.resize_direita:SetAlpha (1) instancia.baseframe.resize_esquerda:SetAlpha (1) instancia.baseframe.lock_button:SetAlpha (1) --> ungroup for _, instancia_id in _pairs (instancia.snap) do if (instancia_id) then instancia.break_snap_button:SetAlpha (1) break end end end --> stretch button if (not _detalhes.disable_stretch_button) then gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0.6) end elseif (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and instancia.baseframe.isLocked) then if (not _detalhes.disable_lock_ungroup_buttons) then instancia.baseframe.lock_button:SetAlpha (1) --> ungroup for _, instancia_id in _pairs (instancia.snap) do if (instancia_id) then instancia.break_snap_button:Show() instancia.break_snap_button:SetAlpha (1) break end end end if (not _detalhes.disable_stretch_button) then gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0.6) end end end _detalhes.OnEnterMainWindow = OnEnterMainWindow local function VPL (instancia, esta_instancia) --> conferir esquerda if (instancia.ponto4.x-0.5 < esta_instancia.ponto1.x) then --> a janela esta a esquerda if (instancia.ponto4.x+20 > esta_instancia.ponto1.x) then --> a janela esta a menos de 20 pixels de distância if (instancia.ponto4.y < esta_instancia.ponto1.y + 100 and instancia.ponto4.y > esta_instancia.ponto1.y - 100) then --> a janela esta a +20 ou -20 pixels de distância na vertical return 1 end end end return nil end local function VPB (instancia, esta_instancia) --> conferir baixo if (instancia.ponto1.y+(20 * instancia.window_scale) < esta_instancia.ponto2.y - (16 * esta_instancia.window_scale)) then --> a janela esta em baixo if (instancia.ponto1.x > esta_instancia.ponto2.x-100 and instancia.ponto1.x < esta_instancia.ponto2.x+100) then --> a janela esta a 20 pixels de distância para a esquerda ou para a direita if (instancia.ponto1.y+(20 * instancia.window_scale) > esta_instancia.ponto2.y - (36 * esta_instancia.window_scale)) then --> esta a 20 pixels de distância return 2 end end end return nil end local function VPR (instancia, esta_instancia) --> conferir lateral direita if (instancia.ponto2.x+0.5 > esta_instancia.ponto3.x) then --> a janela esta a direita if (instancia.ponto2.x-20 < esta_instancia.ponto3.x) then --> a janela esta a menos de 20 pixels de distância if (instancia.ponto2.y < esta_instancia.ponto3.y + 100 and instancia.ponto2.y > esta_instancia.ponto3.y - 100) then --> a janela esta a +20 ou -20 pixels de distância na vertical return 3 end end end return nil end local function VPT (instancia, esta_instancia) --> conferir cima if (instancia.ponto3.y - (16 * instancia.window_scale) > esta_instancia.ponto4.y + (20 * esta_instancia.window_scale)) then --> a janela esta em cima if (instancia.ponto3.x > esta_instancia.ponto4.x-100 and instancia.ponto3.x < esta_instancia.ponto4.x+100) then --> a janela esta a 20 pixels de distância para a esquerda ou para a direita if (esta_instancia.ponto4.y+(40 * esta_instancia.window_scale) > instancia.ponto3.y - (16 * instancia.window_scale)) then return 4 end end end return nil end _detalhes.VPT, _detalhes.VPR, _detalhes.VPB, _detalhes.VPL = VPT, VPR, VPB, VPL local color_red = {1, 0.2, 0.2} local color_green = {0.2, 1, 0.2} local update_line = function (self, target_frame) --> based on weak auras frame movement code --local selfX, selfY = target_frame:GetCenter() local selfX, selfY = target_frame.instance:GetPositionOnScreen() --local anchorX, anchorY = self:GetCenter() local anchorX, anchorY = self.instance:GetPositionOnScreen() selfX, selfY = selfX or 0, selfY or 0 anchorX, anchorY = anchorX or 0, anchorY or 0 local dX = selfX - anchorX local dY = selfY - anchorY local distance = sqrt (dX^2 + dY^2) local angle = atan2(dY, dX) local numInterim = floor(distance/40) local guide_balls = _detalhes.guide_balls if (not guide_balls) then _detalhes.guide_balls = {} guide_balls = _detalhes.guide_balls end for index, ball in ipairs (guide_balls) do ball:Hide() end self.instance:AtualizaPontos() target_frame.instance:AtualizaPontos() local color = color_red local _R, _T, _L, _B = VPL (self.instance, target_frame.instance), VPB (self.instance, target_frame.instance), VPR (self.instance, target_frame.instance), VPT (self.instance, target_frame.instance) if (_R or _T or _L or _B) then color = color_green end for i = 0, numInterim do local x = (distance - (i * 40)) * cos (angle) local y = (distance - (i * 40)) * sin (angle) local ball = guide_balls [i] if (not ball) then ball = _detalhes.overlay_frame:CreateTexture (nil, "Overlay") ball:SetTexture ([[Interface\AddOns\Details\images\icons]]) ball:SetSize (16, 16) ball:SetAlpha (0.3) ball:SetTexCoord (410/512, 426/512, 2/512, 18/512) tinsert (guide_balls, ball) end ball:ClearAllPoints() ball:SetPoint("CENTER", self, "CENTER", x, y) --baseframse center ball:Show() ball:SetVertexColor (unpack (color)) end end local show_instance_ids = function() for id, instance in _detalhes:ListInstances() do if (instance:IsEnabled()) then local id_texture1 = instance.baseframe.id_texture1 if (not id_texture1) then instance.baseframe.id_texture1 = instance.baseframe:CreateTexture (nil, "overlay") instance.baseframe.id_texture2 = instance.baseframe:CreateTexture (nil, "overlay") instance.baseframe.id_texture1:SetTexture ([[Interface\Timer\BigTimerNumbers]]) instance.baseframe.id_texture2:SetTexture ([[Interface\Timer\BigTimerNumbers]]) end local h = instance.baseframe:GetHeight() * 0.80 instance.baseframe.id_texture1:SetSize (h, h) instance.baseframe.id_texture2:SetSize (h, h) local id = instance:GetId() local first, second = _math_floor (id/10), _math_floor (id%10) if (id >= 10) then instance.baseframe.id_texture1:SetPoint ("center", instance.baseframe, "center", -h/2/2, 0) instance.baseframe.id_texture2:SetPoint ("left", instance.baseframe.id_texture1, "right", -h/2, 0) first = first + 1 local line = _math_ceil (first / 4) local x = ( first - ( (line-1) * 4 ) ) / 4 local l, r, t, b = x-0.25, x, 0.33 * (line-1), 0.33 * line instance.baseframe.id_texture1:SetTexCoord (l, r, t, b) second = second + 1 local line = _math_ceil (second / 4) local x = ( second - ( (line-1) * 4 ) ) / 4 local l, r, t, b = x-0.25, x, 0.33 * (line-1), 0.33 * line instance.baseframe.id_texture2:SetTexCoord (l, r, t, b) instance.baseframe.id_texture1:Show() instance.baseframe.id_texture2:Show() else instance.baseframe.id_texture1:SetPoint ("center", instance.baseframe, "center") second = second + 1 local line = _math_ceil (second / 4) local x = ( second - ( (line-1) * 4 ) ) / 4 local l, r, t, b = x-0.25, x, 0.33 * (line-1), 0.33 * line instance.baseframe.id_texture1:SetTexCoord (l, r, t, b) instance.baseframe.id_texture1:Show() instance.baseframe.id_texture2:Hide() end end end end local tempo_movendo, precisa_ativar, instancia_alvo, tempo_fades, nao_anexados, flash_bounce, start_draw_lines, instance_ids_shown, need_show_group_guide local movement_onupdate = function (self, elapsed) if (start_draw_lines and start_draw_lines > 0.95) then update_line (self, instancia_alvo.baseframe) elseif (start_draw_lines) then start_draw_lines = start_draw_lines + elapsed end if (instance_ids_shown and instance_ids_shown > 0.95) then show_instance_ids() instance_ids_shown = nil if (need_show_group_guide) then _detalhes.MicroButtonAlert.Text:SetText (Loc ["STRING_WINDOW1ATACH_DESC"]) _detalhes.MicroButtonAlert:SetPoint ("bottom", need_show_group_guide.baseframe, "top", 0, 30) _detalhes.MicroButtonAlert:SetHeight (320) _detalhes.MicroButtonAlert:Show() need_show_group_guide = nil end elseif (instance_ids_shown) then instance_ids_shown = instance_ids_shown + elapsed end if (tempo_movendo and tempo_movendo < 0) then if (precisa_ativar) then --> se a instância estiver fechada gump:Fade (instancia_alvo.baseframe, "ALPHA", 0.2) gump:Fade (instancia_alvo.baseframe.cabecalho.ball, "ALPHA", 0.2) gump:Fade (instancia_alvo.baseframe.cabecalho.atributo_icon, "ALPHA", 0.2) instancia_alvo:SaveMainWindowPosition() instancia_alvo:RestoreMainWindowPosition() precisa_ativar = false elseif (tempo_fades) then if (flash_bounce == 0) then flash_bounce = 1 local tem_livre = false for lado, livre in _ipairs (nao_anexados) do if (livre) then if (lado == 1) then local texture = instancia_alvo.h_esquerda.texture texture:ClearAllPoints() if (instancia_alvo.toolbar_side == 1) then if (instancia_alvo.show_statusbar) then texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 20) texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, -14) else texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 20) texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, 0) end else if (instancia_alvo.show_statusbar) then texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 0) texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, -34) else texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 0) texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, -20) end end instancia_alvo.h_esquerda:Flash (1, 1, 2.0, false, 0, 0) tem_livre = true elseif (lado == 2) then local texture = instancia_alvo.h_baixo.texture texture:ClearAllPoints() if (instancia_alvo.toolbar_side == 1) then if (instancia_alvo.show_statusbar) then texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, -14) texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, -14) else texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, 0) texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, 0) end else if (instancia_alvo.show_statusbar) then texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, -34) texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, -34) else texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, -20) texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, -20) end end instancia_alvo.h_baixo:Flash (1, 1, 2.0, false, 0, 0) tem_livre = true elseif (lado == 3) then local texture = instancia_alvo.h_direita.texture texture:ClearAllPoints() if (instancia_alvo.toolbar_side == 1) then if (instancia_alvo.show_statusbar) then texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 20) texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, -14) else texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 20) texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, 0) end else if (instancia_alvo.show_statusbar) then texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 0) texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, -34) else texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 0) texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, -20) end end instancia_alvo.h_direita:Flash (1, 1, 2.0, false, 0, 0) tem_livre = true elseif (lado == 4) then local texture = instancia_alvo.h_cima.texture texture:ClearAllPoints() if (instancia_alvo.toolbar_side == 1) then texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "topleft", 0, 20) texture:SetPoint ("bottomright", instancia_alvo.baseframe, "topright", 0, 20) else texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "topleft", 0, 0) texture:SetPoint ("bottomright", instancia_alvo.baseframe, "topright", 0, 0) end instancia_alvo.h_cima:Flash (1, 1, 2.0, false, 0, 0) tem_livre = true end end end if (tem_livre) then if (not _detalhes.snap_alert.playing) then instancia_alvo:SnapAlert() _detalhes.snap_alert.playing = true _detalhes.MicroButtonAlert.Text:SetText (string.format (Loc ["STRING_ATACH_DESC"], self.instance.meu_id, instancia_alvo.meu_id)) _detalhes.MicroButtonAlert:SetPoint ("bottom", instancia_alvo.baseframe.cabecalho.modo_selecao.widget, "top", 0, 18) _detalhes.MicroButtonAlert:SetHeight (200) _detalhes.MicroButtonAlert:Show() end end end tempo_movendo = 1 else self:SetScript ("OnUpdate", nil) tempo_movendo = 1 end elseif (tempo_movendo) then tempo_movendo = tempo_movendo - elapsed end end local function move_janela (baseframe, iniciando, instancia, just_updating) instancia_alvo = _detalhes.tabela_instancias [instancia.meu_id-1] if (_detalhes.disable_window_groups) then instancia_alvo = nil end if (iniciando) then if (baseframe.isMoving) then --> ja esta em movimento return end baseframe.isMoving = true instancia:BaseFrameSnap() baseframe:StartMoving() local group = instancia:GetInstanceGroup() for _, this_instance in _ipairs (group) do this_instance.baseframe:SetClampRectInsets (0, 0, 0, 0) this_instance.isMoving = true end local _, ClampLeft, ClampRight = instancia:InstanciasHorizontais() local _, ClampBottom, ClampTop = instancia:InstanciasVerticais() baseframe:SetClampRectInsets (-ClampLeft, ClampRight, ClampTop, -ClampBottom) if (instancia_alvo and (instancia_alvo.ativa or not just_updating)) then tempo_fades = 1.0 nao_anexados = {true, true, true, true} tempo_movendo = 1 flash_bounce = 0 instance_ids_shown = 0 start_draw_lines = 0 need_show_group_guide = nil for lado, snap_to in _pairs (instancia_alvo.snap) do if (snap_to == instancia.meu_id) then start_draw_lines = false end end for lado, snap_to in _pairs (instancia_alvo.snap) do if (snap_to) then if (snap_to == instancia.meu_id) then tempo_fades = nil break end nao_anexados [lado] = false end end for lado = 1, 4 do if (instancia_alvo.horizontalSnap and instancia.verticalSnap) then nao_anexados [lado] = false elseif (instancia_alvo.horizontalSnap and lado == 2) then nao_anexados [lado] = false elseif (instancia_alvo.horizontalSnap and lado == 4) then nao_anexados [lado] = false elseif (instancia_alvo.verticalSnap and lado == 1) then nao_anexados [lado] = false elseif (instancia_alvo.verticalSnap and lado == 3) then nao_anexados [lado] = false end end local need_start = not instancia_alvo.iniciada precisa_ativar = not instancia_alvo.ativa if (need_start) then --> se a instância não tiver sido aberta ainda local lower_instance = _detalhes:GetLowerInstanceNumber() --print (lower_instance, instancia_alvo.meu_id, DEATHGRAPHICS_BUTTON:GetParent():GetName()) instancia_alvo:RestauraJanela (instancia_alvo.meu_id, true) if (instancia_alvo:IsSoloMode()) then _detalhes.SoloTables:switch() end instancia_alvo.ativa = false instancia_alvo:SaveMainWindowPosition() instancia_alvo:RestoreMainWindowPosition() gump:Fade (instancia_alvo.baseframe, 1) gump:Fade (instancia_alvo.rowframe, 1) gump:Fade (instancia_alvo.baseframe.cabecalho.ball, 1) need_start = false end baseframe:SetScript ("OnUpdate", movement_onupdate) else --> eh a instancia 1 local got_snap for side, instance_id in _pairs (instancia.snap) do if (instance_id) then got_snap = true end end need_show_group_guide = nil if (not got_snap) then need_show_group_guide = instancia end tempo_movendo = nil start_draw_lines = nil instance_ids_shown = 0 baseframe:SetScript ("OnUpdate", movement_onupdate) end else baseframe:StopMovingOrSizing() baseframe.isMoving = false baseframe:SetScript ("OnUpdate", nil) if (_detalhes.guide_balls) then for index, ball in ipairs (_detalhes.guide_balls) do ball:Hide() end end for _, ins in _detalhes:ListInstances() do if (ins.baseframe) then ins.baseframe:SetUserPlaced (false) if (ins.baseframe.id_texture1) then ins.baseframe.id_texture1:Hide() ins.baseframe.id_texture2:Hide() end end end --baseframe:SetClampRectInsets (unpack (_detalhes.window_clamp)) if (instancia_alvo and not instancia.do_not_snap and not instancia_alvo.do_not_snap) then instancia:AtualizaPontos() local esquerda, baixo, direita, cima local meu_id = instancia.meu_id --> id da instância que esta sendo movida local isVertical = instancia_alvo.verticalSnap local isHorizontal = instancia_alvo.horizontalSnap local isSelfVertical = instancia.verticalSnap local isSelfHorizontal = instancia.horizontalSnap local _R, _T, _L, _B if (isVertical and not isSelfHorizontal) then _T, _B = VPB (instancia, instancia_alvo), VPT (instancia, instancia_alvo) elseif (isHorizontal and not isSelfVertical) then _R, _L = VPL (instancia, instancia_alvo), VPR (instancia, instancia_alvo) elseif (not isVertical and not isHorizontal) then _R, _T, _L, _B = VPL (instancia, instancia_alvo), VPB (instancia, instancia_alvo), VPR (instancia, instancia_alvo), VPT (instancia, instancia_alvo) end if (_L) then if (not instancia:EstaAgrupada (instancia_alvo, _L)) then esquerda = instancia_alvo.meu_id instancia.horizontalSnap = true instancia_alvo.horizontalSnap = true end end if (_B) then if (not instancia:EstaAgrupada (instancia_alvo, _B)) then baixo = instancia_alvo.meu_id instancia.verticalSnap = true instancia_alvo.verticalSnap = true end end if (_R) then if (not instancia:EstaAgrupada (instancia_alvo, _R)) then direita = instancia_alvo.meu_id instancia.horizontalSnap = true instancia_alvo.horizontalSnap = true end end if (_T) then if (not instancia:EstaAgrupada (instancia_alvo, _T)) then cima = instancia_alvo.meu_id instancia.verticalSnap = true instancia_alvo.verticalSnap = true end end if (esquerda or baixo or direita or cima) then instancia:agrupar_janelas ({esquerda, baixo, direita, cima}) --> tutorial if (not _detalhes:GetTutorialCVar ("WINDOW_GROUP_MAKING1")) then _detalhes:SetTutorialCVar ("WINDOW_GROUP_MAKING1", true) local group_tutorial = CreateFrame ("frame", "DetailsWindowGroupPopUp1", instancia.baseframe, "DetailsHelpBoxTemplate") group_tutorial.ArrowUP:Show() group_tutorial.ArrowGlowUP:Show() group_tutorial.Text:SetText (Loc ["STRING_MINITUTORIAL_WINDOWS1"]) group_tutorial:SetPoint ("bottom", instancia_alvo.break_snap_button, "top", 0, 24) group_tutorial:Show() _detalhes.OnEnterMainWindow (instancia_alvo) end end for _, esta_instancia in _ipairs (_detalhes.tabela_instancias) do if (not esta_instancia:IsAtiva() and esta_instancia.iniciada) then esta_instancia:ResetaGump() gump:Fade (esta_instancia.baseframe, "in", 0.2) gump:Fade (esta_instancia.baseframe.cabecalho.ball, "in", 0.2) gump:Fade (esta_instancia.baseframe.cabecalho.atributo_icon, "in", 0.2) if (esta_instancia.modo == modo_raid) then _detalhes.raid = nil elseif (esta_instancia.modo == modo_alone) then _detalhes.SoloTables:switch() _detalhes.solo = nil end elseif (esta_instancia:IsAtiva()) then esta_instancia:SaveMainWindowPosition() esta_instancia:RestoreMainWindowPosition() end end end --> salva pos de todas as janelas for _, ins in _ipairs (_detalhes.tabela_instancias) do if (ins:IsEnabled()) then ins:SaveMainWindowPosition() ins:RestoreMainWindowPosition() end end local group = instancia:GetInstanceGroup() for _, this_instance in _ipairs (group) do this_instance.isMoving = false end _detalhes.snap_alert.playing = false _detalhes.snap_alert.animIn:Stop() _detalhes.snap_alert.animOut:Play() _detalhes.MicroButtonAlert:Hide() if (instancia_alvo and instancia_alvo.ativa and instancia_alvo.baseframe) then instancia_alvo.h_esquerda:Stop() instancia_alvo.h_baixo:Stop() instancia_alvo.h_direita:Stop() instancia_alvo.h_cima:Stop() end end end _detalhes.move_janela_func = move_janela local BGFrame_scripts_onenter = function (self) OnEnterMainWindow (self._instance, self) end local BGFrame_scripts_onleave = function (self) OnLeaveMainWindow (self._instance, self) end local BGFrame_scripts_onmousedown = function (self, button) -- /run Details.disable_stretch_from_toolbar = true if (self.is_toolbar and self._instance.baseframe.isLocked and button == "LeftButton" and not _detalhes.disable_stretch_from_toolbar) then return self._instance.baseframe.button_stretch:GetScript ("OnMouseDown") (self._instance.baseframe.button_stretch, "LeftButton") end if (self._instance.baseframe.isMoving) then move_janela (self._instance.baseframe, false, self._instance) self._instance:SaveMainWindowPosition() return end if (not self._instance.baseframe.isLocked and button == "LeftButton") then move_janela (self._instance.baseframe, true, self._instance) if (self.is_toolbar) then if (self._instance.attribute_text.enabled and self._instance.attribute_text.side == 1 and self._instance.toolbar_side == 1) then self._instance.menu_attribute_string:SetPoint ("bottomleft", self._instance.baseframe.cabecalho.ball, "bottomright", self._instance.attribute_text.anchor [1]+1, self._instance.attribute_text.anchor [2]-1) end end elseif (button == "RightButton") then if (_detalhes.switch.current_instancia and _detalhes.switch.current_instancia == self._instance) then _detalhes.switch:CloseMe() else _detalhes.switch:ShowMe (self._instance) end end end local BGFrame_scripts_onmouseup = function (self, button) if (self.is_toolbar and self._instance.baseframe.isLocked and button == "LeftButton") then if (DetailsWindowLockPopUp1 and DetailsWindowLockPopUp1:IsShown()) then _G ["DetailsWindowLockPopUp1"]:Hide() end return self._instance.baseframe.button_stretch:GetScript ("OnMouseUp") (self._instance.baseframe.button_stretch, "LeftButton") end if (self._instance.baseframe.isMoving) then move_janela (self._instance.baseframe, false, self._instance) --> novo movedor da janela self._instance:SaveMainWindowPosition() if (self.is_toolbar) then if (self._instance.attribute_text.enabled and self._instance.attribute_text.side == 1 and self._instance.toolbar_side == 1) then self._instance.menu_attribute_string:SetPoint ("bottomleft", self._instance.baseframe.cabecalho.ball, "bottomright", self._instance.attribute_text.anchor [1], self._instance.attribute_text.anchor [2]) end end end end local function BGFrame_scripts (BG, baseframe, instancia) BG._instance = instancia BG:SetScript ("OnEnter", BGFrame_scripts_onenter) BG:SetScript ("OnLeave", BGFrame_scripts_onleave) BG:SetScript ("OnMouseDown", BGFrame_scripts_onmousedown) BG:SetScript ("OnMouseUp", BGFrame_scripts_onmouseup) end function gump:RegisterForDetailsMove (frame, instancia) frame:SetScript ("OnMouseDown", function (frame, button) if (not instancia.baseframe.isLocked and button == "LeftButton") then move_janela (instancia.baseframe, true, instancia) --> novo movedor da janela end end) frame:SetScript ("OnMouseUp", function (frame) if (instancia.baseframe.isMoving) then move_janela (instancia.baseframe, false, instancia) --> novo movedor da janela instancia:SaveMainWindowPosition() end end) end --> scripts do base frame local BFrame_scripts_onsizechange = function (self) self._instance:SaveMainWindowSize() self._instance:ReajustaGump() self._instance.oldwith = self:GetWidth() _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, self._instance) end local BFrame_scripts_onenter = function (self) OnEnterMainWindow (self._instance, self) end local BFrame_scripts_onleave = function (self) OnLeaveMainWindow (self._instance, self) end local BFrame_scripts_onmousedown = function (self, button) if (not self.isLocked and button == "LeftButton") then move_janela (self, true, self._instance) end end local BFrame_scripts_onmouseup = function (self, button) if (self.isMoving) then move_janela (self, false, self._instance) --> novo movedor da janela self._instance:SaveMainWindowPosition() end end local function BFrame_scripts (baseframe, instancia) baseframe._instance = instancia baseframe:SetScript("OnSizeChanged", BFrame_scripts_onsizechange) baseframe:SetScript("OnEnter", BFrame_scripts_onenter) baseframe:SetScript("OnLeave", BFrame_scripts_onleave) baseframe:SetScript ("OnMouseDown", BFrame_scripts_onmousedown) baseframe:SetScript ("OnMouseUp", BFrame_scripts_onmouseup) end local function backgrounddisplay_scripts (backgrounddisplay, baseframe, instancia) backgrounddisplay:SetScript ("OnEnter", function (self) OnEnterMainWindow (instancia, self) end) backgrounddisplay:SetScript ("OnLeave", function (self) OnLeaveMainWindow (instancia, self) end) end local function instancias_horizontais (instancia, largura, esquerda, direita) if (esquerda) then for lado, esta_instancia in _pairs (instancia.snap) do if (lado == 1) then --> movendo para esquerda local instancia = _detalhes.tabela_instancias [esta_instancia] instancia.baseframe:SetWidth (largura) instancia.auto_resize = true instancia:ReajustaGump() instancia.auto_resize = false instancias_horizontais (instancia, largura, true, false) _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia) end end end if (direita) then for lado, esta_instancia in _pairs (instancia.snap) do if (lado == 3) then --> movendo para esquerda local instancia = _detalhes.tabela_instancias [esta_instancia] instancia.baseframe:SetWidth (largura) instancia.auto_resize = true instancia:ReajustaGump() instancia.auto_resize = false instancias_horizontais (instancia, largura, false, true) _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia) end end end end local function instancias_verticais (instancia, altura, esquerda, direita) if (esquerda) then for lado, esta_instancia in _pairs (instancia.snap) do if (lado == 1) then --> movendo para esquerda local instancia = _detalhes.tabela_instancias [esta_instancia] instancia.baseframe:SetHeight (altura) instancia.auto_resize = true instancia:ReajustaGump() instancia.auto_resize = false instancias_verticais (instancia, altura, true, false) _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia) end end end if (direita) then for lado, esta_instancia in _pairs (instancia.snap) do if (lado == 3) then --> movendo para esquerda local instancia = _detalhes.tabela_instancias [esta_instancia] instancia.baseframe:SetHeight (altura) instancia.auto_resize = true instancia:ReajustaGump() instancia.auto_resize = false instancias_verticais (instancia, altura, false, true) _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia) end end end end local check_snap_side = function (instanceid, snap, id, container) local instance = _detalhes:GetInstance (instanceid) if (instance and instance.snap [snap] and instance.snap [snap] == id) then tinsert (container, instance) return true end end function _detalhes:InstanciasVerticais (instance) instance = self or instance local on_top = {} local on_bottom = {} local id = instance:GetId() --lower instances local this_instance = _detalhes:GetInstance (id-1) if (this_instance) then --> top side if (this_instance.snap [2] and this_instance.snap [2] == id) then local cid = id local snapid = 2 for i = cid-1, 1, -1 do if (check_snap_side (i, 2, cid, on_top)) then cid = cid - 1 else break end end --> bottom side elseif (this_instance.snap [4] and this_instance.snap [4] == id) then local cid = id local snapid = 4 for i = cid-1, 1, -1 do if (check_snap_side (i, 4, cid, on_bottom)) then cid = cid - 1 else break end end end end --upper instances local this_instance = _detalhes:GetInstance (id+1) if (this_instance) then --> top side if (this_instance.snap [2] and this_instance.snap [2] == id) then local cid = id local snapid = 2 for i = cid+1, _detalhes:GetNumInstancesAmount() do if (check_snap_side (i, 2, cid, on_top)) then cid = cid + 1 else break end end --> bottom side elseif (this_instance.snap [4] and this_instance.snap [4] == id) then local cid = id local snapid = 4 for i = cid+1, _detalhes:GetNumInstancesAmount() do if (check_snap_side (i, 4, cid, on_bottom)) then cid = cid + 1 else break end end end end --> calc top clamp local top_clamp = 0 local bottom_clamp = 0 if (instance.toolbar_side == 1) then top_clamp = top_clamp + 20 elseif (instance.toolbar_side == 2) then bottom_clamp = bottom_clamp + 20 end if (instance.show_statusbar) then bottom_clamp = bottom_clamp + 14 end for cid, this_instance in _ipairs (on_top) do if (this_instance.show_statusbar) then top_clamp = top_clamp + 14 end top_clamp = top_clamp + 20 top_clamp = top_clamp + this_instance.baseframe:GetHeight() end for cid, this_instance in _ipairs (on_bottom) do if (this_instance.show_statusbar) then bottom_clamp = bottom_clamp + 14 end bottom_clamp = bottom_clamp + 20 bottom_clamp = bottom_clamp + this_instance.baseframe:GetHeight() tinsert (on_top, this_instance) end return on_top, bottom_clamp, top_clamp end --[[ lado 4 ----------------------------------------- | | lado 1 | | lado 3 | | | | ----------------------------------------- lado 2 --]] function _detalhes:InstanciasHorizontais (instancia) instancia = self or instancia local linha_horizontal, esquerda, direita = {}, 0, 0 local top, bottom = 0, 0 local checking = instancia local check_index_anterior = _detalhes.tabela_instancias [instancia.meu_id-1] if (check_index_anterior) then --> possiu uma instância antes de mim if (check_index_anterior.snap[3] and check_index_anterior.snap[3] == instancia.meu_id) then --> o index negativo vai para a esquerda for i = instancia.meu_id-1, 1, -1 do local esta_instancia = _detalhes.tabela_instancias [i] if (esta_instancia.snap[3]) then if (esta_instancia.snap[3] == checking.meu_id) then linha_horizontal [#linha_horizontal+1] = esta_instancia esquerda = esquerda + esta_instancia.baseframe:GetWidth() checking = esta_instancia end else break end end elseif (check_index_anterior.snap[1] and check_index_anterior.snap[1] == instancia.meu_id) then --> o index negativo vai para a direita for i = instancia.meu_id-1, 1, -1 do local esta_instancia = _detalhes.tabela_instancias [i] if (esta_instancia.snap[1]) then if (esta_instancia.snap[1] == checking.meu_id) then linha_horizontal [#linha_horizontal+1] = esta_instancia direita = direita + esta_instancia.baseframe:GetWidth() checking = esta_instancia end else break end end end end checking = instancia local check_index_posterior = _detalhes.tabela_instancias [instancia.meu_id+1] if (check_index_posterior) then if (check_index_posterior.snap[3] and check_index_posterior.snap[3] == instancia.meu_id) then --> o index posterior vai para a esquerda for i = instancia.meu_id+1, #_detalhes.tabela_instancias do local esta_instancia = _detalhes.tabela_instancias [i] if (esta_instancia.snap[3]) then if (esta_instancia.snap[3] == checking.meu_id) then linha_horizontal [#linha_horizontal+1] = esta_instancia esquerda = esquerda + esta_instancia.baseframe:GetWidth() checking = esta_instancia end else break end end elseif (check_index_posterior.snap[1] and check_index_posterior.snap[1] == instancia.meu_id) then --> o index posterior vai para a direita for i = instancia.meu_id+1, #_detalhes.tabela_instancias do local esta_instancia = _detalhes.tabela_instancias [i] if (esta_instancia.snap[1]) then if (esta_instancia.snap[1] == checking.meu_id) then linha_horizontal [#linha_horizontal+1] = esta_instancia direita = direita + esta_instancia.baseframe:GetWidth() checking = esta_instancia end else break end end end end return linha_horizontal, esquerda, direita, bottom, top end local resizeTooltip = { {text = "|cff33CC00Click|cffEEEEEE: ".. Loc ["STRING_RESIZE_COMMON"]}, {text = "+|cff33CC00 Click|cffEEEEEE: " .. Loc ["STRING_RESIZE_HORIZONTAL"]}, {icon = [[Interface\AddOns\Details\images\key_shift]], width = 24, height = 14, l = 0, r = 1, t = 0, b =0.640625}, {text = "+|cff33CC00 Click|cffEEEEEE: " .. Loc ["STRING_RESIZE_VERTICAL"]}, {icon = [[Interface\AddOns\Details\images\key_alt]], width = 24, height = 14, l = 0, r = 1, t = 0, b =0.640625}, {text = "+|cff33CC00 Click|cffEEEEEE: " .. Loc ["STRING_RESIZE_ALL"]}, {icon = [[Interface\AddOns\Details\images\key_ctrl]], width = 24, height = 14, l = 0, r = 1, t = 0, b =0.640625} } --> search key: ~resizescript local resize_scripts_onmousedown = function (self, button) _G.GameCooltip:ShowMe (false) --> Hide Cooltip if (_detalhes.disable_lock_ungroup_buttons) then return end if (not self:GetParent().isLocked and button == "LeftButton" and self._instance.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then self:GetParent().isResizing = true self._instance:BaseFrameSnap() local isVertical = self._instance.verticalSnap local isHorizontal = self._instance.horizontalSnap local agrupadas if (self._instance.verticalSnap) then agrupadas = self._instance:InstanciasVerticais() elseif (self._instance.horizontalSnap) then agrupadas = self._instance:InstanciasHorizontais() end self._instance.stretchToo = agrupadas if (self._instance.stretchToo and #self._instance.stretchToo > 0) then for _, esta_instancia in ipairs (self._instance.stretchToo) do esta_instancia.baseframe._place = esta_instancia:SaveMainWindowPosition() esta_instancia.baseframe.isResizing = true end end ---------------- if (self._myside == "<") then if (_IsShiftKeyDown()) then self._instance.baseframe:StartSizing("left") self._instance.eh_horizontal = true elseif (_IsAltKeyDown()) then self._instance.baseframe:StartSizing("top") self._instance.eh_vertical = true elseif (_IsControlKeyDown()) then self._instance.baseframe:StartSizing("bottomleft") self._instance.eh_tudo = true else self._instance.baseframe:StartSizing("bottomleft") end self:SetPoint ("bottomleft", self._instance.baseframe, "bottomleft", -1, -1) self.afundado = true elseif (self._myside == ">") then if (_IsShiftKeyDown()) then self._instance.baseframe:StartSizing ("right") self._instance.eh_horizontal = true elseif (_IsAltKeyDown()) then self._instance.baseframe:StartSizing ("top") self._instance.eh_vertical = true elseif (_IsControlKeyDown()) then self._instance.baseframe:StartSizing ("bottomright") self._instance.eh_tudo = true else self._instance.baseframe:StartSizing ("bottomright") end if (self._instance.rolagem and _detalhes.use_scroll) then self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", (self._instance.largura_scroll*-1) + 1, -1) else self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", 1, -1) end self.afundado = true end _detalhes:SendEvent ("DETAILS_INSTANCE_STARTRESIZE", nil, self._instance) if (_detalhes.update_speed > 0.3) then _detalhes:CancelTimer (_detalhes.atualizador) _detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", 0.3, -1) _detalhes.resize_changed_update_speed = true end end end local resize_scripts_onmouseup = function (self, button) if (_detalhes.disable_lock_ungroup_buttons) then return end if (self.afundado) then self.afundado = false if (self._myside == ">") then if (self._instance.rolagem and _detalhes.use_scroll) then self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", self._instance.largura_scroll*-1, 0) else self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", 0, 0) end else self:SetPoint ("bottomleft", self._instance.baseframe, "bottomleft", 0, 0) end end if (self:GetParent().isResizing) then self:GetParent():StopMovingOrSizing() self:GetParent().isResizing = false self._instance:RefreshBars() self._instance:InstanceReset() self._instance:ReajustaGump() if (self._instance.stretchToo and #self._instance.stretchToo > 0) then for _, esta_instancia in ipairs (self._instance.stretchToo) do esta_instancia.baseframe:StopMovingOrSizing() esta_instancia.baseframe.isResizing = false esta_instancia:RefreshBars() esta_instancia:InstanceReset() esta_instancia:ReajustaGump() _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia) end self._instance.stretchToo = nil end local largura = self._instance.baseframe:GetWidth() local altura = self._instance.baseframe:GetHeight() if (self._instance.eh_horizontal) then instancias_horizontais (self._instance, largura, true, true) self._instance.eh_horizontal = nil end --if (instancia.eh_vertical) then instancias_verticais (self._instance, altura, true, true) self._instance.eh_vertical = nil --end _detalhes:SendEvent ("DETAILS_INSTANCE_ENDRESIZE", nil, self._instance) if (self._instance.eh_tudo) then for _, esta_instancia in _ipairs (_detalhes.tabela_instancias) do if (esta_instancia:IsAtiva() and esta_instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then esta_instancia.baseframe:ClearAllPoints() esta_instancia:SaveMainWindowPosition() esta_instancia:RestoreMainWindowPosition() end end for _, esta_instancia in _ipairs (_detalhes.tabela_instancias) do if (esta_instancia:IsAtiva() and esta_instancia ~= self._instance and esta_instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then esta_instancia.baseframe:SetWidth (largura) esta_instancia.baseframe:SetHeight (altura) esta_instancia.auto_resize = true esta_instancia:RefreshBars() esta_instancia:InstanceReset() esta_instancia:ReajustaGump() esta_instancia.auto_resize = false _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia) end end self._instance.eh_tudo = nil end self._instance:BaseFrameSnap() for _, esta_instancia in _ipairs (_detalhes.tabela_instancias) do if (esta_instancia:IsAtiva()) then esta_instancia:SaveMainWindowPosition() esta_instancia:RestoreMainWindowPosition() end end if (_detalhes.resize_changed_update_speed) then _detalhes:CancelTimer (_detalhes.atualizador) _detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", _detalhes.update_speed, -1) _detalhes.resize_changed_update_speed = nil end end end local resize_scripts_onhide = function (self) if (self.going_hide) then _G.GameCooltip:ShowMe (false) self.going_hide = nil end end local resize_scripts_onenter = function (self) if (_detalhes.disable_lock_ungroup_buttons) then return end if (self._instance.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not self._instance.baseframe.isLocked and not self.mostrando) then OnEnterMainWindow (self._instance, self) self.texture:SetBlendMode ("ADD") self.mostrando = true GameCooltip:Reset() GameCooltip:SetType ("tooltip") GameCooltip:AddFromTable (resizeTooltip) GameCooltip:SetOption ("TextSize", _detalhes.font_sizes.menus) GameCooltip:SetOption ("TextFont", _detalhes.font_faces.menus) GameCooltip:SetOption ("NoLastSelectedBar", true) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) GameCooltip:SetOwner (self) GameCooltip:ShowCooltip() end end local resize_scripts_onleave = function (self) if (self.mostrando) then self.going_hide = true if (not self.movendo) then OnLeaveMainWindow (self._instance, self) end self.texture:SetBlendMode ("BLEND") self.mostrando = false GameCooltip:ShowMe (false) end end local function resize_scripts (resizer, instancia, scrollbar, side, baseframe) resizer._instance = instancia resizer._myside = side resizer:SetScript ("OnMouseDown", resize_scripts_onmousedown) resizer:SetScript ("OnMouseUp", resize_scripts_onmouseup) resizer:SetScript ("OnHide", resize_scripts_onhide) resizer:SetScript ("OnEnter", resize_scripts_onenter) resizer:SetScript ("OnLeave", resize_scripts_onleave) end local lockButtonTooltip = { {text = Loc ["STRING_LOCK_DESC"]}, {icon = [[Interface\PetBattles\PetBattle-LockIcon]], width = 14, height = 14, l = 0.0703125, r = 0.9453125, t = 0.0546875, b = 0.9453125, color = "orange"}, } local lockFunctionOnEnter = function (self) if (_detalhes.disable_lock_ungroup_buttons) then return end if (self.instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not self.mostrando) then OnEnterMainWindow (self.instancia, self) self.mostrando = true self.label:SetTextColor (1, 1, 1, .6) GameCooltip:Reset() GameCooltip:SetType ("tooltip") GameCooltip:AddFromTable (lockButtonTooltip) GameCooltip:SetOption ("NoLastSelectedBar", true) GameCooltip:SetOption ("TextSize", _detalhes.font_sizes.menus) GameCooltip:SetOption ("TextFont", _detalhes.font_faces.menus) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) GameCooltip:SetOwner (self) GameCooltip:ShowCooltip() end end local lockFunctionOnLeave = function (self) if (self.mostrando) then self.going_hide = true OnLeaveMainWindow (self.instancia, self) self.label:SetTextColor (.6, .6, .6, .7) self.mostrando = false GameCooltip:ShowMe (false) end end local lockFunctionOnHide = function (self) if (self.going_hide) then GameCooltip:ShowMe (false) self.going_hide = nil end end function _detalhes:DelayOptionsRefresh (instance, no_reopen) if (_G.DetailsOptionsWindow and _G.DetailsOptionsWindow:IsShown()) then _detalhes:ScheduleTimer ("OpenOptionsWindow", 0.1, {instance or _G.DetailsOptionsWindow.instance, no_reopen}) end end local lockFunctionOnClick = function (button) if (_detalhes.disable_lock_ungroup_buttons) then return end local baseframe = button:GetParent() if (baseframe.isLocked) then baseframe.isLocked = false baseframe.instance.isLocked = false button.label:SetText (Loc ["STRING_LOCK_WINDOW"]) button:SetWidth (button.label:GetStringWidth()+2) baseframe.resize_direita:SetAlpha (1) baseframe.resize_esquerda:SetAlpha (1) button:ClearAllPoints() button:SetPoint ("right", baseframe.resize_direita, "left", -1, 1.5) else --> tutorial if (not _detalhes:GetTutorialCVar ("WINDOW_LOCK_UNLOCK1") and not _detalhes.initializing) then _detalhes:SetTutorialCVar ("WINDOW_LOCK_UNLOCK1", true) local lock_tutorial = CreateFrame ("frame", "DetailsWindowLockPopUp1", baseframe, "DetailsHelpBoxTemplate") lock_tutorial.ArrowUP:Show() lock_tutorial.ArrowGlowUP:Show() lock_tutorial.Text:SetText (Loc ["STRING_MINITUTORIAL_WINDOWS2"]) lock_tutorial:SetPoint ("bottom", baseframe.UPFrame, "top", 0, 20) lock_tutorial:Show() end baseframe.isLocked = true baseframe.instance.isLocked = true button.label:SetText (Loc ["STRING_UNLOCK_WINDOW"]) button:SetWidth (button.label:GetStringWidth()+2) button:ClearAllPoints() button:SetPoint ("bottomright", baseframe, "bottomright", -3, 0) baseframe.resize_direita:SetAlpha (0) baseframe.resize_esquerda:SetAlpha (0) end _detalhes:DelayOptionsRefresh() end _detalhes.lock_instance_function = lockFunctionOnClick local unSnapButtonTooltip = { {text = Loc ["STRING_DETACH_DESC"]}, {icon = [[Interface\AddOns\Details\images\icons]], width = 14, height = 14, l = 160/512, r = 179/512, t = 142/512, b = 162/512}, } local unSnapButtonOnEnter = function (self) if (_detalhes.disable_lock_ungroup_buttons) then return end local have_snap = false for _, instancia_id in _pairs (self.instancia.snap) do if (instancia_id) then have_snap = true break end end if (not have_snap) then OnEnterMainWindow (self.instancia, self) self.mostrando = true return end OnEnterMainWindow (self.instancia, self) self.mostrando = true GameCooltip:Reset() GameCooltip:AddFromTable (unSnapButtonTooltip) GameCooltip:SetOption ("TextSize", _detalhes.font_sizes.menus) GameCooltip:SetOption ("TextFont", _detalhes.font_faces.menus) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) GameCooltip:ShowCooltip (self, "tooltip") end local unSnapButtonOnLeave = function (self) if (self.mostrando) then OnLeaveMainWindow (self.instancia, self) self.mostrando = false GameCooltip:Hide() end end local shift_monitor = function (self) if (_IsShiftKeyDown()) then if (not self.showing_allspells) then self.showing_allspells = true local instancia = _detalhes:GetInstance (self.instance_id) instancia:MontaTooltip (self, self.row_id, "shift") end elseif (self.showing_allspells) then self.showing_allspells = false local instancia = _detalhes:GetInstance (self.instance_id) instancia:MontaTooltip (self, self.row_id) end if (_IsControlKeyDown()) then if (not self.showing_alltargets) then self.showing_alltargets = true local instancia = _detalhes:GetInstance (self.instance_id) instancia:MontaTooltip (self, self.row_id, "ctrl") end elseif (self.showing_alltargets) then self.showing_alltargets = false local instancia = _detalhes:GetInstance (self.instance_id) instancia:MontaTooltip (self, self.row_id) end if (_IsAltKeyDown()) then if (not self.showing_allpets) then self.showing_allpets = true local instancia = _detalhes:GetInstance (self.instance_id) instancia:MontaTooltip (self, self.row_id, "alt") end elseif (self.showing_allpets) then self.showing_allpets = false local instancia = _detalhes:GetInstance (self.instance_id) instancia:MontaTooltip (self, self.row_id) end end local on_switch_show = function (instance) instance:TrocaTabela (instance, true, 1, 6) return true end local barra_backdrop_onenter = { bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tile = true, tileSize = 16, insets = {left = 1, right = 1, top = 0, bottom = 1} } local barra_backdrop_onleave = { bgFile = "", edgeFile = "", tile = true, tileSize = 16, edgeSize = 32, insets = {left = 1, right = 1, top = 0, bottom = 1} } local barra_scripts_onenter = function (self) self.mouse_over = true OnEnterMainWindow (self._instance, self) self._instance:MontaTooltip (self, self.row_id) self:SetBackdrop (barra_backdrop_onenter) self:SetBackdropColor (0.588, 0.588, 0.588, 0.7) self.textura:SetBlendMode ("ADD") local lefttext = self.texto_esquerdo if (lefttext:IsTruncated()) then if (not _detalhes.left_anti_truncate) then _detalhes.left_anti_truncate = CreateFrame ("frame", "DetailsLeftTextAntiTruncate", UIParent) _detalhes.left_anti_truncate:SetBackdrop (gump_fundo_backdrop) _detalhes.left_anti_truncate:SetBackdropColor (0, 0, 0, 0.8) _detalhes.left_anti_truncate:SetFrameStrata ("FULLSCREEN") _detalhes.left_anti_truncate.text = _detalhes.left_anti_truncate:CreateFontString (nil, "overlay", "GameFontNormal") _detalhes.left_anti_truncate.text:SetPoint ("left", _detalhes.left_anti_truncate, "left", 3, 0) end _detalhes:SetFontSize (_detalhes.left_anti_truncate.text, self._instance.row_info.font_size) _detalhes:SetFontFace (_detalhes.left_anti_truncate.text, self._instance.row_info.font_face_file) _detalhes:SetFontColor (_detalhes.left_anti_truncate.text, lefttext:GetTextColor()) _detalhes.left_anti_truncate:SetPoint ("left", lefttext, "left", -3, 0) _detalhes.left_anti_truncate.text:SetText (lefttext:GetText()) _detalhes.left_anti_truncate:SetSize (_detalhes.left_anti_truncate.text:GetStringWidth() + 3, self._instance.row_info.height) _detalhes.left_anti_truncate:Show() lefttext.untruncated = true end self:SetScript ("OnUpdate", shift_monitor) end local barra_scripts_onleave = function (self) self.mouse_over = false OnLeaveMainWindow (self._instance, self) _GameTooltip:Hide() GameCooltip:ShowMe (false) self:SetBackdrop (barra_backdrop_onleave) self:SetBackdropBorderColor (0, 0, 0, 0) self:SetBackdropColor (0, 0, 0, 0) self.textura:SetBlendMode ("BLEND") self.showing_allspells = false self:SetScript ("OnUpdate", nil) local lefttext = self.texto_esquerdo if (lefttext.untruncated) then lefttext.untruncated = nil _detalhes.left_anti_truncate:Hide() end end local barra_scripts_onmousedown = function (self, button) if (self.fading_in) then return end local lefttext = self.texto_esquerdo if (lefttext.untruncated) then lefttext.untruncated = nil _detalhes.left_anti_truncate:Hide() end if (button == "RightButton") then return _detalhes.switch:ShowMe (self._instance) --elseif (button == "MiddleButton") then elseif (button == "LeftButton") then if (self._instance.atributo == 1 and self._instance.sub_atributo == 6) then --> enemies local inimigo = self.minha_tabela.nome local custom_name = inimigo .. Loc ["STRING_CUSTOM_ENEMY_DT"] --> procura se já tem um custom: for index, CustomObject in _ipairs (_detalhes.custom) do if (CustomObject:GetName() == custom_name) then --> fix for not saving funcs on logout if (not CustomObject.OnSwitchShow) then CustomObject.OnSwitchShow = on_switch_show end return self._instance:TrocaTabela (self._instance.segmento, 5, index) end end --> criar um custom para este actor. local new_custom_object = { name = custom_name, icon = [[Interface\ICONS\Pet_Type_Undead]], attribute = "damagedone", author = _detalhes.playername, desc = inimigo .. " Damage Taken", source = "[raid]", target = inimigo, script = false, tooltip = false, temp = true, OnSwitchShow = on_switch_show, } tinsert (_detalhes.custom, new_custom_object) setmetatable (new_custom_object, _detalhes.atributo_custom) new_custom_object.__index = _detalhes.atributo_custom return self._instance:TrocaTabela (self._instance.segmento, 5, #_detalhes.custom) end end self.texto_direita:SetPoint ("right", self.statusbar, "right", 1, -1) if (self._instance.row_info.no_icon) then self.texto_esquerdo:SetPoint ("left", self.statusbar, "left", 3, -1) else self.texto_esquerdo:SetPoint ("left", self.icone_classe, "right", 4, -1) end self.mouse_down = _GetTime() self.button = button local x, y = _GetCursorPosition() self.x = _math_floor (x) self.y = _math_floor (y) if (not self._instance.baseframe.isLocked) then GameCooltip:Hide() move_janela (self._instance.baseframe, true, self._instance) end end local barra_scripts_onmouseup = function (self, button) if (self._instance.baseframe.isMoving) then move_janela (self._instance.baseframe, false, self._instance) self._instance:SaveMainWindowPosition() if (self._instance:MontaTooltip (self, self.row_id)) then GameCooltip:Show (self, 1) end end self.texto_direita:SetPoint ("right", self.statusbar, "right") if (self._instance.row_info.no_icon) then self.texto_esquerdo:SetPoint ("left", self.statusbar, "left", 2, 0) else self.texto_esquerdo:SetPoint ("left", self.icone_classe, "right", 3, 0) end local x, y = _GetCursorPosition() x = _math_floor (x) y = _math_floor (y) if (self.mouse_down and (self.mouse_down+0.4 > _GetTime() and (x == self.x and y == self.y)) or (x == self.x and y == self.y)) then if (self.button == "LeftButton" or self.button == "MiddleButton") then if (self._instance.atributo == 5 or _IsShiftKeyDown()) then --> report if (self._instance.atributo == 5 and _IsShiftKeyDown()) then local custom = self._instance:GetCustomObject() if (custom and custom.on_shift_click) then local func = loadstring (custom.on_shift_click) if (func) then local successful, errortext = pcall (func, self, self.minha_tabela, self._instance) if (not successful) then _detalhes:Msg ("error occurred custom script shift+click:", errortext) end --local spellname, _, spellicon = _detalhes.getspellinfo (self.minha_tabela.id) --_detalhes:OpenAuraPanel (self.minha_tabela.id, spellname, spellicon) --func (object.id, spellname, spellicon) return end end end return _detalhes:ReportSingleLine (self._instance, self) end self._instance:AbreJanelaInfo (self.minha_tabela) end end end local barra_scripts_onclick = function (self, button) end local barra_scripts_onshow = function (self) -- search key: ~model if (self.using_upper_3dmodels) then self.modelbox_high:SetModel (self._instance.row_info.models.upper_model) self.modelbox_high:SetAlpha (self._instance.row_info.models.upper_alpha) end if (self.using_lower_3dmodels) then self.modelbox_low:SetModel (self._instance.row_info.models.lower_model) self.modelbox_low:SetAlpha (self._instance.row_info.models.lower_alpha) end end local set_bar_value = function (self, value) self.statusbar:SetValue (value) if (self.using_upper_3dmodels) then local width = self:GetWidth() local p = (width / 100) * value self.modelbox_high:SetPoint ("bottomright", self, "bottomright", p - width, 0) end end local function barra_scripts (esta_barra, instancia, i) esta_barra._instance = instancia esta_barra:SetScript ("OnEnter", barra_scripts_onenter) esta_barra:SetScript ("OnLeave", barra_scripts_onleave) esta_barra:SetScript ("OnMouseDown", barra_scripts_onmousedown) esta_barra:SetScript ("OnMouseUp", barra_scripts_onmouseup) esta_barra:SetScript ("OnClick", barra_scripts_onclick) esta_barra:SetScript ("OnShow", barra_scripts_onshow) esta_barra.SetValue = set_bar_value end function _detalhes:ReportSingleLine (instancia, barra) local reportar if (instancia.atributo == 5) then --> custom local actor_name = barra.texto_esquerdo:GetText() or "" actor_name = actor_name:gsub ((".*%."), "") if (instancia.segmento == -1) then --overall reportar = {"Details!: " .. Loc ["STRING_OVERALL"] .. " " .. instancia.customName .. ": " .. actor_name .. " " .. Loc ["STRING_CUSTOM_REPORT"]} else reportar = {"Details!: " .. instancia.customName .. ": " .. actor_name .. " " .. Loc ["STRING_CUSTOM_REPORT"]} end --> dump cooltip local GameCooltip = GameCooltip local amt = GameCooltip.Indexes for i = 2, amt do local left_text, right_text = GameCooltip:GetText (i) reportar [#reportar+1] = (i-1) .. ". " .. left_text .. " ... " .. right_text end else reportar = {"Details!: " .. Loc ["STRING_REPORT"] .. " " .. _detalhes.sub_atributos [instancia.atributo].lista [instancia.sub_atributo]} reportar [#reportar+1] = barra.texto_esquerdo:GetText() .. " " .. barra.texto_direita:GetText() end return _detalhes:Reportar (reportar, {_no_current = true, _no_inverse = true, _custom = true}) end -- ~stretch local function button_stretch_scripts (baseframe, backgrounddisplay, instancia) local button = baseframe.button_stretch button:SetScript ("OnEnter", function (self) self.mouse_over = true if (not _detalhes.disable_stretch_button) then gump:Fade (self, "ALPHA", 1) end end) button:SetScript ("OnLeave", function (self) self.mouse_over = false gump:Fade (self, "ALPHA", 0) end) button:SetScript ("OnMouseDown", function (self, button) if (button ~= "LeftButton") then return end if (instancia:IsSoloMode()) then return end instancia:EsconderScrollBar (true) baseframe._place = instancia:SaveMainWindowPosition() baseframe.isResizing = true baseframe.isStretching = true baseframe:SetFrameStrata ("TOOLTIP") instancia.rowframe:SetFrameStrata ("TOOLTIP") local _r, _g, _b, _a = baseframe:GetBackdropColor() gump:GradientEffect ( baseframe, "frame", _r, _g, _b, _a, _r, _g, _b, 0.9, 1.5) if (instancia.wallpaper.enabled) then _r, _g, _b = baseframe.wallpaper:GetVertexColor() _a = baseframe.wallpaper:GetAlpha() gump:GradientEffect (baseframe.wallpaper, "texture", _r, _g, _b, _a, _r, _g, _b, 0.05, 0.5) end if (instancia.stretch_button_side == 1) then baseframe:StartSizing ("top") elseif (instancia.stretch_button_side == 2) then baseframe:StartSizing ("bottom") end local linha_horizontal = {} local checking = instancia for i = instancia.meu_id-1, 1, -1 do local esta_instancia = _detalhes.tabela_instancias [i] if ((esta_instancia.snap[1] and esta_instancia.snap[1] == checking.meu_id) or (esta_instancia.snap[3] and esta_instancia.snap[3] == checking.meu_id)) then linha_horizontal [#linha_horizontal+1] = esta_instancia checking = esta_instancia else break end end checking = instancia for i = instancia.meu_id+1, #_detalhes.tabela_instancias do local esta_instancia = _detalhes.tabela_instancias [i] if ((esta_instancia.snap[1] and esta_instancia.snap[1] == checking.meu_id) or (esta_instancia.snap[3] and esta_instancia.snap[3] == checking.meu_id)) then linha_horizontal [#linha_horizontal+1] = esta_instancia checking = esta_instancia else break end end instancia.stretchToo = linha_horizontal if (#instancia.stretchToo > 0) then for _, esta_instancia in ipairs (instancia.stretchToo) do esta_instancia:EsconderScrollBar (true) esta_instancia.baseframe._place = esta_instancia:SaveMainWindowPosition() esta_instancia.baseframe.isResizing = true esta_instancia.baseframe.isStretching = true esta_instancia.baseframe:SetFrameStrata ("TOOLTIP") esta_instancia.rowframe:SetFrameStrata ("TOOLTIP") local _r, _g, _b, _a = esta_instancia.baseframe:GetBackdropColor() gump:GradientEffect ( esta_instancia.baseframe, "frame", _r, _g, _b, _a, _r, _g, _b, 0.9, 1.5) _detalhes:SendEvent ("DETAILS_INSTANCE_STARTSTRETCH", nil, esta_instancia) if (esta_instancia.wallpaper.enabled) then _r, _g, _b = esta_instancia.baseframe.wallpaper:GetVertexColor() _a = esta_instancia.baseframe.wallpaper:GetAlpha() gump:GradientEffect (esta_instancia.baseframe.wallpaper, "texture", _r, _g, _b, _a, _r, _g, _b, 0.05, 0.5) end end end _detalhes:SnapTextures (true) _detalhes:SendEvent ("DETAILS_INSTANCE_STARTSTRETCH", nil, instancia) --> change the update speed if (_detalhes.update_speed > 0.3) then _detalhes:CancelTimer (_detalhes.atualizador) _detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", 0.3, -1) _detalhes.stretch_changed_update_speed = true end end) button:SetScript ("OnMouseUp", function (self, button) if (button ~= "LeftButton") then return end if (instancia:IsSoloMode()) then return end if (baseframe.isResizing) then baseframe:StopMovingOrSizing() baseframe.isResizing = false instancia:RestoreMainWindowPosition (baseframe._place) instancia:ReajustaGump() baseframe.isStretching = false if (instancia.need_rolagem) then instancia:MostrarScrollBar (true) end _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia) instancia:RefreshBars() instancia:InstanceReset() instancia:ReajustaGump() if (instancia.stretchToo and #instancia.stretchToo > 0) then for _, esta_instancia in ipairs (instancia.stretchToo) do esta_instancia.baseframe:StopMovingOrSizing() esta_instancia.baseframe.isResizing = false esta_instancia:RestoreMainWindowPosition (esta_instancia.baseframe._place) esta_instancia:ReajustaGump() esta_instancia.baseframe.isStretching = false if (esta_instancia.need_rolagem) then esta_instancia:MostrarScrollBar (true) end _detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia) local _r, _g, _b, _a = esta_instancia.baseframe:GetBackdropColor() gump:GradientEffect ( esta_instancia.baseframe, "frame", _r, _g, _b, _a, instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha, 0.5) if (esta_instancia.wallpaper.enabled) then _r, _g, _b = esta_instancia.baseframe.wallpaper:GetVertexColor() _a = esta_instancia.baseframe.wallpaper:GetAlpha() gump:GradientEffect (esta_instancia.baseframe.wallpaper, "texture", _r, _g, _b, _a, _r, _g, _b, esta_instancia.wallpaper.alpha, 1.0) end esta_instancia.baseframe:SetFrameStrata (esta_instancia.strata) esta_instancia.rowframe:SetFrameStrata (esta_instancia.strata) esta_instancia:StretchButtonAlwaysOnTop() _detalhes:SendEvent ("DETAILS_INSTANCE_ENDSTRETCH", nil, esta_instancia.baseframe) esta_instancia:RefreshBars() esta_instancia:InstanceReset() esta_instancia:ReajustaGump() end instancia.stretchToo = nil end end local _r, _g, _b, _a = baseframe:GetBackdropColor() gump:GradientEffect ( baseframe, "frame", _r, _g, _b, _a, instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha, 0.5) if (instancia.wallpaper.enabled) then _r, _g, _b = baseframe.wallpaper:GetVertexColor() _a = baseframe.wallpaper:GetAlpha() gump:GradientEffect (baseframe.wallpaper, "texture", _r, _g, _b, _a, _r, _g, _b, instancia.wallpaper.alpha, 1.0) end baseframe:SetFrameStrata (instancia.strata) instancia.rowframe:SetFrameStrata (instancia.strata) instancia:StretchButtonAlwaysOnTop() _detalhes:SnapTextures (false) _detalhes:SendEvent ("DETAILS_INSTANCE_ENDSTRETCH", nil, instancia) if (_detalhes.stretch_changed_update_speed) then _detalhes:CancelTimer (_detalhes.atualizador) _detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", _detalhes.update_speed, -1) _detalhes.stretch_changed_update_speed = nil end end) end local function button_down_scripts (main_frame, backgrounddisplay, instancia, scrollbar) main_frame.button_down:SetScript ("OnMouseDown", function(self) if (not scrollbar:IsEnabled()) then return end local B = instancia.barraS[2] if (B < instancia.rows_showing) then scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height) end self.precionado = true self.last_up = -0.3 self:SetScript ("OnUpdate", function(self, elapsed) self.last_up = self.last_up + elapsed if (self.last_up > 0.03) then self.last_up = 0 B = instancia.barraS[2] if (B < instancia.rows_showing) then scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height) else self:Disable() end end end) end) main_frame.button_down:SetScript ("OnMouseUp", function (self) self.precionado = false self:SetScript ("OnUpdate", nil) end) end local function button_up_scripts (main_frame, backgrounddisplay, instancia, scrollbar) main_frame.button_up:SetScript ("OnMouseDown", function(self) if (not scrollbar:IsEnabled()) then return end local A = instancia.barraS[1] if (A > 1) then scrollbar:SetValue (scrollbar:GetValue() - instancia.row_height*2) end self.precionado = true self.last_up = -0.3 self:SetScript ("OnUpdate", function (self, elapsed) self.last_up = self.last_up + elapsed if (self.last_up > 0.03) then self.last_up = 0 A = instancia.barraS[1] if (A > 1) then scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height*2) else self:Disable() end end end) end) main_frame.button_up:SetScript ("OnMouseUp", function (self) self.precionado = false self:SetScript ("OnUpdate", nil) end) main_frame.button_up:SetScript ("OnEnable", function (self) local current = scrollbar:GetValue() if (current == 0) then main_frame.button_up:Disable() end end) end function DetailsKeyBindScrollUp() local last_key_pressed = _detalhes.KeyBindScrollUpLastPressed or GetTime()-0.3 local to_top = false if (last_key_pressed+0.2 > GetTime()) then to_top = true end _detalhes.KeyBindScrollUpLastPressed = GetTime() for index, instance in ipairs (_detalhes.tabela_instancias) do if (instance:IsEnabled()) then local scrollbar = instance.scroll local A = instance.barraS[1] if (A and A > 1) then if (to_top) then scrollbar:SetValue (0) scrollbar.ultimo = 0 instance.baseframe.button_up:Disable() else scrollbar:SetValue (scrollbar:GetValue() - instance.row_height*2) end elseif (A) then scrollbar:SetValue (0) scrollbar.ultimo = 0 instance.baseframe.button_up:Disable() end end end end function DetailsKeyBindScrollDown() for index, instance in ipairs (_detalhes.tabela_instancias) do if (instance:IsEnabled()) then local scrollbar = instance.scroll local B = instance.barraS[2] if (B and B < instance.rows_showing) then scrollbar:SetValue (scrollbar:GetValue() + instance.row_height*2) elseif (B) then local _, maxValue = scrollbar:GetMinMaxValues() scrollbar:SetValue (maxValue) scrollbar.ultimo = maxValue instance.baseframe.button_down:Disable() end end end end local function iterate_scroll_scripts (backgrounddisplay, backgroundframe, baseframe, scrollbar, instancia) baseframe:SetScript ("OnMouseWheel", function (self, delta) if (delta > 0) then --> rolou pra cima local A = instancia.barraS[1] if (A > 1) then scrollbar:SetValue (scrollbar:GetValue() - instancia.row_height * _detalhes.scroll_speed) else scrollbar:SetValue (0) scrollbar.ultimo = 0 baseframe.button_up:Disable() end elseif (delta < 0) then --> rolou pra baixo local B = instancia.barraS[2] if (B < (instancia.rows_showing or 0)) then scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height * _detalhes.scroll_speed) else local _, maxValue = scrollbar:GetMinMaxValues() scrollbar:SetValue (maxValue) scrollbar.ultimo = maxValue baseframe.button_down:Disable() end end end) scrollbar:SetScript ("OnValueChanged", function (self) local ultimo = self.ultimo local meu_valor = self:GetValue() if (ultimo == meu_valor) then --> não mudou return end --> shortcut local minValue, maxValue = scrollbar:GetMinMaxValues() if (minValue == meu_valor) then instancia.barraS[1] = 1 instancia.barraS[2] = instancia.rows_fit_in_window instancia:AtualizaGumpPrincipal (instancia, true) self.ultimo = meu_valor baseframe.button_up:Disable() return elseif (maxValue == meu_valor) then local min = (instancia.rows_showing or 0) -instancia.rows_fit_in_window min = min+1 if (min < 1) then min = 1 end instancia.barraS[1] = min instancia.barraS[2] = (instancia.rows_showing or 0) instancia:AtualizaGumpPrincipal (instancia, true) self.ultimo = meu_valor baseframe.button_down:Disable() return end if (not baseframe.button_up:IsEnabled()) then baseframe.button_up:Enable() end if (not baseframe.button_down:IsEnabled()) then baseframe.button_down:Enable() end if (meu_valor > ultimo) then --> scroll down local B = instancia.barraS[2] if (B < (instancia.rows_showing or 0)) then --> se o valor maximo não for o máximo de barras a serem mostradas local precisa_passar = ((B+1) * instancia.row_height) - (instancia.row_height*instancia.rows_fit_in_window) --if (meu_valor > precisa_passar) then --> o valor atual passou o valor que precisa passar pra locomover if (true) then --> testing by pass row check local diff = meu_valor - ultimo --> pega a diferença de H diff = diff / instancia.row_height --> calcula quantas barras ele pulou diff = _math_ceil (diff) --> arredonda para cima if (instancia.barraS[2]+diff > (instancia.rows_showing or 0) and ultimo > 0) then instancia.barraS[1] = (instancia.rows_showing or 0) - (instancia.rows_fit_in_window-1) instancia.barraS[2] = (instancia.rows_showing or 0) else instancia.barraS[2] = instancia.barraS[2]+diff instancia.barraS[1] = instancia.barraS[1]+diff end instancia:AtualizaGumpPrincipal (instancia, true) end end else --> scroll up local A = instancia.barraS[1] if (A > 1) then local precisa_passar = (A-1) * instancia.row_height --if (meu_valor < precisa_passar) then if (true) then --> testing by pass row check --> calcula quantas barras passou local diff = ultimo - meu_valor diff = diff / instancia.row_height diff = _math_ceil (diff) if (instancia.barraS[1]-diff < 1) then instancia.barraS[2] = instancia.rows_fit_in_window instancia.barraS[1] = 1 else instancia.barraS[2] = instancia.barraS[2]-diff instancia.barraS[1] = instancia.barraS[1]-diff end instancia:AtualizaGumpPrincipal (instancia, true) end end end self.ultimo = meu_valor end) end function _detalhes:HaveInstanceAlert() return self.alert:IsShown() end function _detalhes:InstanceAlertTime (instance) instance.alert:Hide() instance.alert.rotate:Stop() instance.alert_time = nil end local hide_click_func = function() --empty end function _detalhes:InstanceAlert (msg, icon, time, clickfunc) if (not self.meu_id) then local lower = _detalhes:GetLowerInstanceNumber() if (lower) then self = _detalhes:GetInstance (lower) else return end end if (type (msg) == "boolean" and not msg) then self.alert:Hide() self.alert.rotate:Stop() self.alert_time = nil return end if (msg) then self.alert.text:SetText (msg) else self.alert.text:SetText ("") end if (icon) then if (type (icon) == "table") then local texture, w, h, animate, left, right, top, bottom, r, g, b, a = unpack (icon) self.alert.icon:SetTexture (texture) self.alert.icon:SetWidth (w or 14) self.alert.icon:SetHeight (h or 14) if (left and right and top and bottom) then self.alert.icon:SetTexCoord (left, right, top, bottom) end if (animate) then self.alert.rotate:Play() end if (r and g and b) then self.alert.icon:SetVertexColor (r, g, b, a or 1) end else self.alert.icon:SetWidth (14) self.alert.icon:SetHeight (14) self.alert.icon:SetTexture (icon) self.alert.icon:SetVertexColor (1, 1, 1, 1) self.alert.icon:SetTexCoord (0, 1, 0, 1) end else self.alert.icon:SetTexture (nil) end if (clickfunc) then self.alert.button:SetClickFunction (unpack (clickfunc)) else self.alert.button:SetClickFunction (hide_click_func) end time = time or 15 self.alert_time = time _detalhes:ScheduleTimer ("InstanceAlertTime", time, self) self.alert:SetPoint ("bottom", self.baseframe, "bottom", 0, -12) self.alert:SetPoint ("left", self.baseframe, "left", 3, 0) self.alert:SetPoint ("right", self.baseframe, "right", -3, 0) self.alert:Show() self.alert:Play() end function CreateAlertFrame (baseframe, instancia) local frame_upper = CreateFrame ("scrollframe", "DetailsAlertFrameScroll" .. instancia.meu_id, baseframe) frame_upper:SetPoint ("bottom", baseframe, "bottom") frame_upper:SetPoint ("left", baseframe, "left", 3, 0) frame_upper:SetPoint ("right", baseframe, "right", -3, 0) frame_upper:SetHeight (13) frame_upper:SetFrameStrata ("TOOLTIP") local frame_lower = CreateFrame ("frame", "DetailsAlertFrameScrollChild" .. instancia.meu_id, frame_upper) frame_lower:SetHeight (25) frame_lower:SetPoint ("left", frame_upper, "left") frame_lower:SetPoint ("right", frame_upper, "right") frame_upper:SetScrollChild (frame_lower) local alert_bg = CreateFrame ("frame", "DetailsAlertFrame" .. instancia.meu_id, frame_lower) alert_bg:SetPoint ("bottom", baseframe, "bottom") alert_bg:SetPoint ("left", baseframe, "left", 3, 0) alert_bg:SetPoint ("right", baseframe, "right", -3, 0) alert_bg:SetHeight (12) alert_bg:SetBackdrop ({bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}) alert_bg:SetBackdropColor (.1, .1, .1, 1) alert_bg:SetFrameStrata ("FULLSCREEN") alert_bg:SetFrameLevel (baseframe:GetFrameLevel() + 6) alert_bg:Hide() local toptexture = alert_bg:CreateTexture (nil, "background") toptexture:SetTexture ([[Interface\Challenges\challenges-main]]) --toptexture:SetTexCoord (0.1921484375, 0.523671875, 0.234375, 0.160859375) toptexture:SetTexCoord (0.231171875, 0.4846484375, 0.0703125, 0.072265625) toptexture:SetPoint ("left", alert_bg, "left") toptexture:SetPoint ("right", alert_bg, "right") toptexture:SetPoint ("bottom", alert_bg, "top", 0, 0) toptexture:SetHeight (1) local text = alert_bg:CreateFontString (nil, "overlay", "GameFontNormal") text:SetPoint ("right", alert_bg, "right", -14, 0) _detalhes:SetFontSize (text, 10) text:SetTextColor (1, 1, 1, 1) local rotate_frame = CreateFrame ("frame", "DetailsAlertFrameRotate" .. instancia.meu_id, alert_bg) rotate_frame:SetWidth (12) rotate_frame:SetPoint ("right", alert_bg, "right", -2, 0) rotate_frame:SetHeight (alert_bg:GetWidth()) rotate_frame:SetFrameStrata ("FULLSCREEN") local icon = rotate_frame:CreateTexture (nil, "overlay") icon:SetPoint ("center", rotate_frame, "center") icon:SetWidth (14) icon:SetHeight (14) local button = gump:NewButton (alert_bg, nil, "DetailsInstance"..instancia.meu_id.."AlertButton", nil, 1, 1) button:SetAllPoints() button:SetHook ("OnMouseUp", function() alert_bg:Hide() end) button:SetFrameStrata ("FULLSCREEN") local RotateAnimGroup = rotate_frame:CreateAnimationGroup() local rotate = RotateAnimGroup:CreateAnimation ("Rotation") rotate:SetDegrees (360) rotate:SetDuration (6) RotateAnimGroup:SetLooping ("repeat") alert_bg:Hide() local anime = alert_bg:CreateAnimationGroup() anime.group = anime:CreateAnimation ("Translation") anime.group:SetDuration (0.15) --anime.group:SetSmoothing ("OUT") anime.group:SetOffset (0, 10) anime:SetScript ("OnFinished", function(self) alert_bg:Show() alert_bg:SetPoint ("bottom", baseframe, "bottom", 0, 0) alert_bg:SetPoint ("left", baseframe, "left", 3, 0) alert_bg:SetPoint ("right", baseframe, "right", -3, 0) end) function alert_bg:Play() anime:Play() end alert_bg.text = text alert_bg.icon = icon alert_bg.button = button alert_bg.rotate = RotateAnimGroup instancia.alert = alert_bg return alert_bg end function _detalhes:InstanceMsg (text, icon, textcolor, iconcoords, iconcolor) if (not text) then self.freeze_icon:Hide() return self.freeze_texto:Hide() end self.freeze_texto:SetText (text) self.freeze_icon:SetTexture (icon or [[Interface\CHARACTERFRAME\Disconnect-Icon]]) self.freeze_icon:Show() self.freeze_texto:Show() if (textcolor) then local r, g, b, a = gump:ParseColors (textcolor) self.freeze_texto:SetTextColor (r, g, b, a) else self.freeze_texto:SetTextColor (1, 1, 1, 1) end if (iconcoords and type (iconcoords) == "table") then self.freeze_icon:SetTexCoord (_unpack (iconcoords)) else self.freeze_icon:SetTexCoord (0, 1, 0, 1) end if (iconcolor) then local r, g, b, a = gump:ParseColors (iconcolor) self.freeze_icon:SetVertexColor (r, g, b, a) else self.freeze_icon:SetVertexColor (1, 1, 1, 1) end end function _detalhes:schedule_hide_anti_overlap (self) self:Hide() self.schdule = nil end local function hide_anti_overlap (self) if (self.schdule) then _detalhes:CancelTimer (self.schdule) self.schdule = nil end local schdule = _detalhes:ScheduleTimer ("schedule_hide_anti_overlap", 0.3, self) self.schdule = schdule end local function show_anti_overlap (instance, host, side) local anti_menu_overlap = instance.baseframe.anti_menu_overlap if (anti_menu_overlap.schdule) then _detalhes:CancelTimer (anti_menu_overlap.schdule) anti_menu_overlap.schdule = nil end anti_menu_overlap:ClearAllPoints() if (side == "top") then anti_menu_overlap:SetPoint ("bottom", host, "top") elseif (side == "bottom") then anti_menu_overlap:SetPoint ("top", host, "bottom") end anti_menu_overlap:Show() end _detalhes.snap_alert = CreateFrame ("frame", "DetailsSnapAlertFrame", UIParent, "ActionBarButtonSpellActivationAlert") _detalhes.snap_alert:Hide() _detalhes.snap_alert:SetFrameStrata ("FULLSCREEN") function _detalhes:SnapAlert() _detalhes.snap_alert:ClearAllPoints() _detalhes.snap_alert:SetPoint ("topleft", self.baseframe.cabecalho.modo_selecao.widget, "topleft", -8, 6) _detalhes.snap_alert:SetPoint ("bottomright", self.baseframe.cabecalho.modo_selecao.widget, "bottomright", 8, -6) _detalhes.snap_alert.animOut:Stop() _detalhes.snap_alert.animIn:Play() end do --search key: ~tooltip local tooltip_anchor = CreateFrame ("frame", "DetailsTooltipAnchor", UIParent) tooltip_anchor:SetSize (140, 20) tooltip_anchor:SetAlpha (0) tooltip_anchor:SetMovable (false) tooltip_anchor:SetClampedToScreen (true) tooltip_anchor.locked = true tooltip_anchor:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], edgeFile = [[Interface\DialogFrame\UI-DialogBox-Border]], edgeSize = 10, insets = {left = 1, right = 1, top = 2, bottom = 1}}) tooltip_anchor:SetBackdropColor (0, 0, 0, 1) tooltip_anchor:SetScript ("OnEnter", function (self) tooltip_anchor.alert.animIn:Stop() tooltip_anchor.alert.animOut:Play() GameTooltip:SetOwner (self, "ANCHOR_TOPLEFT") GameTooltip:ClearLines() GameTooltip:AddLine (Loc ["STRING_OPTIONS_TOOLTIPS_ANCHOR_TEXT_DESC"]) GameTooltip:Show() end) tooltip_anchor:SetScript ("OnLeave", function (self) GameTooltip:Hide() end) tooltip_anchor:SetScript ("OnMouseDown", function (self, button) if (not self.moving and button == "LeftButton") then self:StartMoving() self.moving = true end end) tooltip_anchor:SetScript ("OnMouseUp", function (self, button) if (self.moving) then self:StopMovingOrSizing() self.moving = false local xofs, yofs = self:GetCenter() local scale = self:GetEffectiveScale() local UIscale = UIParent:GetScale() xofs = xofs * scale - GetScreenWidth() * UIscale / 2 yofs = yofs * scale - GetScreenHeight() * UIscale / 2 _detalhes.tooltip.anchor_screen_pos[1] = xofs / UIscale _detalhes.tooltip.anchor_screen_pos[2] = yofs / UIscale elseif (button == "RightButton" and not self.moving) then tooltip_anchor:MoveAnchor() end end) function tooltip_anchor:MoveAnchor() if (self.locked) then self:SetAlpha (1) self:EnableMouse (true) self:SetMovable (true) self:SetFrameStrata ("FULLSCREEN") self.locked = false tooltip_anchor.alert.animOut:Stop() tooltip_anchor.alert.animIn:Play() else self:SetAlpha (0) self:EnableMouse (false) self:SetFrameStrata ("MEDIUM") self:SetMovable (false) self.locked = true tooltip_anchor.alert.animIn:Stop() tooltip_anchor.alert.animOut:Play() end end function tooltip_anchor:Restore() local x, y = _detalhes.tooltip.anchor_screen_pos[1], _detalhes.tooltip.anchor_screen_pos[2] local scale = self:GetEffectiveScale() local UIscale = UIParent:GetScale() x = x * UIscale / scale y = y * UIscale / scale self:ClearAllPoints() self:SetParent (UIParent) self:SetPoint ("center", UIParent, "center", x, y) end tooltip_anchor.alert = CreateFrame ("frame", "DetailsTooltipAnchorAlert", UIParent, "ActionBarButtonSpellActivationAlert") tooltip_anchor.alert:SetFrameStrata ("FULLSCREEN") tooltip_anchor.alert:Hide() tooltip_anchor.alert:SetPoint ("topleft", tooltip_anchor, "topleft", -60, 6) tooltip_anchor.alert:SetPoint ("bottomright", tooltip_anchor, "bottomright", 40, -6) local icon = tooltip_anchor:CreateTexture (nil, "overlay") icon:SetTexture ([[Interface\AddOns\Details\images\minimap]]) icon:SetPoint ("left", tooltip_anchor, "left", 4, 0) icon:SetSize (18, 18) local text = tooltip_anchor:CreateFontString (nil, "overlay", "GameFontHighlightSmall") text:SetPoint ("left", icon, "right", 6, 0) text:SetText (Loc ["STRING_OPTIONS_TOOLTIPS_ANCHOR_TEXT"]) tooltip_anchor:EnableMouse (false) end --> ~inicio ~janela ~window ~nova ~start function gump:CriaJanelaPrincipal (ID, instancia, criando) -- main frames ----------------------------------------------------------------------------------------------------------------------------------------------- --> create the base frame, everything connect in this frame except the rows. local baseframe = CreateFrame ("scrollframe", "DetailsBaseFrame"..ID, _UIParent) -- baseframe:SetMovable (true) baseframe:SetResizable (true) baseframe:SetUserPlaced (false) baseframe:SetDontSavePosition (true) baseframe.instance = instancia baseframe:SetFrameStrata (baseframe_strata) baseframe:SetFrameLevel (2) --> background holds the wallpaper, alert strings ans textures, have setallpoints on baseframe --> backgrounddisplay is a scrollschild of backgroundframe local backgroundframe = CreateFrame ("scrollframe", "Details_WindowFrame"..ID, baseframe) local backgrounddisplay = CreateFrame ("frame", "Details_GumpFrame"..ID, backgroundframe) backgroundframe:SetFrameLevel (3) backgrounddisplay:SetFrameLevel (3) backgroundframe.instance = instancia backgrounddisplay.instance = instancia --> row frame is the parent of rows, it have setallpoints on baseframe local rowframe = CreateFrame ("frame", "DetailsRowFrame"..ID, _UIParent) rowframe:SetAllPoints (baseframe) rowframe:SetFrameStrata (baseframe_strata) rowframe:SetFrameLevel (2) instancia.rowframe = rowframe --> right click bookmark local switchbutton = gump:NewDetailsButton (backgrounddisplay, baseframe, nil, function() end, nil, nil, 1, 1, "", "", "", "", {rightFunc = {func = function() _detalhes.switch:ShowMe (instancia) end, param1 = nil, param2 = nil}}, "Details_SwitchButtonFrame" .. ID) switchbutton:SetPoint ("topleft", backgrounddisplay, "topleft") switchbutton:SetPoint ("bottomright", backgrounddisplay, "bottomright") switchbutton:SetFrameLevel (backgrounddisplay:GetFrameLevel()+1) --> avoid mouse hover over a high window when the menu is open for a lower instance. local anti_menu_overlap = CreateFrame ("frame", "Details_WindowFrameAntiMenuOverlap" .. ID, UIParent) anti_menu_overlap:SetSize (100, 13) anti_menu_overlap:SetFrameStrata ("DIALOG") anti_menu_overlap:EnableMouse (true) anti_menu_overlap:Hide() --anti_menu_overlap:SetBackdrop (gump_fundo_backdrop) --debug baseframe.anti_menu_overlap = anti_menu_overlap --> floating frame is an anchor for widgets which should be overlaying the window local floatingframe = CreateFrame ("frame", "DetailsInstance"..ID.."BorderHolder", baseframe) floatingframe:SetFrameLevel (baseframe:GetFrameLevel()+7) instancia.floatingframe = floatingframe -- scroll bar ----------------------------------------------------------------------------------------------------------------------------------------------- --> create the scrollbar, almost not used. local scrollbar = CreateFrame ("slider", "Details_ScrollBar"..ID, backgrounddisplay) --> scroll --> scroll image-node up baseframe.scroll_up = backgrounddisplay:CreateTexture (nil, "background") baseframe.scroll_up:SetPoint ("topleft", backgrounddisplay, "topright", 0, 0) baseframe.scroll_up:SetTexture (DEFAULT_SKIN) baseframe.scroll_up:SetTexCoord (unpack (COORDS_SLIDER_TOP)) baseframe.scroll_up:SetWidth (32) baseframe.scroll_up:SetHeight (32) --> scroll image-node down baseframe.scroll_down = backgrounddisplay:CreateTexture (nil, "background") baseframe.scroll_down:SetPoint ("bottomleft", backgrounddisplay, "bottomright", 0, 0) baseframe.scroll_down:SetTexture (DEFAULT_SKIN) baseframe.scroll_down:SetTexCoord (unpack (COORDS_SLIDER_DOWN)) baseframe.scroll_down:SetWidth (32) baseframe.scroll_down:SetHeight (32) --> scroll image-node middle baseframe.scroll_middle = backgrounddisplay:CreateTexture (nil, "background") baseframe.scroll_middle:SetPoint ("top", baseframe.scroll_up, "bottom", 0, 8) baseframe.scroll_middle:SetPoint ("bottom", baseframe.scroll_down, "top", 0, -11) baseframe.scroll_middle:SetTexture (DEFAULT_SKIN) baseframe.scroll_middle:SetTexCoord (unpack (COORDS_SLIDER_MIDDLE)) baseframe.scroll_middle:SetWidth (32) baseframe.scroll_middle:SetHeight (64) --> scroll widgets baseframe.button_up = CreateFrame ("button", "DetailsScrollUp" .. instancia.meu_id, backgrounddisplay) baseframe.button_down = CreateFrame ("button", "DetailsScrollDown" .. instancia.meu_id, backgrounddisplay) baseframe.button_up:SetWidth (29) baseframe.button_up:SetHeight (32) baseframe.button_up:SetNormalTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollUpButton-Up]]) baseframe.button_up:SetPushedTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollUpButton-Down]]) baseframe.button_up:SetDisabledTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollUpButton-Disabled]]) baseframe.button_up:Disable() baseframe.button_down:SetWidth (29) baseframe.button_down:SetHeight (32) baseframe.button_down:SetNormalTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollDownButton-Up]]) baseframe.button_down:SetPushedTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollDownButton-Down]]) baseframe.button_down:SetDisabledTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollDownButton-Disabled]]) baseframe.button_down:Disable() baseframe.button_up:SetPoint ("topright", baseframe.scroll_up, "topright", -4, 3) baseframe.button_down:SetPoint ("bottomright", baseframe.scroll_down, "bottomright", -4, -6) scrollbar:SetPoint ("top", baseframe.button_up, "bottom", 0, 12) scrollbar:SetPoint ("bottom", baseframe.button_down, "top", 0, -12) scrollbar:SetPoint ("left", backgrounddisplay, "right", 3, 0) scrollbar:Show() --> config set scrollbar:SetOrientation ("VERTICAL") scrollbar.scrollMax = 0 scrollbar:SetMinMaxValues (0, 0) scrollbar:SetValue (0) scrollbar.ultimo = 0 --> thumb scrollbar.thumb = scrollbar:CreateTexture (nil, "overlay") scrollbar.thumb:SetTexture ([[Interface\Buttons\UI-ScrollBar-Knob]]) scrollbar.thumb:SetSize (29, 30) scrollbar:SetThumbTexture (scrollbar.thumb) --> scripts button_down_scripts (baseframe, backgrounddisplay, instancia, scrollbar) button_up_scripts (baseframe, backgrounddisplay, instancia, scrollbar) -- stretch button ----------------------------------------------------------------------------------------------------------------------------------------------- baseframe.button_stretch = CreateFrame ("button", "DetailsButtonStretch" .. instancia.meu_id, baseframe) baseframe.button_stretch:SetPoint ("bottom", baseframe, "top", 0, 20) baseframe.button_stretch:SetPoint ("right", baseframe, "right", -27, 0) baseframe.button_stretch:SetFrameLevel (1) local stretch_texture = baseframe.button_stretch:CreateTexture (nil, "overlay") stretch_texture:SetTexture (DEFAULT_SKIN) stretch_texture:SetTexCoord (unpack (COORDS_STRETCH)) stretch_texture:SetWidth (32) stretch_texture:SetHeight (16) stretch_texture:SetAllPoints (baseframe.button_stretch) baseframe.button_stretch.texture = stretch_texture baseframe.button_stretch:SetWidth (32) baseframe.button_stretch:SetHeight (16) baseframe.button_stretch:Show() gump:Fade (baseframe.button_stretch, "ALPHA", 0) button_stretch_scripts (baseframe, backgrounddisplay, instancia) -- main window config ------------------------------------------------------------------------------------------------------------------------------------------------- baseframe:SetClampedToScreen (true) baseframe:SetSize (_detalhes.new_window_size.width, _detalhes.new_window_size.height) baseframe:SetPoint ("center", _UIParent) baseframe:EnableMouseWheel (false) baseframe:EnableMouse (true) baseframe:SetMinResize (150, 7) baseframe:SetMaxResize (_detalhes.max_window_size.width, _detalhes.max_window_size.height) baseframe:SetBackdrop (gump_fundo_backdrop) baseframe:SetBackdropColor (instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha) -- background window config ------------------------------------------------------------------------------------------------------------------------------------------------- backgroundframe:SetAllPoints (baseframe) backgroundframe:SetScrollChild (backgrounddisplay) backgrounddisplay:SetResizable (true) backgrounddisplay:SetPoint ("topleft", baseframe, "topleft") backgrounddisplay:SetPoint ("bottomright", baseframe, "bottomright") backgrounddisplay:SetBackdrop (gump_fundo_backdrop) backgrounddisplay:SetBackdropColor (instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha) -- instance mini widgets ------------------------------------------------------------------------------------------------------------------------------------------------- --> freeze icon instancia.freeze_icon = backgrounddisplay:CreateTexture (nil, "overlay") instancia.freeze_icon:SetWidth (64) instancia.freeze_icon:SetHeight (64) instancia.freeze_icon:SetPoint ("center", backgrounddisplay, "center") instancia.freeze_icon:SetPoint ("left", backgrounddisplay, "left") instancia.freeze_icon:Hide() instancia.freeze_texto = backgrounddisplay:CreateFontString (nil, "overlay", "GameFontHighlightSmall") instancia.freeze_texto:SetHeight (64) instancia.freeze_texto:SetPoint ("left", instancia.freeze_icon, "right", -18, 0) instancia.freeze_texto:SetTextColor (1, 1, 1) instancia.freeze_texto:Hide() --> details version instancia._version = baseframe:CreateFontString (nil, "overlay", "GameFontHighlightSmall") --instancia._version:SetPoint ("left", backgrounddisplay, "left", 20, 0) instancia._version:SetTextColor (1, 1, 1) instancia._version:SetText ("this is a alpha version of Details\nyou can help us sending bug reports\nuse the blue button.") if (not _detalhes.initializing) then end instancia._version:Hide() --> wallpaper baseframe.wallpaper = backgrounddisplay:CreateTexture (nil, "overlay") baseframe.wallpaper:Hide() --> alert frame baseframe.alert = CreateAlertFrame (baseframe, instancia) -- resizers & lock button ------------------------------------------------------------------------------------------------------------------------------------------------------------ --> right resizer baseframe.resize_direita = CreateFrame ("button", "Details_Resize_Direita"..ID, baseframe) local resize_direita_texture = baseframe.resize_direita:CreateTexture (nil, "overlay") resize_direita_texture:SetWidth (16) resize_direita_texture:SetHeight (16) resize_direita_texture:SetTexture (DEFAULT_SKIN) resize_direita_texture:SetTexCoord (unpack (COORDS_RESIZE_RIGHT)) resize_direita_texture:SetAllPoints (baseframe.resize_direita) baseframe.resize_direita.texture = resize_direita_texture baseframe.resize_direita:SetWidth (16) baseframe.resize_direita:SetHeight (16) baseframe.resize_direita:SetPoint ("bottomright", baseframe, "bottomright", 0, 0) baseframe.resize_direita:EnableMouse (true) baseframe.resize_direita:SetFrameStrata ("HIGH") baseframe.resize_direita:SetFrameLevel (baseframe:GetFrameLevel() + 6) baseframe.resize_direita.side = 2 --> lock window button baseframe.lock_button = CreateFrame ("button", "Details_Lock_Button"..ID, baseframe) baseframe.lock_button:SetPoint ("right", baseframe.resize_direita, "left", -1, 1.5) baseframe.lock_button:SetFrameLevel (baseframe:GetFrameLevel() + 6) baseframe.lock_button:SetWidth (40) baseframe.lock_button:SetHeight (16) baseframe.lock_button.label = baseframe.lock_button:CreateFontString (nil, "overlay", "GameFontNormal") baseframe.lock_button.label:SetPoint ("right", baseframe.lock_button, "right") baseframe.lock_button.label:SetTextColor (.6, .6, .6, .7) baseframe.lock_button.label:SetJustifyH ("right") baseframe.lock_button.label:SetText (Loc ["STRING_LOCK_WINDOW"]) baseframe.lock_button:SetWidth (baseframe.lock_button.label:GetStringWidth()+2) baseframe.lock_button:SetScript ("OnClick", lockFunctionOnClick) baseframe.lock_button:SetScript ("OnEnter", lockFunctionOnEnter) baseframe.lock_button:SetScript ("OnLeave", lockFunctionOnLeave) baseframe.lock_button:SetScript ("OnHide", lockFunctionOnHide) baseframe.lock_button:SetFrameStrata ("HIGH") baseframe.lock_button:SetFrameLevel (baseframe:GetFrameLevel() + 6) baseframe.lock_button.instancia = instancia --> left resizer baseframe.resize_esquerda = CreateFrame ("button", "Details_Resize_Esquerda"..ID, baseframe) local resize_esquerda_texture = baseframe.resize_esquerda:CreateTexture (nil, "overlay") resize_esquerda_texture:SetWidth (16) resize_esquerda_texture:SetHeight (16) resize_esquerda_texture:SetTexture (DEFAULT_SKIN) resize_esquerda_texture:SetTexCoord (unpack (COORDS_RESIZE_LEFT)) resize_esquerda_texture:SetAllPoints (baseframe.resize_esquerda) baseframe.resize_esquerda.texture = resize_esquerda_texture baseframe.resize_esquerda:SetWidth (16) baseframe.resize_esquerda:SetHeight (16) baseframe.resize_esquerda:SetPoint ("bottomleft", baseframe, "bottomleft", 0, 0) baseframe.resize_esquerda:EnableMouse (true) baseframe.resize_esquerda:SetFrameStrata ("HIGH") baseframe.resize_esquerda:SetFrameLevel (baseframe:GetFrameLevel() + 6) baseframe.resize_esquerda:SetAlpha (0) baseframe.resize_direita:SetAlpha (0) if (instancia.isLocked) then instancia.isLocked = not instancia.isLocked lockFunctionOnClick (baseframe.lock_button) end gump:Fade (baseframe.lock_button, -1, 3.0) -- scripts ------------------------------------------------------------------------------------------------------------------------------------------------------------ BFrame_scripts (baseframe, instancia) BGFrame_scripts (switchbutton, baseframe, instancia) BGFrame_scripts (backgrounddisplay, baseframe, instancia) iterate_scroll_scripts (backgrounddisplay, backgroundframe, baseframe, scrollbar, instancia) -- create toolbar ---------------------------------------------------------------------------------------------------------------------------------------------------------- gump:CriaCabecalho (baseframe, instancia) -- create statusbar ---------------------------------------------------------------------------------------------------------------------------------------------------------- gump:CriaRodape (baseframe, instancia) -- left and right side bars ------------------------------------------------------------------------------------------------------------------------------------------------------------ -- ~barra ~bordas ~border --> left baseframe.barra_esquerda = floatingframe:CreateTexture (nil, "artwork") baseframe.barra_esquerda:SetTexture (DEFAULT_SKIN) baseframe.barra_esquerda:SetTexCoord (unpack (COORDS_LEFT_SIDE_BAR)) baseframe.barra_esquerda:SetWidth (64) baseframe.barra_esquerda:SetHeight (512) baseframe.barra_esquerda:SetPoint ("topleft", baseframe, "topleft", -56, 0) baseframe.barra_esquerda:SetPoint ("bottomleft", baseframe, "bottomleft", -56, -14) --> right baseframe.barra_direita = floatingframe:CreateTexture (nil, "artwork") baseframe.barra_direita:SetTexture (DEFAULT_SKIN) baseframe.barra_direita:SetTexCoord (unpack (COORDS_RIGHT_SIDE_BAR)) baseframe.barra_direita:SetWidth (64) baseframe.barra_direita:SetHeight (512) baseframe.barra_direita:SetPoint ("topright", baseframe, "topright", 56, 0) baseframe.barra_direita:SetPoint ("bottomright", baseframe, "bottomright", 56, -14) --> bottom baseframe.barra_fundo = floatingframe:CreateTexture (nil, "artwork") baseframe.barra_fundo:SetTexture (DEFAULT_SKIN) baseframe.barra_fundo:SetTexCoord (unpack (COORDS_BOTTOM_SIDE_BAR)) baseframe.barra_fundo:SetWidth (512) baseframe.barra_fundo:SetHeight (64) baseframe.barra_fundo:SetPoint ("bottomleft", baseframe, "bottomleft", 0, -56) baseframe.barra_fundo:SetPoint ("bottomright", baseframe, "bottomright", 0, -56) -- break snap button ---------------------------------------------------------------------------------------------------------------------------------------------------------- instancia.break_snap_button = CreateFrame ("button", "DetailsBreakSnapButton" .. ID, floatingframe) instancia.break_snap_button:SetPoint ("bottom", baseframe.resize_direita, "top", -1, 0) instancia.break_snap_button:SetFrameLevel (baseframe:GetFrameLevel() + 5) instancia.break_snap_button:SetSize (13, 13) instancia.break_snap_button:SetAlpha (0) instancia.break_snap_button.instancia = instancia instancia.break_snap_button:SetScript ("OnClick", function() if (_detalhes.disable_lock_ungroup_buttons) then return end instancia:Desagrupar (-1) --> hide tutorial if (DetailsWindowGroupPopUp1 and DetailsWindowGroupPopUp1:IsShown()) then DetailsWindowGroupPopUp1:Hide() end end) instancia.break_snap_button:SetScript ("OnEnter", unSnapButtonOnEnter) instancia.break_snap_button:SetScript ("OnLeave", unSnapButtonOnLeave) instancia.break_snap_button:SetNormalTexture (DEFAULT_SKIN) instancia.break_snap_button:SetDisabledTexture (DEFAULT_SKIN) instancia.break_snap_button:SetHighlightTexture (DEFAULT_SKIN, "ADD") instancia.break_snap_button:SetPushedTexture (DEFAULT_SKIN) instancia.break_snap_button:GetNormalTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON)) instancia.break_snap_button:GetDisabledTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON)) instancia.break_snap_button:GetHighlightTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON)) instancia.break_snap_button:GetPushedTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON)) -- scripts ------------------------------------------------------------------------------------------------------------------------------------------------------------ resize_scripts (baseframe.resize_direita, instancia, scrollbar, ">", baseframe) resize_scripts (baseframe.resize_esquerda, instancia, scrollbar, "<", baseframe) -- side bars highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ --> top local fcima = CreateFrame ("frame", "DetailsTopSideBarHighlight" .. instancia.meu_id, floatingframe) gump:CreateFlashAnimation (fcima) fcima:Hide() instancia.h_cima = fcima:CreateTexture (nil, "overlay") instancia.h_cima:SetTexture ([[Interface\AddOns\Details\images\highlight_updown]]) instancia.h_cima:SetTexCoord (0, 1, 0.5, 1) instancia.h_cima:SetPoint ("topleft", baseframe.cabecalho.top_bg, "bottomleft", -10, 37) instancia.h_cima:SetPoint ("topright", baseframe.cabecalho.ball_r, "bottomright", -97, 37) instancia.h_cima:SetDesaturated (true) fcima.texture = instancia.h_cima instancia.h_cima = fcima --> bottom local fbaixo = CreateFrame ("frame", "DetailsBottomSideBarHighlight" .. instancia.meu_id, floatingframe) gump:CreateFlashAnimation (fbaixo) fbaixo:Hide() instancia.h_baixo = fbaixo:CreateTexture (nil, "overlay") instancia.h_baixo:SetTexture ([[Interface\AddOns\Details\images\highlight_updown]]) instancia.h_baixo:SetTexCoord (0, 1, 0, 0.5) instancia.h_baixo:SetPoint ("topleft", baseframe.rodape.esquerdo, "bottomleft", 16, 17) instancia.h_baixo:SetPoint ("topright", baseframe.rodape.direita, "bottomright", -16, 17) instancia.h_baixo:SetDesaturated (true) fbaixo.texture = instancia.h_baixo instancia.h_baixo = fbaixo --> left local fesquerda = CreateFrame ("frame", "DetailsLeftSideBarHighlight" .. instancia.meu_id, floatingframe) gump:CreateFlashAnimation (fesquerda) fesquerda:Hide() instancia.h_esquerda = fesquerda:CreateTexture (nil, "overlay") instancia.h_esquerda:SetTexture ([[Interface\AddOns\Details\images\highlight_leftright]]) instancia.h_esquerda:SetTexCoord (0.5, 1, 0, 1) instancia.h_esquerda:SetPoint ("topleft", baseframe.barra_esquerda, "topleft", 40, 0) instancia.h_esquerda:SetPoint ("bottomleft", baseframe.barra_esquerda, "bottomleft", 40, 0) instancia.h_esquerda:SetDesaturated (true) fesquerda.texture = instancia.h_esquerda instancia.h_esquerda = fesquerda --> right local fdireita = CreateFrame ("frame", "DetailsRightSideBarHighlight" .. instancia.meu_id, floatingframe) gump:CreateFlashAnimation (fdireita) fdireita:Hide() instancia.h_direita = fdireita:CreateTexture (nil, "overlay") instancia.h_direita:SetTexture ([[Interface\AddOns\Details\images\highlight_leftright]]) instancia.h_direita:SetTexCoord (0, 0.5, 1, 0) instancia.h_direita:SetPoint ("topleft", baseframe.barra_direita, "topleft", 8, 18) instancia.h_direita:SetPoint ("bottomleft", baseframe.barra_direita, "bottomleft", 8, 0) instancia.h_direita:SetDesaturated (true) fdireita.texture = instancia.h_direita instancia.h_direita = fdireita --> done if (criando) then local CProps = { ["altura"] = 100, ["largura"] = 200, ["barras"] = 50, ["barrasvisiveis"] = 0, ["x"] = 0, ["y"] = 0, ["w"] = 0, ["h"] = 0 } instancia.locs = CProps end return baseframe, backgroundframe, backgrounddisplay, scrollbar end function _detalhes:SetBarFollowPlayer (follow) if (follow == nil) then follow = self.following.enabled end self.following.enabled = follow self:RefreshBars() self:InstanceReset() self:ReajustaGump() end function _detalhes:SetBarGrowDirection (direction) if (not direction) then direction = self.bars_grow_direction end self.bars_grow_direction = direction local x = self.row_info.space.left if (direction == 1) then --> top to bottom for index, row in _ipairs (self.barras) do local y = self.row_height * (index - 1) y = y * -1 row:ClearAllPoints() row:SetPoint ("topleft", self.baseframe, "topleft", x, y) end elseif (direction == 2) then --> bottom to top for index, row in _ipairs (self.barras) do local y = self.row_height * (index - 1) row:ClearAllPoints() row:SetPoint ("bottomleft", self.baseframe, "bottomleft", x, y + 2) end end --> update all row width if (self.bar_mod and self.bar_mod ~= 0) then for index = 1, #self.barras do self.barras [index]:SetWidth (self.baseframe:GetWidth() + self.bar_mod) end else for index = 1, #self.barras do self.barras [index]:SetWidth (self.baseframe:GetWidth()+self.row_info.space.right) end end end --> Alias function gump:NewRow (instancia, index) return gump:CriaNovaBarra (instancia, index) end _detalhes.barras_criadas = 0 --> search key: ~row ~barra function gump:CriaNovaBarra (instancia, index) --> instancia = window object, index = row number local baseframe = instancia.baseframe local rowframe = instancia.rowframe --> create the bar with rowframe as parent local new_row = CreateFrame ("button", "DetailsBarra_"..instancia.meu_id.."_"..index, rowframe) new_row.row_id = index new_row.instance_id = instancia.meu_id new_row.animacao_fim = 0 new_row.animacao_fim2 = 0 --> set point, almost irrelevant here, it recalc this on SetBarGrowDirection() local y = instancia.row_height * (index-1) if (instancia.bars_grow_direction == 1) then y = y*-1 new_row:SetPoint ("topleft", baseframe, "topleft", instancia.row_info.space.left, y) elseif (instancia.bars_grow_direction == 2) then new_row:SetPoint ("bottomleft", baseframe, "bottomleft", instancia.row_info.space.left, y + 2) end --> row height new_row:SetHeight (instancia.row_info.height) new_row:SetWidth (baseframe:GetWidth()+instancia.row_info.space.right) new_row:SetFrameLevel (baseframe:GetFrameLevel() + 4) new_row.last_value = 0 new_row.w_mod = 0 new_row:EnableMouse (true) new_row:RegisterForClicks ("LeftButtonDown", "RightButtonDown") --> statusbar new_row.statusbar = CreateFrame ("StatusBar", "DetailsBarra_Statusbar_"..instancia.meu_id.."_"..index, new_row) --> frame for hold the backdrop border new_row.border = CreateFrame ("Frame", "DetailsBarra_Border_" .. instancia.meu_id .. "_" .. index, new_row.statusbar) new_row.border:SetFrameLevel (new_row.statusbar:GetFrameLevel()+2) new_row.border:SetAllPoints (new_row) -- search key: ~model --low 3d bar new_row.modelbox_low = CreateFrame ("playermodel", "DetailsBarra_ModelBarLow_" .. instancia.meu_id .. "_" .. index, new_row) --rowframe new_row.modelbox_low:SetFrameLevel (new_row.statusbar:GetFrameLevel()-1) new_row.modelbox_low:SetPoint ("topleft", new_row, "topleft") new_row.modelbox_low:SetPoint ("bottomright", new_row, "bottomright") --high 3d bar new_row.modelbox_high = CreateFrame ("playermodel", "DetailsBarra_ModelBarHigh_" .. instancia.meu_id .. "_" .. index, new_row) --rowframe new_row.modelbox_high:SetFrameLevel (new_row.statusbar:GetFrameLevel()+1) new_row.modelbox_high:SetPoint ("topleft", new_row, "topleft") new_row.modelbox_high:SetPoint ("bottomright", new_row, "bottomright") --> create textures and icons new_row.textura = new_row.statusbar:CreateTexture (nil, "artwork") new_row.textura:SetHorizTile (false) new_row.textura:SetVertTile (false) --> row background texture new_row.background = new_row:CreateTexture (nil, "background") new_row.background:SetTexture() new_row.background:SetAllPoints (new_row) new_row.statusbar:SetStatusBarColor (0, 0, 0, 0) new_row.statusbar:SetStatusBarTexture (new_row.textura) new_row.statusbar:SetMinMaxValues (0, 100) new_row.statusbar:SetValue (0) --> class icon local icone_classe = new_row.border:CreateTexture (nil, "overlay") icone_classe:SetHeight (instancia.row_info.height) icone_classe:SetWidth (instancia.row_info.height) icone_classe:SetTexture (instancia.row_info.icon_file) icone_classe:SetTexCoord (.75, 1, .75, 1) new_row.icone_classe = icone_classe icone_classe:SetPoint ("left", new_row, "left") new_row.statusbar:SetPoint ("topleft", icone_classe, "topright") new_row.statusbar:SetPoint ("bottomright", new_row, "bottomright") --> left text new_row.texto_esquerdo = new_row.border:CreateFontString (nil, "overlay", "GameFontHighlight") new_row.texto_esquerdo:SetPoint ("left", new_row.icone_classe, "right", 3, 0) new_row.texto_esquerdo:SetJustifyH ("left") new_row.texto_esquerdo:SetNonSpaceWrap (true) --> right text new_row.texto_direita = new_row.border:CreateFontString (nil, "overlay", "GameFontHighlight") new_row.texto_direita:SetPoint ("right", new_row.statusbar, "right") new_row.texto_direita:SetJustifyH ("right") --> set the onclick, on enter scripts barra_scripts (new_row, instancia, index) --> hide gump:Fade (new_row, 1) --> adds the window container instancia.barras [index] = new_row --> set the left text new_row.texto_esquerdo:SetText (Loc ["STRING_NEWROW"]) --> refresh rows instancia:InstanceRefreshRows() _detalhes:SendEvent ("DETAILS_INSTANCE_NEWROW", nil, instancia, new_row) return new_row end function _detalhes:SetBarTextSettings (size, font, fixedcolor, leftcolorbyclass, rightcolorbyclass, leftoutline, rightoutline, customrighttextenabled, customrighttext, percentage_type, showposition, customlefttextenabled, customlefttext) --> size if (size) then self.row_info.font_size = size end --> font if (font) then self.row_info.font_face = font self.row_info.font_face_file = SharedMedia:Fetch ("font", font) end --> fixed color if (fixedcolor) then local red, green, blue, alpha = gump:ParseColors (fixedcolor) local c = self.row_info.fixed_text_color c[1], c[2], c[3], c[4] = red, green, blue, alpha end --> left color by class if (type (leftcolorbyclass) == "boolean") then self.row_info.textL_class_colors = leftcolorbyclass end --> right color by class if (type (rightcolorbyclass) == "boolean") then self.row_info.textR_class_colors = rightcolorbyclass end --> left text outline if (type (leftoutline) == "boolean") then self.row_info.textL_outline = leftoutline end --> right text outline if (type (rightoutline) == "boolean") then self.row_info.textR_outline = rightoutline end --> custom left text if (type (customlefttextenabled) == "boolean") then self.row_info.textL_enable_custom_text = customlefttextenabled end if (customlefttext) then self.row_info.textL_custom_text = customlefttext end --> custom right text if (type (customrighttextenabled) == "boolean") then self.row_info.textR_enable_custom_text = customrighttextenabled end if (customrighttext) then self.row_info.textR_custom_text = customrighttext end --> percent type if (percentage_type) then self.row_info.percent_type = percentage_type end --> show position number if (type (showposition) == "boolean") then self.row_info.textL_show_number = showposition end self:InstanceReset() self:InstanceRefreshRows() end function _detalhes:SetBarBackdropSettings (enabled, size, color, texture) if (type (enabled) ~= "boolean") then enabled = self.row_info.backdrop.enabled end if (not size) then size = self.row_info.backdrop.size end if (not color) then color = self.row_info.backdrop.color end if (not texture) then texture = self.row_info.backdrop.texture end self.row_info.backdrop.enabled = enabled self.row_info.backdrop.size = size self.row_info.backdrop.color = color self.row_info.backdrop.texture = texture self:InstanceReset() self:InstanceRefreshRows() self:ReajustaGump() end function _detalhes:SetBarModel (upper_enabled, upper_model, upper_alpha, lower_enabled, lower_model, lower_alpha) --> is enabled if (type (upper_enabled) == "boolean") then self.row_info.models.upper_enabled = upper_enabled end if (type (lower_enabled) == "boolean") then self.row_info.models.lower_enabled = lower_enabled end --> models: if (upper_model) then self.row_info.models.upper_model = upper_model end if (lower_model) then self.row_info.models.lower_model = lower_model end --> alpha values: if (upper_alpha) then self.row_info.models.upper_alpha = upper_alpha end if (lower_alpha) then self.row_info.models.lower_alpha = lower_alpha end self:InstanceReset() self:InstanceRefreshRows() self:ReajustaGump() _detalhes:AtualizaGumpPrincipal (-1, true) end -- ~spec ~icons function _detalhes:SetBarSpecIconSettings (enabled, iconfile, fulltrack) if (type (enabled) ~= "boolean") then enabled = self.row_info.use_spec_icons end if (not iconfile) then iconfile = self.row_info.spec_file end self.row_info.use_spec_icons = enabled self.row_info.spec_file = iconfile if (enabled) then if (not _detalhes.track_specs) then _detalhes.track_specs = true _detalhes:TrackSpecsNow (fulltrack) end else local have_enabled for _, instance in _ipairs (_detalhes.tabela_instancias) do if (instance:IsEnabled() and instance.row_info.use_spec_icons) then have_enabled = true break end end if (not have_enabled) then _detalhes.track_specs = false _detalhes:ResetSpecCache (true) --> forçar end end self:InstanceReset() self:InstanceRefreshRows() self:ReajustaGump() end function _detalhes:SetBarSettings (height, texture, colorclass, fixedcolor, backgroundtexture, backgroundcolorclass, backgroundfixedcolor, alpha, iconfile, barstart, spacement) --> bar start if (type (barstart) == "boolean") then self.row_info.start_after_icon = barstart end --> icon file if (iconfile) then self.row_info.icon_file = iconfile if (iconfile == "") then self.row_info.no_icon = true else self.row_info.no_icon = false end end --> alpha if (alpha) then self.row_info.alpha = alpha end --> height if (height) then self.row_info.height = height self.row_height = height + self.row_info.space.between end --> spacement if (spacement) then self.row_info.space.between = spacement self.row_height = self.row_info.height + spacement end --> texture if (texture) then self.row_info.texture = texture self.row_info.texture_file = SharedMedia:Fetch ("statusbar", texture) end --> color by class if (type (colorclass) == "boolean") then self.row_info.texture_class_colors = colorclass end --> fixed color if (fixedcolor) then local red, green, blue, alpha = gump:ParseColors (fixedcolor) local c = self.row_info.fixed_texture_color c[1], c[2], c[3], c[4] = red, green, blue, alpha end --> background texture if (backgroundtexture) then self.row_info.texture_background = backgroundtexture self.row_info.texture_background_file = SharedMedia:Fetch ("statusbar", backgroundtexture) end --> background color by class if (type (backgroundcolorclass) == "boolean") then self.row_info.texture_background_class_color = backgroundcolorclass end --> background fixed color if (backgroundfixedcolor) then local red, green, blue, alpha = gump:ParseColors (backgroundfixedcolor) local c = self.row_info.fixed_texture_background_color c [1], c [2], c [3], c [4] = red, green, blue, alpha end self:InstanceReset() self:InstanceRefreshRows() self:ReajustaGump() end local brackets = { ["("] = {" (", ")"}, ["{"] = {" {", "}"}, ["["] = {" [", "]"}, ["<"] = {" <", ">"}, ["NONE"] = {" ", ""}, } local separators = { [","] = ", ", ["."] = ". ", [";"] = "; ", ["-"] = " - ", ["|"] = " | ", ["/"] = " / ", ["\\"] = " \\ ", ["~"] = " ~ ", ["NONE"] = "", } function _detalhes:GetBarBracket() return brackets [self.row_info.textR_bracket] end function _detalhes:GetBarSeparator() return separators [self.row_info.textR_separator] end function _detalhes:SetBarRightTextSettings (total, persecond, percent, bracket, separator) if (type (total) == "boolean") then self.row_info.textR_show_data [1] = total end if (type (persecond) == "boolean") then self.row_info.textR_show_data [2] = persecond end if (type (percent) == "boolean") then self.row_info.textR_show_data [3] = percent end if (bracket) then self.row_info.textR_bracket = bracket end if (separator) then self.row_info.textR_separator = separator end self:InstanceReset() end --/script _detalhes:InstanceRefreshRows (_detalhes.tabela_instancias[1]) --> on update function local fast_ps_func = function (self) local instance = self.instance if (not instance.showing) then return end local combat_time = instance.showing:GetCombatTime() local ps_type = _detalhes.ps_abbreviation for i = 1, instance.rows_fit_in_window do --instance:GetNumRows() local row = instance.barras [i] --instance:GetRow (i) if (row and row:IsShown()) then local actor = row.minha_tabela if (actor) then local dps_text = row.ps_text if (dps_text) then local new_dps = _math_floor (actor.total / combat_time) local formated_dps = tok_functions [ps_type] (_, new_dps) row.texto_direita:SetText (row.texto_direita:GetText():gsub (dps_text, formated_dps)) row.ps_text = formated_dps end end end end end -- ~dps ~hps --> check if can start or need to stop function _detalhes:CheckPsUpdate() local is_enabled = self.row_info.fast_ps_update if (is_enabled) then --> check if the frame is created if (not self.ps_update_frame) then self.ps_update_frame = CreateFrame ("frame", "DetailsInstance" .. self.meu_id .. "PsUpdate", self.baseframe) self.ps_update_frame.instance = self end --> if isn't in combat, just stop if (not _detalhes.in_combat) then if (self.ps_update_frame.is_running) then self.ps_update_frame.is_running = nil self.ps_update_frame:Hide() self.ps_update_frame:SetScript ("OnUpdate", nil) end return end --> check if needs to start local attribute, sub_attribute = self:GetDisplay() --> check if the instance is showing damage done/dps or healing done/hps if ( (attribute == 1 and (sub_attribute == 1 or sub_attribute == 2)) or (attribute == 2 and (sub_attribute == 1 or sub_attribute == 2))) then if (not self.ps_update_frame.is_running) then self.ps_update_frame.is_running = true self.ps_update_frame:Show() self.ps_update_frame:SetScript ("OnUpdate", fast_ps_func) end else --> check if needs to stop if (self.ps_update_frame.is_running) then self.ps_update_frame.is_running = nil self.ps_update_frame:Hide() self.ps_update_frame:SetScript ("OnUpdate", nil) end end else if (self.ps_update_frame and self.ps_update_frame.is_running) then self.ps_update_frame.is_running = nil self.ps_update_frame:Hide() self.ps_update_frame:SetScript ("OnUpdate", nil) end end end -- /run _detalhes:GetInstance(1):FastPSUpdate (true) -- /dump (_detalhes:GetInstance(1).fast_ps_update) function _detalhes:FastPSUpdate (enabled) if (type (enabled) ~= "boolean") then enabled = self.row_info.fast_ps_update end self.row_info.fast_ps_update = enabled self:CheckPsUpdate() end -- search key: ~row function _detalhes:InstanceRefreshRows (instancia) if (instancia) then self = instancia end if (not self.barras or not self.barras[1]) then return end --> texture local texture_file = SharedMedia:Fetch ("statusbar", self.row_info.texture) local texture_file2 = SharedMedia:Fetch ("statusbar", self.row_info.texture_background) --> outline values local left_text_outline = self.row_info.textL_outline local right_text_outline = self.row_info.textR_outline --> texture color values local texture_class_color = self.row_info.texture_class_colors local texture_r, texture_g, texture_b if (not texture_class_color) then texture_r, texture_g, texture_b = _unpack (self.row_info.fixed_texture_color) end --text color local left_text_class_color = self.row_info.textL_class_colors local right_text_class_color = self.row_info.textR_class_colors local text_r, text_g, text_b if (not left_text_class_color or not right_text_class_color) then text_r, text_g, text_b = _unpack (self.row_info.fixed_text_color) end local height = self.row_info.height --alpha local alpha = self.row_info.alpha --icons local no_icon = self.row_info.no_icon local icon_texture = self.row_info.icon_file local start_after_icon = self.row_info.start_after_icon if (self.row_info.use_spec_icons) then icon_texture = self.row_info.spec_file end --custom right text local custom_right_text_enabled = self.row_info.textR_enable_custom_text local custom_right_text = self.row_info.textR_custom_text --backdrop local backdrop = self.row_info.backdrop.enabled local backdrop_color if (backdrop) then backdrop = {edgeFile = SharedMedia:Fetch ("border", self.row_info.backdrop.texture), edgeSize = self.row_info.backdrop.size} backdrop_color = self.row_info.backdrop.color end --font face self.row_info.font_face_file = SharedMedia:Fetch ("font", self.row_info.font_face) --models local upper_model_enabled = self.row_info.models.upper_enabled local lower_model_enabled = self.row_info.models.lower_enabled local upper_model = self.row_info.models.upper_model local lower_model = self.row_info.models.lower_model local upper_model_alpha = self.row_info.models.upper_alpha local lower_model_alpha = self.row_info.models.lower_alpha --using_upper_3dmodels using_lower_3dmodels -- do it for _, row in _ipairs (self.barras) do --> positioning and size row:SetHeight (height) row.icone_classe:SetHeight (height) row.icone_classe:SetWidth (height) --> icon if (no_icon) then row.statusbar:SetPoint ("topleft", row, "topleft") row.statusbar:SetPoint ("bottomright", row, "bottomright") row.texto_esquerdo:SetPoint ("left", row.statusbar, "left", 2, 0) row.icone_classe:Hide() else if (start_after_icon) then row.statusbar:SetPoint ("topleft", row.icone_classe, "topright") else row.statusbar:SetPoint ("topleft", row, "topleft") end row.statusbar:SetPoint ("bottomright", row, "bottomright") row.texto_esquerdo:SetPoint ("left", row.icone_classe, "right", 3, 0) row.icone_classe:Show() end if (not self.row_info.texture_background_class_color) then local c = self.row_info.fixed_texture_background_color row.background:SetVertexColor (c[1], c[2], c[3], c[4]) else local c = self.row_info.fixed_texture_background_color local r, g, b = row.background:GetVertexColor() row.background:SetVertexColor (r, g, b, c[4]) end --> outline if (left_text_outline) then _detalhes:SetFontOutline (row.texto_esquerdo, left_text_outline) else _detalhes:SetFontOutline (row.texto_esquerdo, nil) end if (right_text_outline) then self:SetFontOutline (row.texto_direita, right_text_outline) else self:SetFontOutline (row.texto_direita, nil) end --> texture: row.textura:SetTexture (texture_file) row.background:SetTexture (texture_file2) --> texture class color: if true color changes on the fly through class refresh if (not texture_class_color) then row.textura:SetVertexColor (texture_r, texture_g, texture_b, alpha) else local r, g, b = row.textura:GetVertexColor() row.textura:SetVertexColor (r, g, b, alpha) end --> text class color: if true color changes on the fly through class refresh if (not left_text_class_color) then row.texto_esquerdo:SetTextColor (text_r, text_g, text_b) end if (not right_text_class_color) then row.texto_direita:SetTextColor (text_r, text_g, text_b) end --> text size _detalhes:SetFontSize (row.texto_esquerdo, self.row_info.font_size or height * 0.75) _detalhes:SetFontSize (row.texto_direita, self.row_info.font_size or height * 0.75) --> text font _detalhes:SetFontFace (row.texto_esquerdo, self.row_info.font_face_file or "GameFontHighlight") _detalhes:SetFontFace (row.texto_direita, self.row_info.font_face_file or "GameFontHighlight") --backdrop if (backdrop) then row.border:SetBackdrop (backdrop) row.border:SetBackdropBorderColor (_unpack (backdrop_color)) else row.border:SetBackdrop (nil) end --> models if (upper_model_enabled) then row.using_upper_3dmodels = true row.modelbox_high:Show() row.modelbox_high:SetModel (upper_model) row.modelbox_high:SetAlpha (upper_model_alpha) else row.using_upper_3dmodels = false row.modelbox_high:Hide() end if (lower_model_enabled) then row.using_lower_3dmodels = true row.modelbox_low:Show() row.modelbox_low:SetModel (lower_model) row.modelbox_low:SetAlpha (lower_model_alpha) else row.using_lower_3dmodels = false row.modelbox_low:Hide() end end self:SetBarGrowDirection() end -- search key: ~wallpaper function _detalhes:InstanceWallpaper (texture, anchor, alpha, texcoord, width, height, overlay) local wallpaper = self.wallpaper if (type (texture) == "boolean" and texture) then texture, anchor, alpha, texcoord, width, height, overlay = wallpaper.texture, wallpaper.anchor, wallpaper.alpha, wallpaper.texcoord, wallpaper.width, wallpaper.height, wallpaper.overlay elseif (type (texture) == "boolean" and not texture) then self.wallpaper.enabled = false return gump:Fade (self.baseframe.wallpaper, "in") elseif (type (texture) == "table") then anchor = texture.anchor or wallpaper.anchor alpha = texture.alpha or wallpaper.alpha if (texture.texcoord) then texcoord = {unpack (texture.texcoord)} else texcoord = wallpaper.texcoord end width = texture.width or wallpaper.width height = texture.height or wallpaper.height if (texture.overlay) then overlay = {unpack (texture.overlay)} else overlay = wallpaper.overlay end if (type (texture.enabled) == "boolean") then if (not texture.enabled) then wallpaper.enabled = false wallpaper.texture = texture.texture or wallpaper.texture wallpaper.anchor = anchor wallpaper.alpha = alpha wallpaper.texcoord = texcoord wallpaper.width = width wallpaper.height = height wallpaper.overlay = overlay return self:InstanceWallpaper (false) end end texture = texture.texture or wallpaper.texture else texture = texture or wallpaper.texture anchor = anchor or wallpaper.anchor alpha = alpha or wallpaper.alpha texcoord = texcoord or wallpaper.texcoord width = width or wallpaper.width height = height or wallpaper.height overlay = overlay or wallpaper.overlay end if (not wallpaper.texture and not texture) then local spec = GetSpecialization() if (spec) then local _, _, _, _, _background = GetSpecializationInfo (spec) if (_background) then texture = "Interface\\TALENTFRAME\\".._background end end texcoord = {0, 1, 0, 0.7} alpha = 0.5 width, height = self:GetSize() anchor = "all" end local t = self.baseframe.wallpaper t:ClearAllPoints() if (anchor == "all") then t:SetPoint ("topleft", self.baseframe, "topleft") t:SetPoint ("bottomright", self.baseframe, "bottomright") elseif (anchor == "center") then t:SetPoint ("center", self.baseframe, "center", 0, 4) elseif (anchor == "stretchLR") then t:SetPoint ("center", self.baseframe, "center") t:SetPoint ("left", self.baseframe, "left") t:SetPoint ("right", self.baseframe, "right") elseif (anchor == "stretchTB") then t:SetPoint ("center", self.baseframe, "center") t:SetPoint ("top", self.baseframe, "top") t:SetPoint ("bottom", self.baseframe, "bottom") else t:SetPoint (anchor, self.baseframe, anchor) end t:SetTexture (texture) t:SetTexCoord (unpack (texcoord)) t:SetWidth (width) t:SetHeight (height) t:SetVertexColor (unpack (overlay)) wallpaper.enabled = true wallpaper.texture = texture wallpaper.anchor = anchor wallpaper.alpha = alpha wallpaper.texcoord = texcoord wallpaper.width = width wallpaper.height = height wallpaper.overlay = overlay t:Show() --t:SetAlpha (alpha) gump:Fade (t, "ALPHAANIM", alpha) end function _detalhes:GetTextures() local t = {} t [1] = self.baseframe.rodape.esquerdo t [2] = self.baseframe.rodape.direita t [3] = self.baseframe.rodape.top_bg t [4] = self.baseframe.cabecalho.ball_r t [5] = self.baseframe.cabecalho.ball t [6] = self.baseframe.cabecalho.emenda t [7] = self.baseframe.cabecalho.top_bg t [8] = self.baseframe.barra_esquerda t [9] = self.baseframe.barra_direita t [10] = self.baseframe.UPFrame return t --atributo_icon é uma exceção end function _detalhes:SetWindowAlphaForInteract (alpha) local ignorebars = self.menu_alpha.ignorebars if (self.is_interacting) then --> entrou self.baseframe:SetAlpha (alpha) self:InstanceAlpha (alpha) self:SetIconAlpha (alpha, nil, true) if (ignorebars) then self.rowframe:SetAlpha (1) else self.rowframe:SetAlpha (alpha) end else --> saiu if (self.combat_changes_alpha) then --> combat alpha self:InstanceAlpha (self.combat_changes_alpha) self:SetIconAlpha (self.combat_changes_alpha, nil, true) self.rowframe:SetAlpha (self.combat_changes_alpha) --alpha do combate é absoluta self.baseframe:SetAlpha (self.combat_changes_alpha) --alpha do combate é absoluta else self:InstanceAlpha (alpha) self:SetIconAlpha (alpha, nil, true) if (ignorebars) then self.rowframe:SetAlpha (1) else self.rowframe:SetAlpha (alpha) end self.baseframe:SetAlpha (alpha) end end end function _detalhes:SetWindowAlphaForCombat (entering_in_combat, true_hide) local amount, rowsamount, menuamount --get the values if (entering_in_combat) then amount = self.hide_in_combat_alpha / 100 self.combat_changes_alpha = amount rowsamount = amount menuamount = amount if (_detalhes.pet_battle) then amount = 0 rowsamount = 0 menuamount = 0 end else if (self.menu_alpha.enabled) then --auto transparency if (self.is_interacting) then amount = self.menu_alpha.onenter menuamount = self.menu_alpha.onenter if (self.menu_alpha.ignorebars) then rowsamount = 1 else rowsamount = amount end else amount = self.menu_alpha.onleave menuamount = self.menu_alpha.onleave if (self.menu_alpha.ignorebars) then rowsamount = 1 else rowsamount = amount end end else amount = self.color [4] menuamount = 1 rowsamount = 1 end self.combat_changes_alpha = nil end --print ("baseframe:",amount,"rowframe:",rowsamount,"menu:",menuamount) --apply if (true_hide and amount == 0) then gump:Fade (self.baseframe, _unpack (_detalhes.windows_fade_in)) gump:Fade (self.rowframe, _unpack (_detalhes.windows_fade_in)) self:SetIconAlpha (nil, true) else self.baseframe:Show() self.baseframe:SetAlpha (1) self:InstanceAlpha (amount) gump:Fade (self.rowframe, "ALPHAANIM", rowsamount) gump:Fade (self.baseframe, "ALPHAANIM", rowsamount) self:SetIconAlpha (menuamount) end if (self.show_statusbar) then self.baseframe.barra_fundo:Hide() end if (self.hide_icon) then self.baseframe.cabecalho.atributo_icon:Hide() end end function _detalhes:InstanceButtonsColors (red, green, blue, alpha, no_save, only_left, only_right) if (not red) then red, green, blue, alpha = unpack (self.color_buttons) end if (type (red) ~= "number") then red, green, blue, alpha = gump:ParseColors (red) end if (not no_save) then self.color_buttons [1] = red self.color_buttons [2] = green self.color_buttons [3] = blue self.color_buttons [4] = alpha end local baseToolbar = self.baseframe.cabecalho if (only_left) then local icons = {baseToolbar.modo_selecao, baseToolbar.segmento, baseToolbar.atributo, baseToolbar.report, baseToolbar.fechar, baseToolbar.reset, baseToolbar.fechar} for _, button in _ipairs (icons) do button:SetAlpha (alpha) end if (self:IsLowerInstance()) then for _, ThisButton in _ipairs (_detalhes.ToolBar.Shown) do ThisButton:SetAlpha (alpha) --print (ThisButton:GetName()) end end else local icons = {baseToolbar.modo_selecao, baseToolbar.segmento, baseToolbar.atributo, baseToolbar.report, baseToolbar.fechar, baseToolbar.reset, baseToolbar.fechar} for _, button in _ipairs (icons) do button:SetAlpha (alpha) end if (self:IsLowerInstance()) then for _, ThisButton in _ipairs (_detalhes.ToolBar.Shown) do ThisButton:SetAlpha (alpha) end end end end function _detalhes:InstanceAlpha (alpha) self.baseframe.cabecalho.ball_r:SetAlpha (alpha) self.baseframe.cabecalho.ball:SetAlpha (alpha) local skin = _detalhes.skins [self.skin] if (not skin.icon_ignore_alpha) then self.baseframe.cabecalho.atributo_icon:SetAlpha (alpha) end self.baseframe.cabecalho.emenda:SetAlpha (alpha) self.baseframe.cabecalho.top_bg:SetAlpha (alpha) self.baseframe.barra_esquerda:SetAlpha (alpha) self.baseframe.barra_direita:SetAlpha (alpha) self.baseframe.barra_fundo:SetAlpha (alpha) self.baseframe.UPFrame:SetAlpha (alpha) end function _detalhes:InstanceColor (red, green, blue, alpha, no_save, change_statusbar) if (not red) then red, green, blue, alpha = unpack (self.color) no_save = true end if (type (red) ~= "number") then red, green, blue, alpha = gump:ParseColors (red) end if (not no_save) then --> saving self.color [1] = red self.color [2] = green self.color [3] = blue self.color [4] = alpha if (change_statusbar) then self:StatusBarColor (red, green, blue, alpha) end else --> not saving self:StatusBarColor (nil, nil, nil, alpha, true) end local skin = _detalhes.skins [self.skin] --[[ self.baseframe.rodape.esquerdo:SetVertexColor (red, green, blue) self.baseframe.rodape.esquerdo:SetAlpha (alpha) self.baseframe.rodape.direita:SetVertexColor (red, green, blue) self.baseframe.rodape.direita:SetAlpha (alpha) self.baseframe.rodape.top_bg:SetVertexColor (red, green, blue) self.baseframe.rodape.top_bg:SetAlpha (alpha) --]] self.baseframe.cabecalho.ball_r:SetVertexColor (red, green, blue) self.baseframe.cabecalho.ball_r:SetAlpha (alpha) self.baseframe.cabecalho.ball:SetVertexColor (red, green, blue) self.baseframe.cabecalho.ball:SetAlpha (alpha) if (not skin.icon_ignore_alpha) then self.baseframe.cabecalho.atributo_icon:SetAlpha (alpha) end self.baseframe.cabecalho.emenda:SetVertexColor (red, green, blue) self.baseframe.cabecalho.emenda:SetAlpha (alpha) self.baseframe.cabecalho.top_bg:SetVertexColor (red, green, blue) self.baseframe.cabecalho.top_bg:SetAlpha (alpha) self.baseframe.barra_esquerda:SetVertexColor (red, green, blue) self.baseframe.barra_esquerda:SetAlpha (alpha) self.baseframe.barra_direita:SetVertexColor (red, green, blue) self.baseframe.barra_direita:SetAlpha (alpha) self.baseframe.barra_fundo:SetVertexColor (red, green, blue) self.baseframe.barra_fundo:SetAlpha (alpha) self.baseframe.UPFrame:SetAlpha (alpha) --self.color[1], self.color[2], self.color[3], self.color[4] = red, green, blue, alpha end function _detalhes:StatusBarAlertTime (instance) instance.baseframe.statusbar:Hide() end function _detalhes:StatusBarAlert (text, icon, color, time) local statusbar = self.baseframe.statusbar if (text) then if (type (text) == "table") then if (text.color) then statusbar.text:SetTextColor (gump:ParseColors (text.color)) else statusbar.text:SetTextColor (1, 1, 1, 1) end statusbar.text:SetText (text.text or "") if (text.size) then _detalhes:SetFontSize (statusbar.text, text.size) else _detalhes:SetFontSize (statusbar.text, 9) end else statusbar.text:SetText (text) statusbar.text:SetTextColor (1, 1, 1, 1) _detalhes:SetFontSize (statusbar.text, 9) end else statusbar.text:SetText ("") end if (icon) then if (type (icon) == "table") then local texture, w, h, l, r, t, b = unpack (icon) statusbar.icon:SetTexture (texture) statusbar.icon:SetWidth (w or 14) statusbar.icon:SetHeight (h or 14) if (l and r and t and b) then statusbar.icon:SetTexCoord (l, r, t, b) end else statusbar.icon:SetTexture (icon) statusbar.icon:SetWidth (14) statusbar.icon:SetHeight (14) statusbar.icon:SetTexCoord (0, 1, 0, 1) end else statusbar.icon:SetTexture (nil) end if (color) then statusbar:SetBackdropColor (gump:ParseColors (color)) else statusbar:SetBackdropColor (0, 0, 0, 1) end if (icon or text) then statusbar:Show() if (time) then _detalhes:ScheduleTimer ("StatusBarAlertTime", time, self) end else statusbar:Hide() end end function gump:CriaRodape (baseframe, instancia) baseframe.rodape = {} --> esquerdo baseframe.rodape.esquerdo = instancia.floatingframe:CreateTexture (nil, "overlay") baseframe.rodape.esquerdo:SetPoint ("topright", baseframe, "bottomleft", 16, 0) baseframe.rodape.esquerdo:SetTexture (DEFAULT_SKIN) baseframe.rodape.esquerdo:SetTexCoord (unpack (COORDS_PIN_LEFT)) baseframe.rodape.esquerdo:SetWidth (32) baseframe.rodape.esquerdo:SetHeight (32) --> direito baseframe.rodape.direita = instancia.floatingframe:CreateTexture (nil, "overlay") baseframe.rodape.direita:SetPoint ("topleft", baseframe, "bottomright", -16, 0) baseframe.rodape.direita:SetTexture (DEFAULT_SKIN) baseframe.rodape.direita:SetTexCoord (unpack (COORDS_PIN_RIGHT)) baseframe.rodape.direita:SetWidth (32) baseframe.rodape.direita:SetHeight (32) --> barra centro baseframe.rodape.top_bg = baseframe:CreateTexture (nil, "background") baseframe.rodape.top_bg:SetTexture (DEFAULT_SKIN) baseframe.rodape.top_bg:SetTexCoord (unpack (COORDS_BOTTOM_BACKGROUND)) baseframe.rodape.top_bg:SetWidth (512) baseframe.rodape.top_bg:SetHeight (128) baseframe.rodape.top_bg:SetPoint ("left", baseframe.rodape.esquerdo, "right", -16, -48) baseframe.rodape.top_bg:SetPoint ("right", baseframe.rodape.direita, "left", 16, -48) local StatusBarLeftAnchor = CreateFrame ("frame", "DetailsStatusBarAnchorLeft" .. instancia.meu_id, baseframe) StatusBarLeftAnchor:SetPoint ("left", baseframe.rodape.top_bg, "left", 5, 57) StatusBarLeftAnchor:SetWidth (1) StatusBarLeftAnchor:SetHeight (1) baseframe.rodape.StatusBarLeftAnchor = StatusBarLeftAnchor local StatusBarCenterAnchor = CreateFrame ("frame", "DetailsStatusBarAnchorCenter" .. instancia.meu_id, baseframe) StatusBarCenterAnchor:SetPoint ("center", baseframe.rodape.top_bg, "center", 0, 57) StatusBarCenterAnchor:SetWidth (1) StatusBarCenterAnchor:SetHeight (1) baseframe.rodape.StatusBarCenterAnchor = StatusBarCenterAnchor --> display frame baseframe.statusbar = CreateFrame ("frame", "DetailsStatusBar" .. instancia.meu_id, instancia.floatingframe) baseframe.statusbar:SetFrameLevel (instancia.floatingframe:GetFrameLevel()+2) baseframe.statusbar:SetPoint ("left", baseframe.rodape.esquerdo, "right", -13, 10) baseframe.statusbar:SetPoint ("right", baseframe.rodape.direita, "left", 13, 10) baseframe.statusbar:SetHeight (14) local statusbar_icon = baseframe.statusbar:CreateTexture (nil, "overlay") statusbar_icon:SetWidth (14) statusbar_icon:SetHeight (14) statusbar_icon:SetPoint ("left", baseframe.statusbar, "left") local statusbar_text = baseframe.statusbar:CreateFontString (nil, "overlay", "GameFontNormal") statusbar_text:SetPoint ("left", statusbar_icon, "right", 2, 0) baseframe.statusbar:SetBackdrop ({ bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}) baseframe.statusbar:SetBackdropColor (0, 0, 0, 1) baseframe.statusbar.icon = statusbar_icon baseframe.statusbar.text = statusbar_text baseframe.statusbar.instancia = instancia baseframe.statusbar:Hide() --> frame invisível baseframe.DOWNFrame = CreateFrame ("frame", "DetailsDownFrame" .. instancia.meu_id, baseframe) baseframe.DOWNFrame:SetPoint ("left", baseframe.rodape.esquerdo, "right", 0, 10) baseframe.DOWNFrame:SetPoint ("right", baseframe.rodape.direita, "left", 0, 10) baseframe.DOWNFrame:SetHeight (14) baseframe.DOWNFrame:Show() baseframe.DOWNFrame:EnableMouse (true) baseframe.DOWNFrame:SetMovable (true) baseframe.DOWNFrame:SetResizable (true) BGFrame_scripts (baseframe.DOWNFrame, baseframe, instancia) end function _detalhes:GetMenuAnchorPoint() local toolbar_side = self.toolbar_side local menu_side = self.menu_anchor.side if (menu_side == 1) then --left if (toolbar_side == 1) then --top return self.menu_points [1], "bottomleft", "bottomright" elseif (toolbar_side == 2) then --bottom return self.menu_points [1], "topleft", "topright" end elseif (menu_side == 2) then --right if (toolbar_side == 1) then --top return self.menu_points [2], "topleft", "bottomleft" elseif (toolbar_side == 2) then --bottom return self.menu_points [2], "topleft", "topleft" end end end --> search key: ~icon function _detalhes:ToolbarMenuButtonsSize (size) size = size or self.menu_icons_size self.menu_icons_size = size return self:ToolbarMenuButtons() end local SetIconAlphaCacheButtonsTable = {} function _detalhes:SetIconAlpha (alpha, hide, no_animations) if (self.attribute_text.enabled) then if (not self.menu_attribute_string) then --> create on demand self:AttributeMenu() end if (hide) then gump:Fade (self.menu_attribute_string.widget, _unpack (_detalhes.windows_fade_in)) else if (no_animations) then self.menu_attribute_string:SetAlpha (alpha) else gump:Fade (self.menu_attribute_string.widget, "ALPHAANIM", alpha) end end end table.wipe (SetIconAlphaCacheButtonsTable) SetIconAlphaCacheButtonsTable [1] = self.baseframe.cabecalho.modo_selecao SetIconAlphaCacheButtonsTable [2] = self.baseframe.cabecalho.segmento SetIconAlphaCacheButtonsTable [3] = self.baseframe.cabecalho.atributo SetIconAlphaCacheButtonsTable [4] = self.baseframe.cabecalho.report SetIconAlphaCacheButtonsTable [5] = self.baseframe.cabecalho.reset SetIconAlphaCacheButtonsTable [6] = self.baseframe.cabecalho.fechar for index, button in _ipairs (SetIconAlphaCacheButtonsTable) do if (self.menu_icons [index]) then if (hide) then gump:Fade (button, _unpack (_detalhes.windows_fade_in)) else if (no_animations) then button:SetAlpha (alpha) else gump:Fade (button, "ALPHAANIM", alpha) end end end end if (self:IsLowerInstance()) then if (#_detalhes.ToolBar.Shown > 0) then for index, button in ipairs (_detalhes.ToolBar.Shown) do if (hide) then gump:Fade (button, _unpack (_detalhes.windows_fade_in)) else if (no_animations) then button:SetAlpha (alpha) else gump:Fade (button, "ALPHAANIM", alpha) end end end end end end function _detalhes:ToolbarMenuSetButtonsOptions (spacement, shadow) if (type (spacement) ~= "number") then spacement = self.menu_icons.space end if (type (shadow) ~= "boolean") then shadow = self.menu_icons.shadow end self.menu_icons.space = spacement self.menu_icons.shadow = shadow return self:ToolbarMenuSetButtons() end -- search key: ~buttons local tbuttons = {} function _detalhes:ToolbarMenuSetButtons (_mode, _segment, _attributes, _report, _reset, _close) if (_mode == nil) then _mode = self.menu_icons[1] end if (_segment == nil) then _segment = self.menu_icons[2] end if (_attributes == nil) then _attributes = self.menu_icons[3] end if (_report == nil) then _report = self.menu_icons[4] end if (_reset == nil) then _reset = self.menu_icons[5] end if (_close == nil) then _close = self.menu_icons[6] end self.menu_icons[1] = _mode self.menu_icons[2] = _segment self.menu_icons[3] = _attributes self.menu_icons[4] = _report self.menu_icons[5] = _reset self.menu_icons[6] = _close table.wipe (tbuttons) tbuttons [1] = self.baseframe.cabecalho.modo_selecao tbuttons [2] = self.baseframe.cabecalho.segmento tbuttons [3] = self.baseframe.cabecalho.atributo tbuttons [4] = self.baseframe.cabecalho.report tbuttons [5] = self.baseframe.cabecalho.reset tbuttons [6] = self.baseframe.cabecalho.fechar local anchor_frame, point1, point2 = self:GetMenuAnchorPoint() local got_anchor = false self.lastIcon = nil self.firstIcon = nil local size = self.menu_icons_size local space = self.menu_icons.space local shadow = self.menu_icons.shadow --> normal buttons if (self.menu_anchor.side == 1) then for index, button in _ipairs (tbuttons) do if (self.menu_icons [index]) then button:ClearAllPoints() if (got_anchor) then button:SetPoint ("left", self.lastIcon.widget or self.lastIcon, "right", space, 0) else button:SetPoint (point1, anchor_frame, point2) got_anchor = button self.firstIcon = button end self.lastIcon = button button:SetParent (self.baseframe) button:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1) button:Show() button:SetSize (16*size, 16*size) if (shadow) then button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]]) button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]]) button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]]) else button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) end else button:Hide() end end elseif (self.menu_anchor.side == 2) then for index = #tbuttons, 1, -1 do local button = tbuttons [index] if (self.menu_icons [index]) then button:ClearAllPoints() if (got_anchor) then button:SetPoint ("right", self.lastIcon.widget or self.lastIcon, "left", -space, 0) else button:SetPoint (point1, anchor_frame, point2) got_anchor = button self.firstIcon = button end self.lastIcon = button button:SetParent (self.baseframe) button:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1) button:Show() button:SetSize (16*size, 16*size) if (shadow) then button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]]) button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]]) button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]]) else button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) end else button:Hide() end end end --> plugins buttons if (self:IsLowerInstance()) then if (#_detalhes.ToolBar.Shown > 0) then local last_plugin_icon for index, button in ipairs (_detalhes.ToolBar.Shown) do button:ClearAllPoints() if (got_anchor) then if (self.plugins_grow_direction == 2) then --right if (self.menu_anchor.side == 1) then --left button:SetPoint ("left", self.lastIcon.widget or self.lastIcon, "right", space, 0) elseif (self.menu_anchor.side == 2) then --right button:SetPoint ("left", last_plugin_icon or self.firstIcon.widget or self.firstIcon, "right", space, 0) end elseif (self.plugins_grow_direction == 1) then --left if (self.menu_anchor.side == 1) then --left button:SetPoint ("right", last_plugin_icon or self.firstIcon.widget or self.firstIcon, "left", -space, 0) elseif (self.menu_anchor.side == 2) then --right button:SetPoint ("right", self.lastIcon.widget or self.lastIcon, "left", -space, 0) end end else button:SetPoint (point1, anchor_frame, point2) self.firstIcon = button got_anchor = button end self.lastIcon = button last_plugin_icon = button button:SetParent (self.baseframe) button:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1) button:Show() button:SetSize (16*size, 16*size) if (shadow and button.shadow) then button:SetNormalTexture (button.__icon .. "_shadow") button:SetPushedTexture (button.__icon .. "_shadow") button:SetHighlightTexture (button.__icon .. "_shadow", "ADD") else button:SetNormalTexture (button.__icon) button:SetPushedTexture (button.__icon) button:SetHighlightTexture (button.__icon, "ADD") end end end end return true end function _detalhes:ToolbarMenuButtons (_mode, _segment, _attributes, _report) return self:ToolbarMenuSetButtons (_mode, _segment, _attributes, _report) end local parameters_table = {} local on_leave_menu = function (self, elapsed) parameters_table[2] = parameters_table[2] + elapsed if (parameters_table[2] > 0.3) then if (not _G.GameCooltip.mouseOver and not _G.GameCooltip.buttonOver and (not _G.GameCooltip:GetOwner() or _G.GameCooltip:GetOwner() == self)) then _G.GameCooltip:ShowMe (false) end self:SetScript ("OnUpdate", nil) end end local OnClickNovoMenu = function (_, _, id, instance) local is_new if (not _detalhes.tabela_instancias [id]) then --> esta criando uma nova is_new = true end local ninstance = _detalhes.CriarInstancia (_, _, id) instance.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(instance.baseframe.cabecalho.modo_selecao) if (ninstance and is_new) then ninstance.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(ninstance.baseframe.cabecalho.modo_selecao) end end local build_mode_list = function (self, elapsed) local CoolTip = GameCooltip local instancia = parameters_table [1] parameters_table[2] = parameters_table[2] + elapsed if (parameters_table[2] > 0.15) then self:SetScript ("OnUpdate", nil) CoolTip:Reset() CoolTip:SetType ("menu") CoolTip:SetLastSelected ("main", parameters_table [3]) CoolTip:SetFixedParameter (instancia) CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus) CoolTip:SetOption ("TextFont", _detalhes.font_faces.menus) CoolTip:SetOption ("ButtonHeightModSub", -2) CoolTip:SetOption ("ButtonHeightMod", -5) CoolTip:SetOption ("ButtonsYModSub", -3) CoolTip:SetOption ("ButtonsYMod", -10) CoolTip:SetOption ("YSpacingModSub", -3) CoolTip:SetOption ("YSpacingMod", 1) CoolTip:SetOption ("HeighMod", 10) --CoolTip:SetOption ("FixedHeight", 106) --CoolTip:SetOption ("FixedWidthSub", 146) CoolTip:AddLine (Loc ["STRING_MODE_GROUP"]) CoolTip:AddMenu (1, instancia.AlteraModo, 2, true) CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 32/256, 32/256*2, 0, 1) CoolTip:AddLine (Loc ["STRING_MODE_ALL"]) CoolTip:AddMenu (1, instancia.AlteraModo, 3, true) CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 32/256*2, 32/256*3, 0, 1) CoolTip:AddLine (Loc ["STRING_MODE_RAID"]) CoolTip:AddMenu (1, instancia.AlteraModo, 4, true) CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 32/256*3, 32/256*4, 0, 1) --build raid plugins list local available_plugins = _detalhes.RaidTables:GetAvailablePlugins() if (#available_plugins >= 0) then local amt = 0 for index, ptable in _ipairs (available_plugins) do if (ptable [3].__enabled) then CoolTip:AddMenu (2, _detalhes.RaidTables.EnableRaidMode, instancia, ptable [4], true, ptable [1], ptable [2], true) --PluginName, PluginIcon, PluginObject, PluginAbsoluteName amt = amt + 1 end end CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) if (amt <= 3) then CoolTip:SetOption ("SubFollowButton", true) end end CoolTip:AddLine (Loc ["STRING_MODE_SELF"]) CoolTip:AddMenu (1, instancia.AlteraModo, 1, true) CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 0, 32/256, 0, 1) --build self plugins list --pega a list de plugins solo: if (#_detalhes.SoloTables.Menu > 0) then for index, ptable in _ipairs (_detalhes.SoloTables.Menu) do if (ptable [3].__enabled) then CoolTip:AddMenu (2, _detalhes.SoloTables.EnableSoloMode, instancia, ptable [4], true, ptable [1], ptable [2], true) end end CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) end --> window control GameCooltip:AddLine ("$div") CoolTip:AddLine (Loc ["STRING_MENU_INSTANCE_CONTROL"]) CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 0.625, 0.75, 0, 1) local HaveClosedInstances = false for index = 1, math.min (#_detalhes.tabela_instancias, _detalhes.instances_amount), 1 do local _this_instance = _detalhes.tabela_instancias [index] if (not _this_instance.ativa) then HaveClosedInstances = true break end end if (_detalhes:GetNumInstancesAmount() < _detalhes:GetMaxInstancesAmount()) then CoolTip:AddMenu (2, OnClickNovoMenu, true, instancia, nil, Loc ["STRING_OPTIONS_WC_CREATE"], _, true) CoolTip:AddIcon ([[Interface\Buttons\UI-AttributeButton-Encourage-Up]], 2, 1, 16, 16) if (HaveClosedInstances) then GameCooltip:AddLine ("$div", nil, 2, nil, -5, -11) end end local ClosedInstances = 0 for index = 1, math.min (#_detalhes.tabela_instancias, _detalhes.instances_amount), 1 do local _this_instance = _detalhes.tabela_instancias [index] if (not _this_instance.ativa) then --> só reabre se ela estiver ativa --> pegar o que ela ta mostrando local atributo = _this_instance.atributo local sub_atributo = _this_instance.sub_atributo ClosedInstances = ClosedInstances + 1 if (atributo == 5) then --> custom local CustomObject = _detalhes.custom [sub_atributo] if (not CustomObject) then _this_instance:ResetAttribute() atributo = _this_instance.atributo sub_atributo = _this_instance.sub_atributo CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true) CoolTip:AddIcon (_detalhes.sub_atributos [atributo].icones[sub_atributo] [1], 2, 1, 16, 16, unpack (_detalhes.sub_atributos [atributo].icones[sub_atributo] [2])) else CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. CustomObject:GetName(), _, true) CoolTip:AddIcon (CustomObject.icon, 2, 1, 16, 16, 0, 1, 0, 1) end else local modo = _this_instance.modo if (modo == 1) then --alone atributo = _detalhes.SoloTables.Mode or 1 local SoloInfo = _detalhes.SoloTables.Menu [atributo] if (SoloInfo) then CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. SoloInfo [1], _, true) CoolTip:AddIcon (SoloInfo [2], 2, 1, 16, 16, 0, 1, 0, 1) else CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " Unknown Plugin", _, true) end elseif (modo == 4) then --raid local plugin_name = _this_instance.current_raid_plugin or _this_instance.last_raid_plugin if (plugin_name) then local plugin_object = _detalhes:GetPlugin (plugin_name) if (plugin_object) then CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. plugin_object.__name, _, true) CoolTip:AddIcon (plugin_object.__icon, 2, 1, 16, 16, 0, 1, 0, 1) else CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " Unknown Plugin", _, true) end else CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " Unknown Plugin", _, true) end else --CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true) CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true) CoolTip:AddIcon (_detalhes.sub_atributos [atributo].icones[sub_atributo] [1], 2, 1, 16, 16, unpack (_detalhes.sub_atributos [atributo].icones[sub_atributo] [2])) end end CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus) CoolTip:SetOption ("TextFont", _detalhes.font_faces.menus) end end if (ClosedInstances > 0 or _detalhes:GetNumInstancesAmount() < _detalhes:GetMaxInstancesAmount()) then GameCooltip:AddLine ("$div", nil, 2, nil, -5, -11) end GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE"], nil, 2, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]], 2, 1, 14, 14, 0.2, 0.8, 0.2, 0.8) GameCooltip:AddMenu (2, _detalhes.close_instancia_func, instancia.baseframe.cabecalho.fechar) CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) --> options GameCooltip:AddLine ("$div") CoolTip:AddLine (Loc ["STRING_OPTIONS_WINDOW"]) CoolTip:AddMenu (1, _detalhes.OpenOptionsWindow) CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 0.5, 0.625, 0, 1) _detalhes:SetMenuOwner (self, instancia) CoolTip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) CoolTip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) show_anti_overlap (instancia, self, "top") CoolTip:ShowCooltip() end end function _detalhes:SetMenuOwner (self, instance) local _, y = instance.baseframe:GetCenter() local screen_height = GetScreenHeight() if (instance.toolbar_side == 1) then if (y+300 > screen_height) then GameCooltip:SetOwner (self, "top", "bottom", 0, -10) else GameCooltip:SetOwner (self) end elseif (instance.toolbar_side == 2) then --> bottom local instance_height = instance.baseframe:GetHeight() if (y + math.max (instance_height, 250) > screen_height) then GameCooltip:SetOwner (self, "top", "bottom", 0, -10) else GameCooltip:SetOwner (self, "bottom", "top", 0, 0) end end end local empty_segment_color = {1, 1, 1, .4} local segments_common_tex, segments_common_color = {0.5078125, 0.1171875, 0.017578125, 0.1953125}, {1, 1, 1, .5} local unknown_boss_tex, unknown_boss_color = {0.14453125, 0.9296875, 0.2625, 0.6546875}, {1, 1, 1, 0.5} local party_line_color = {170/255, 167/255, 255/255, 1} local party_wallpaper_tex, party_wallpaper_color = {0.09, 0.698125, 0, 0.833984375}, {1, 1, 1, 0.5} local segments_wallpaper_color = {1, 1, 1, 0.5} local segment_color_lime = {0, 1, 0, 1} local segment_color_red = {1, 0, 0, 1} function _detalhes:GetSegmentInfo (index) local combat if (index == -1 or index == "overall") then combat = _detalhes.tabela_overall elseif (index == 0 or index == "current") then combat = _detalhes.tabela_vigente else combat = _detalhes.tabela_historico.tabelas [index] end if (combat) then local enemy local color local raid_type local killed local portrait local background local background_coords local is_trash if (combat.is_boss and combat.is_boss.name) then if (combat.instance_type == "party") then raid_type = "party" enemy = combat.is_boss.name color = party_line_color elseif (combat.is_boss.killed) then raid_type = "raid" enemy = combat.is_boss.name color = segment_color_lime killed = true else raid_type = "raid" enemy = combat.is_boss.name color = segment_color_red killed = false end local p = _detalhes:GetBossPortrait (combat.is_boss.mapid, combat.is_boss.index) if (p) then portrait = p end local b = _detalhes:GetRaidIcon (combat.is_boss.mapid) if (b) then background = b background_coords = segment_color_lime elseif (combat.instance_type == "party") then local ej_id = combat.is_boss.ej_instance_id if (ej_id) then local name, description, bgImage, buttonImage, loreImage, dungeonAreaMapID, link = EJ_GetInstanceInfo (ej_id) if (bgImage) then background = bgImage background_coords = party_wallpaper_tex end end end elseif (combat.is_arena) then enemy = combat.is_arena.name local file, coords = _detalhes:GetArenaInfo (combat.is_arena.mapid) if (file) then background = "Interface\\Glues\\LOADINGSCREENS\\" .. file background_coords = coords end else enemy = combat.enemy if (combat.is_trash) then is_trash = true end end return enemy, color, raid_type, killed, is_trash, portrait, background, background_coords end end local segments_used = 0 local segments_filled = 0 -- search key: ~segments local build_segment_list = function (self, elapsed) local CoolTip = GameCooltip local instancia = parameters_table [1] parameters_table[2] = parameters_table[2] + elapsed if (parameters_table[2] > 0.15) then self:SetScript ("OnUpdate", nil) --> here we are using normal Add calls CoolTip:Reset() CoolTip:SetType ("menu") CoolTip:SetFixedParameter (instancia) CoolTip:SetColor ("main", "transparent") CoolTip:SetOption ("FixedWidthSub", 175) CoolTip:SetOption ("RightTextWidth", 105) CoolTip:SetOption ("RightTextHeight", 12) ----------- segments local menuIndex = 0 _detalhes.segments_amount = math.floor (_detalhes.segments_amount) local fight_amount = 0 local filled_segments = 0 for i = 1, _detalhes.segments_amount do if (_detalhes.tabela_historico.tabelas [i]) then filled_segments = filled_segments + 1 else break end end filled_segments = _detalhes.segments_amount - filled_segments - 2 local fill = math.abs (filled_segments - _detalhes.segments_amount) segments_used = 0 segments_filled = fill for i = _detalhes.segments_amount, 1, -1 do if (i <= fill) then local thisCombat = _detalhes.tabela_historico.tabelas [i] if (thisCombat) then local enemy = thisCombat.is_boss and thisCombat.is_boss.name segments_used = segments_used + 1 --print (thisCombat.is_boss.name, thisCombat.instance_type, _detalhes:GetRaidIcon (thisCombat.is_boss.mapid), thisCombat.is_boss.ej_instance_id) if (thisCombat.is_boss and thisCombat.is_boss.name) then local try_number = thisCombat.is_boss.try_number local combat_time = thisCombat:GetCombatTime() if (thisCombat.instance_type == "party") then CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, party_line_color) elseif (thisCombat.is_boss.killed) then if (try_number) then local m, s = _math_floor (combat_time/60), _math_floor (combat_time%60) if (s < 10) then s = "0" .. s end CoolTip:AddLine (thisCombat.is_boss.name .." (#"..try_number.." " .. m .. ":" .. s .. ")", _, 1, "lime") else CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, "lime") end else if (try_number) then local m, s = _math_floor (combat_time/60), _math_floor (combat_time%60) if (s < 10) then s = "0" .. s end CoolTip:AddLine (thisCombat.is_boss.name .." (#"..try_number.." " .. m .. ":" .. s .. ")", _, 1, "red") else CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, "red") end end local portrait = _detalhes:GetBossPortrait (thisCombat.is_boss.mapid, thisCombat.is_boss.index) if (portrait) then CoolTip:AddIcon (portrait, 2, "top", 128, 64) end CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 16, 0.96875, 1, 0, 0.03125) local background = _detalhes:GetRaidIcon (thisCombat.is_boss.mapid) if (background) then CoolTip:SetWallpaper (2, background, nil, segments_wallpaper_color) elseif (thisCombat.instance_type == "party") then local ej_id = thisCombat.is_boss.ej_instance_id if (ej_id) then local name, description, bgImage, buttonImage, loreImage, dungeonAreaMapID, link = EJ_GetInstanceInfo (ej_id) if (bgImage) then CoolTip:SetWallpaper (2, bgImage, party_wallpaper_tex, party_wallpaper_color) end end else CoolTip:SetWallpaper (2, [[Interface\BlackMarket\HotItemBanner]], unknown_boss_tex, unknown_boss_color, true) end elseif (thisCombat.is_arena) then local file, coords = _detalhes:GetArenaInfo (thisCombat.is_arena.mapid) enemy = thisCombat.is_arena.name CoolTip:AddLine (thisCombat.is_arena.name, _, 1, "yellow") CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 12, 0.251953125, 0.306640625, 0.205078125, 0.248046875) if (file) then CoolTip:SetWallpaper (2, "Interface\\Glues\\LOADINGSCREENS\\" .. file, coords, empty_segment_color) end else enemy = thisCombat.enemy if (enemy) then CoolTip:AddLine (thisCombat.enemy .." (#"..i..")", _, 1, "yellow") else CoolTip:AddLine (segmentos.past..i, _, 1, "silver") end if (thisCombat.is_trash) then CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 12, 0.02734375, 0.11328125, 0.19140625, 0.3125) else CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16) end CoolTip:SetWallpaper (2, [[Interface\ACHIEVEMENTFRAME\UI-Achievement-StatsBackground]], segments_common_tex, segments_common_color) end CoolTip:AddMenu (1, instancia.TrocaTabela, i) CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy, 2, "white", "white") local decorrido = thisCombat:GetCombatTime() local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60) CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white") CoolTip:AddLine (Loc ["STRING_SEGMENT_START"] .. ":", thisCombat.data_inicio, 2, "white", "white") CoolTip:AddLine (Loc ["STRING_SEGMENT_END"] .. ":", thisCombat.data_fim or "in progress", 2, "white", "white") fight_amount = fight_amount + 1 else CoolTip:AddLine (Loc ["STRING_SEGMENT_LOWER"] .. " #" .. i, _, 1, "gray") CoolTip:AddMenu (1, instancia.TrocaTabela, i) CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16, nil, nil, nil, nil, empty_segment_color) CoolTip:AddLine (Loc ["STRING_SEGMENT_EMPTY"], _, 2) CoolTip:AddIcon ([[Interface\CHARACTERFRAME\Disconnect-Icon]], 2, 1, 12, 12, 0.3125, 0.65625, 0.265625, 0.671875) CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) end if (menuIndex) then menuIndex = menuIndex + 1 if (instancia.segmento == i) then CoolTip:SetLastSelected ("main", menuIndex) menuIndex = nil end end end end GameCooltip:AddLine ("$div", nil, nil, -5, -13) ----------- current CoolTip:AddLine (segmentos.current_standard, _, 1, "white") CoolTip:AddMenu (1, instancia.TrocaTabela, 0) CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16, nil, nil, nil, nil, "orange") local enemy = _detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.is_boss.name or _detalhes.tabela_vigente.enemy or "--x--x--" if (_detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.is_boss.name) then local portrait = _detalhes:GetBossPortrait (_detalhes.tabela_vigente.is_boss.mapid, _detalhes.tabela_vigente.is_boss.index) if (portrait) then CoolTip:AddIcon (portrait, 2, "top", 128, 64) end local background = _detalhes:GetRaidIcon (_detalhes.tabela_vigente.is_boss.mapid) if (background) then CoolTip:SetWallpaper (2, background, nil, segments_wallpaper_color) elseif (_detalhes.tabela_vigente.instance_type == "party") then local ej_id = _detalhes.tabela_vigente.is_boss.ej_instance_id if (ej_id) then local name, description, bgImage, buttonImage, loreImage, dungeonAreaMapID, link = EJ_GetInstanceInfo (ej_id) if (bgImage) then CoolTip:SetWallpaper (2, bgImage, party_wallpaper_tex, party_wallpaper_color) end end end else CoolTip:SetWallpaper (2, [[Interface\ACHIEVEMENTFRAME\UI-Achievement-StatsBackground]], segments_common_tex, segments_common_color) end CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy, 2, "white", "white") if (not _detalhes.tabela_vigente:GetEndTime()) then if (_detalhes.in_combat) then local decorrido = _detalhes.tabela_vigente:GetCombatTime() local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60) CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white") else CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", "--x--x--", 2, "white", "white") end else local decorrido = _detalhes.tabela_vigente:GetCombatTime() local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60) CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white") end CoolTip:AddLine (Loc ["STRING_SEGMENT_START"] .. ":", _detalhes.tabela_vigente.data_inicio, 2, "white", "white") CoolTip:AddLine (Loc ["STRING_SEGMENT_END"] .. ":", _detalhes.tabela_vigente.data_fim or "in progress", 2, "white", "white") --> fill é a quantidade de menu que esta sendo mostrada if (instancia.segmento == 0) then if (fill - 2 == menuIndex) then CoolTip:SetLastSelected ("main", fill + 0) elseif (fill - 1 == menuIndex) then CoolTip:SetLastSelected ("main", fill + 1) else CoolTip:SetLastSelected ("main", fill + 2) end menuIndex = nil end ----------- overall --CoolTip:AddLine (segmentos.overall_standard, _, 1, "white") Loc ["STRING_REPORT_LAST"] .. " " .. fight_amount .. " " .. Loc ["STRING_REPORT_FIGHTS"] CoolTip:AddLine (Loc ["STRING_SEGMENT_OVERALL"], _, 1, "white") CoolTip:AddMenu (1, instancia.TrocaTabela, -1) CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16, nil, nil, nil, nil, "orange") local enemy_name = _detalhes.tabela_overall.overall_enemy_name CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy_name, 2, "white", "white") local combat_time = _detalhes.tabela_overall:GetCombatTime() local minutos, segundos = _math_floor (combat_time / 60), _math_floor (combat_time % 60) CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white") --CoolTip:SetWallpaper (2, [[Interface\ACHIEVEMENTFRAME\UI-Achievement-StatsBackground]], segments_common_tex, segments_common_color) --CoolTip:SetWallpaper (2, [[Interface\PetBattles\MountJournal-NoMounts]], {0, 403/512, 0, 294/512}, {.5, .5, .5, 0.9}) CoolTip:SetWallpaper (2, [[Interface\PetPaperDollFrame\PetStatsBG-Hunter]], {321/512, 0, 0, 190/512}, {1, 1, 1, 0.9}) CoolTip:AddLine (Loc ["STRING_SEGMENT_START"] .. ":", _detalhes.tabela_overall.data_inicio, 2, "white", "white") CoolTip:AddLine (Loc ["STRING_SEGMENT_END"] .. ":", _detalhes.tabela_overall.data_fim, 2, "white", "white") -- combats added local combats_added = _detalhes.tabela_overall.segments_added or _detalhes.empty_table CoolTip:AddLine (Loc ["STRING_SEGMENTS"] .. ":", #combats_added, 2, "white", "white") if (#combats_added > 0) then CoolTip:AddLine ("", "", 2, "white", "white") end for i, segment in _ipairs (combats_added) do local minutos, segundos = _math_floor (segment.elapsed/60), _math_floor (segment.elapsed%60) local name = segment.name if (name:len() > 20) then name = string.sub (name, 1, #name - (#name - 20)) end CoolTip:AddLine ("" .. name, minutos.."m "..segundos.."s", 2, "white", "white") end --> fill é a quantidade de menu que esta sendo mostrada if (instancia.segmento == -1) then if (fill - 2 == menuIndex) then CoolTip:SetLastSelected ("main", fill + 1) elseif (fill - 1 == menuIndex) then CoolTip:SetLastSelected ("main", fill + 2) else CoolTip:SetLastSelected ("main", fill + 3) end menuIndex = nil end --------------------------------------------- _detalhes:SetMenuOwner (self, instancia) CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus) CoolTip:SetOption ("TextFont", _detalhes.font_faces.menus) CoolTip:SetOption ("SubMenuIsTooltip", true) CoolTip:SetOption ("ButtonHeightMod", -4) CoolTip:SetOption ("ButtonsYMod", -10) CoolTip:SetOption ("YSpacingMod", 4) CoolTip:SetOption ("ButtonHeightModSub", 4) CoolTip:SetOption ("ButtonsYModSub", 0) CoolTip:SetOption ("YSpacingModSub", -4) CoolTip:SetOption ("HeighMod", 12) --CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) --CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, {66/512, 1, 78/512, 435/512}, _detalhes.tooltip.menus_bg_color, true) CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) --CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, {331/512, 63/512, 109/512, 143/512}, _detalhes.tooltip.menus_bg_color, true) CoolTip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) CoolTip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) show_anti_overlap (instancia, self, "top") CoolTip:ShowCooltip() self:SetScript ("OnUpdate", nil) end end -- ~skin function _detalhes:ChangeSkin (skin_name) if (not skin_name) then skin_name = self.skin end local this_skin = _detalhes.skins [skin_name] if (not this_skin) then skin_name = _detalhes.default_skin_to_use this_skin = _detalhes.skins [skin_name] end local just_updating = false if (self.skin == skin_name) then just_updating = true end if (not just_updating) then --> skin updater --print ("debug", self.meu_id, self.iniciada, self.baseframe, self.bgframe) if (self.bgframe.skin_script) then self.bgframe:SetScript ("OnUpdate", nil) self.bgframe.skin_script = false end --> reset all config self:ResetInstanceConfigKeepingValues (true) --> overwrites local overwrite_cprops = this_skin.instance_cprops if (overwrite_cprops) then local copy = table_deepcopy (overwrite_cprops) for cprop, value in _pairs (copy) do if (not _detalhes.instance_skin_ignored_values [cprop]) then if (type (value) == "table") then for cprop2, value2 in _pairs (value) do self [cprop] [cprop2] = value2 end else self [cprop] = value end end end end --> reset micro frames _detalhes.StatusBar:Reset (self) --> customize micro frames if (this_skin.micro_frames) then if (this_skin.micro_frames.left) then _detalhes.StatusBar:SetPlugin (self, this_skin.micro_frames.left, "left") end if (this_skin.micro_frames.textxmod) then _detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textxmod", this_skin.micro_frames.textxmod) _detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textxmod", this_skin.micro_frames.textxmod) _detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textxmod", this_skin.micro_frames.textxmod) end if (this_skin.micro_frames.textymod) then _detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textymod", this_skin.micro_frames.textymod) _detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textymod", this_skin.micro_frames.textymod) _detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textymod", this_skin.micro_frames.textymod) end if (this_skin.micro_frames.hidden) then _detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "hidden", this_skin.micro_frames.hidden) _detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "hidden", this_skin.micro_frames.hidden) _detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "hidden", this_skin.micro_frames.hidden) end if (this_skin.micro_frames.color) then _detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textcolor", this_skin.micro_frames.color) _detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textcolor", this_skin.micro_frames.color) _detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textcolor", this_skin.micro_frames.color) end if (this_skin.micro_frames.font) then _detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textface", this_skin.micro_frames.font) _detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textface", this_skin.micro_frames.font) _detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textface", this_skin.micro_frames.font) end if (this_skin.micro_frames.size) then _detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textsize", this_skin.micro_frames.size) _detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textsize", this_skin.micro_frames.size) _detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textsize", this_skin.micro_frames.size) end end end self.skin = skin_name local skin_file = this_skin.file --> set textures self.baseframe.cabecalho.ball:SetTexture (skin_file) --> bola esquerda self.baseframe.cabecalho.emenda:SetTexture (skin_file) --> emenda que liga a bola a textura do centro self.baseframe.cabecalho.ball_r:SetTexture (skin_file) --> bola direita onde fica o botão de fechar self.baseframe.cabecalho.top_bg:SetTexture (skin_file) --> top background self.baseframe.barra_esquerda:SetTexture (skin_file) --> barra lateral self.baseframe.barra_direita:SetTexture (skin_file) --> barra lateral self.baseframe.barra_fundo:SetTexture (skin_file) --> barra inferior self.baseframe.scroll_up:SetTexture (skin_file) --> scrollbar parte de cima self.baseframe.scroll_down:SetTexture (skin_file) --> scrollbar parte de baixo self.baseframe.scroll_middle:SetTexture (skin_file) --> scrollbar parte do meio self.baseframe.rodape.top_bg:SetTexture (skin_file) --> rodape top background self.baseframe.rodape.esquerdo:SetTexture (skin_file) --> rodape esquerdo self.baseframe.rodape.direita:SetTexture (skin_file) --> rodape direito self.baseframe.button_stretch.texture:SetTexture (skin_file) --> botão de esticar a janela self.baseframe.resize_direita.texture:SetTexture (skin_file) --> botão de redimencionar da direita self.baseframe.resize_esquerda.texture:SetTexture (skin_file) --> botão de redimencionar da esquerda self.break_snap_button:SetNormalTexture (skin_file) --> cadeado self.break_snap_button:SetDisabledTexture (skin_file) self.break_snap_button:SetHighlightTexture (skin_file, "ADD") self.break_snap_button:SetPushedTexture (skin_file) ----------> icon anchor and size if (self.modo == 1 or self.modo == 4 or self.atributo == 5) then -- alone e raid local icon_anchor = this_skin.icon_anchor_plugins self.baseframe.cabecalho.atributo_icon:SetPoint ("topright", self.baseframe.cabecalho.ball_point, "topright", icon_anchor[1], icon_anchor[2]) if (self.modo == 1) then if (_detalhes.SoloTables.Plugins [1] and _detalhes.SoloTables.Mode) then local plugin_index = _detalhes.SoloTables.Mode if (plugin_index > 0 and _detalhes.SoloTables.Menu [plugin_index]) then self:ChangeIcon (_detalhes.SoloTables.Menu [plugin_index] [2]) end end elseif (self.modo == 4) then --if (_detalhes.RaidTables.Plugins [1] and _detalhes.RaidTables.Mode) then -- local plugin_index = _detalhes.RaidTables.Mode -- if (plugin_index and _detalhes.RaidTables.Menu [plugin_index]) then --self:ChangeIcon (_detalhes.RaidTables.Menu [plugin_index] [2]) -- end --end end else local icon_anchor = this_skin.icon_anchor_main --> ancora do icone do canto direito superior self.baseframe.cabecalho.atributo_icon:SetPoint ("topright", self.baseframe.cabecalho.ball_point, "topright", icon_anchor[1], icon_anchor[2]) self:ChangeIcon() end ----------> lock alpha head if (not this_skin.can_change_alpha_head) then self.baseframe.cabecalho.ball:SetAlpha (100) else self.baseframe.cabecalho.ball:SetAlpha (self.color[4]) end ----------> update abbreviation function on the class files _detalhes.atributo_damage:UpdateSelectedToKFunction() _detalhes.atributo_heal:UpdateSelectedToKFunction() _detalhes.atributo_energy:UpdateSelectedToKFunction() _detalhes.atributo_misc:UpdateSelectedToKFunction() _detalhes.atributo_custom:UpdateSelectedToKFunction() ----------> call widgets handlers self:SetBarSettings (self.row_info.height) self:SetBarBackdropSettings() self:SetBarSpecIconSettings() self:SetBarRightTextSettings() --> update toolbar self:ToolbarSide() --> update stretch button self:StretchButtonAnchor() --> update side bars if (self.show_sidebars) then self:ShowSideBars() else self:HideSideBars() end --> refresh the side of the micro displays self:MicroDisplaysSide() --> update statusbar if (self.show_statusbar) then self:ShowStatusBar() else self:HideStatusBar() end --> update wallpaper if (self.wallpaper.enabled) then self:InstanceWallpaper (true) else self:InstanceWallpaper (false) end --> update instance color self:InstanceColor() self:SetBackgroundColor() self:SetBackgroundAlpha() self:SetAutoHideMenu() self:SetBackdropTexture() --> refresh all bars self:InstanceRefreshRows() --> update menu saturation self:DesaturateMenu() --> update statusbar color self:StatusBarColor() --> update attribute string self:AttributeMenu() --> update top menus self:LeftMenuAnchorSide() --> update window strata level self:SetFrameStrata() --> update the combat alphas self:SetCombatAlpha (nil, nil, true) --> update icons _detalhes.ToolBar:ReorganizeIcons (true) --call self:SetMenuAlpha() --> refresh options panel if opened if (_G.DetailsOptionsWindow and _G.DetailsOptionsWindow:IsShown()) then _detalhes:OpenOptionsWindow (self) end --> auto interact if (self.menu_alpha.enabled) then self:SetMenuAlpha (nil, nil, nil, nil, self.is_interacting) end --> set the scale self:SetWindowScale() if (not just_updating or _detalhes.initializing) then if (this_skin.callback) then this_skin:callback (self, just_updating) end if (this_skin.control_script) then if (this_skin.control_script_on_start) then this_skin:control_script_on_start (self) end self.bgframe:SetScript ("OnUpdate", this_skin.control_script) self.bgframe.skin_script = true self.bgframe.skin = this_skin --self.bgframe.skin_script_instance = true end end end function _detalhes:DelayedCheckCombatAlpha (instance) if (UnitAffectingCombat ("player") or InCombatLockdown()) then instance:SetWindowAlphaForCombat (true, true) --> hida a janela else instance:SetWindowAlphaForCombat (false) --> deshida a janela end end function _detalhes:DelayedCheckOutOfCombatAlpha (instance) if (UnitAffectingCombat ("player") or InCombatLockdown()) then instance:SetWindowAlphaForCombat (false) --> deshida a janela else instance:SetWindowAlphaForCombat (true, true) --> hida a janela end end function _detalhes:SetCombatAlpha (modify_type, alpha_amount, interacting) if (interacting) then if (self.hide_in_combat_type == 1) then --None return elseif (self.hide_in_combat_type == 2) then --While In Combat _detalhes:ScheduleTimer ("DelayedCheckCombatAlpha", 0.3, self) elseif (self.hide_in_combat_type == 3) then --"While Out of Combat" _detalhes:ScheduleTimer ("DelayedCheckOutOfCombatAlpha", 0.3, self) elseif (self.hide_in_combat_type == 4) then --"While Out of a Group" if (_detalhes.in_group) then self:SetWindowAlphaForCombat (false) --> deshida a janela else self:SetWindowAlphaForCombat (true, true) --> hida a janela end end return end if (not modify_type) then modify_type = self.hide_in_combat_type else if (modify_type == 1) then --> changed to none self:SetWindowAlphaForCombat (false) end end if (not alpha_amount) then alpha_amount = self.hide_in_combat_alpha end self.hide_in_combat_type = modify_type self.hide_in_combat_alpha = alpha_amount self:SetCombatAlpha (nil, nil, true) end function _detalhes:SetFrameStrata (strata) if (not strata) then strata = self.strata end self.strata = strata self.rowframe:SetFrameStrata (strata) self.baseframe:SetFrameStrata (strata) if (strata == "BACKGROUND") then self.break_snap_button:SetFrameStrata ("LOW") self.baseframe.resize_esquerda:SetFrameStrata ("LOW") self.baseframe.resize_direita:SetFrameStrata ("LOW") self.baseframe.lock_button:SetFrameStrata ("LOW") elseif (strata == "LOW") then self.break_snap_button:SetFrameStrata ("MEDIUM") self.baseframe.resize_esquerda:SetFrameStrata ("MEDIUM") self.baseframe.resize_direita:SetFrameStrata ("MEDIUM") self.baseframe.lock_button:SetFrameStrata ("MEDIUM") elseif (strata == "MEDIUM") then self.break_snap_button:SetFrameStrata ("HIGH") self.baseframe.resize_esquerda:SetFrameStrata ("HIGH") self.baseframe.resize_direita:SetFrameStrata ("HIGH") self.baseframe.lock_button:SetFrameStrata ("HIGH") elseif (strata == "HIGH") then self.break_snap_button:SetFrameStrata ("DIALOG") self.baseframe.resize_esquerda:SetFrameStrata ("DIALOG") self.baseframe.resize_direita:SetFrameStrata ("DIALOG") self.baseframe.lock_button:SetFrameStrata ("DIALOG") elseif (strata == "DIALOG") then self.break_snap_button:SetFrameStrata ("FULLSCREEN") self.baseframe.resize_esquerda:SetFrameStrata ("FULLSCREEN") self.baseframe.resize_direita:SetFrameStrata ("FULLSCREEN") self.baseframe.lock_button:SetFrameStrata ("FULLSCREEN") end self:StretchButtonAlwaysOnTop() end function _detalhes:LeftMenuAnchorSide (side) if (not side) then side = self.menu_anchor.side end self.menu_anchor.side = side return self:MenuAnchor() end -- ~attributemenu (text with attribute name) function _detalhes:AttributeMenu (enabled, pos_x, pos_y, font, size, color, side, shadow) if (type (enabled) ~= "boolean") then enabled = self.attribute_text.enabled end if (not pos_x) then pos_x = self.attribute_text.anchor [1] end if (not pos_y) then pos_y = self.attribute_text.anchor [2] end if (not font) then font = self.attribute_text.text_face end if (not size) then size = self.attribute_text.text_size end if (not color) then color = self.attribute_text.text_color end if (not side) then side = self.attribute_text.side end if (type (shadow) ~= "boolean") then shadow = self.attribute_text.shadow end self.attribute_text.enabled = enabled self.attribute_text.anchor [1] = pos_x self.attribute_text.anchor [2] = pos_y self.attribute_text.text_face = font self.attribute_text.text_size = size self.attribute_text.text_color = color self.attribute_text.side = side self.attribute_text.shadow = shadow --> enabled if (not enabled and self.menu_attribute_string) then return self.menu_attribute_string:Hide() elseif (not enabled) then return end --> protection against failed clean up framework table if (self.menu_attribute_string and not getmetatable (self.menu_attribute_string)) then self.menu_attribute_string = nil end if (not self.menu_attribute_string) then local label = gump:NewLabel (self.floatingframe, nil, "DetailsAttributeStringInstance" .. self.meu_id, nil, "", "GameFontHighlightSmall") self.menu_attribute_string = label self.menu_attribute_string.text = _detalhes:GetSubAttributeName (self.atributo, self.sub_atributo) self.menu_attribute_string.owner_instance = self self.menu_attribute_string.Enabled = true self.menu_attribute_string.__enabled = true function self.menu_attribute_string:OnEvent (instance, attribute, subAttribute) if (instance == label.owner_instance) then local sName = instance:GetInstanceAttributeText() label.text = sName end end _detalhes:RegisterEvent (self.menu_attribute_string, "DETAILS_INSTANCE_CHANGEATTRIBUTE", self.menu_attribute_string.OnEvent) _detalhes:RegisterEvent (self.menu_attribute_string, "DETAILS_INSTANCE_CHANGEMODE", self.menu_attribute_string.OnEvent) end self.menu_attribute_string:Show() --> anchor if (side == 1) then --> a string esta no lado de cima if (self.toolbar_side == 1) then -- a toolbar esta em cima self.menu_attribute_string:ClearAllPoints() self.menu_attribute_string:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "bottomright", self.attribute_text.anchor [1], self.attribute_text.anchor [2]) elseif (self.toolbar_side == 2) then --a toolbar esta em baixo self.menu_attribute_string:ClearAllPoints() self.menu_attribute_string:SetPoint ("bottomleft", self.baseframe, "topleft", self.attribute_text.anchor [1] + 21, self.attribute_text.anchor [2]) end elseif (side == 2) then --> a string esta no lado de baixo if (self.toolbar_side == 1) then --toolbar esta em cima self.menu_attribute_string:ClearAllPoints() self.menu_attribute_string:SetPoint ("left", self.baseframe.rodape.StatusBarLeftAnchor, "left", self.attribute_text.anchor [1] + 16, self.attribute_text.anchor [2] - 6) elseif (self.toolbar_side == 2) then --toolbar esta em baixo self.menu_attribute_string:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "topright", self.attribute_text.anchor [1], self.attribute_text.anchor [2] - 19) end end --font face local fontPath = SharedMedia:Fetch ("font", font) _detalhes:SetFontFace (self.menu_attribute_string, fontPath) --font size _detalhes:SetFontSize (self.menu_attribute_string, size) --color _detalhes:SetFontColor (self.menu_attribute_string, color) --shadow _detalhes:SetFontOutline (self.menu_attribute_string, shadow) end -- ~backdrop function _detalhes:SetBackdropTexture (texturename) if (not texturename) then texturename = self.backdrop_texture end self.backdrop_texture = texturename local texture_path = SharedMedia:Fetch ("background", texturename) self.baseframe:SetBackdrop ({ bgFile = texture_path, tile = true, tileSize = 128, insets = {left = 0, right = 0, top = 0, bottom = 0}} ) self.bgdisplay:SetBackdrop ({ bgFile = texture_path, tile = true, tileSize = 128, insets = {left = 0, right = 0, top = 0, bottom = 0}} ) self:SetBackgroundAlpha (self.bg_alpha) end -- ~alpha (transparency of buttons on the toolbar) function _detalhes:SetAutoHideMenu (left, right, interacting) if (interacting) then if (self.is_interacting) then if (self.auto_hide_menu.left) then local r, g, b = unpack (self.color_buttons) self:InstanceButtonsColors (r, g, b, 1, true, true) --no save, only left end if (self.auto_hide_menu.right) then local r, g, b = unpack (self.color_buttons) self:InstanceButtonsColors (r, g, b, 1, true, nil, true) --no save, only right end else if (self.auto_hide_menu.left) then local r, g, b = unpack (self.color_buttons) self:InstanceButtonsColors (r, g, b, 0, true, true) --no save, only left end if (self.auto_hide_menu.right) then local r, g, b = unpack (self.color_buttons) self:InstanceButtonsColors (r, g, b, 0, true, nil, true) --no save, only right end end return end if (left == nil) then left = self.auto_hide_menu.left end if (right == nil) then right = self.auto_hide_menu.right end self.auto_hide_menu.left = left self.auto_hide_menu.right = right local r, g, b = unpack (self.color_buttons) if (not left) then --auto hide is off self:InstanceButtonsColors (r, g, b, 1, true, true) --no save, only left else if (self.is_interacting) then self:InstanceButtonsColors (r, g, b, 1, true, true) --no save, only left else self:InstanceButtonsColors (0, 0, 0, 0, true, true) --no save, only left end end if (not right) then --auto hide is off self:InstanceButtonsColors (r, g, b, 1, true, nil, true) --no save, only right else if (self.is_interacting) then self:InstanceButtonsColors (r, g, b, 1, true, nil, true) --no save, only right else self:InstanceButtonsColors (0, 0, 0, 0, true, nil, true) --no save, only right end end --auto_hide_menu = {left = false, right = false}, end -- transparency for toolbar, borders and statusbar function _detalhes:SetMenuAlpha (enabled, onenter, onleave, ignorebars, interacting) if (interacting) then --> called from a onenter or onleave script if (self.menu_alpha.enabled) then if (self.is_interacting) then return self:SetWindowAlphaForInteract (self.menu_alpha.onenter) else return self:SetWindowAlphaForInteract (self.menu_alpha.onleave) end end return end --ignorebars if (enabled == nil) then enabled = self.menu_alpha.enabled end if (not onenter) then onenter = self.menu_alpha.onenter end if (not onleave) then onleave = self.menu_alpha.onleave end if (ignorebars == nil) then ignorebars = self.menu_alpha.ignorebars end self.menu_alpha.enabled = enabled self.menu_alpha.onenter = onenter self.menu_alpha.onleave = onleave self.menu_alpha.ignorebars = ignorebars if (not enabled) then self.baseframe:SetAlpha (1) self.rowframe:SetAlpha (1) self:InstanceAlpha (self.color[4]) self:SetIconAlpha (1, nil, true) return self:InstanceColor (unpack (self.color)) --return self:SetWindowAlphaForInteract (self.color [4]) else local r, g, b = unpack (self.color) self:InstanceColor (r, g, b, 1) r, g, b = unpack (self.statusbar_info.overlay) self:StatusBarColor (r, g, b, 1) end if (self.is_interacting) then return self:SetWindowAlphaForInteract (onenter) --> set alpha else return self:SetWindowAlphaForInteract (onleave) --> set alpha end end function _detalhes:GetInstanceCurrentAlpha() if (self.menu_alpha.enabled) then if (self:IsInteracting()) then return self.menu_alpha.onenter else return self.menu_alpha.onleave end else return self.color [4] end end function _detalhes:GetInstanceIconsCurrentAlpha() if (self.menu_alpha.enabled and self.menu_alpha.iconstoo) then if (self:IsInteracting()) then return self.menu_alpha.onenter else return self.menu_alpha.onleave end else return 1 end end function _detalhes:MicroDisplaysSide (side, fromuser) if (not side) then side = self.micro_displays_side end self.micro_displays_side = side _detalhes.StatusBar:ReloadAnchors (self) if (self.micro_displays_side == 2 and not self.show_statusbar) then --> bottom side _detalhes.StatusBar:Hide (self) if (fromuser) then _detalhes:Msg (Loc ["STRING_OPTIONS_MICRODISPLAYWARNING"]) end elseif (self.micro_displays_side == 2) then _detalhes.StatusBar:Show (self) elseif (self.micro_displays_side == 1) then _detalhes.StatusBar:Show (self) end end function _detalhes:IsGroupedWith (instance) local id = instance:GetId() for side, instanceId in _pairs (self.snap) do if (instanceId == id) then return true end end return false end function _detalhes:GetInstanceGroup (instance_id) local instance = self if (instance_id) then instance = _detalhes:GetInstance (instance_id) if (not instance or not instance:IsEnabled()) then return end end local current_group = {instance} for side, insId in _pairs (instance.snap) do if (insId < instance:GetId()) then local last_id = instance:GetId() for i = insId, 1, -1 do local this_instance = _detalhes:GetInstance (i) local got = false if (this_instance and this_instance:IsEnabled()) then for side, id in _pairs (this_instance.snap) do if (id == last_id) then tinsert (current_group, this_instance) got = true last_id = i end end end if (not got) then break end end else local last_id = instance:GetId() for i = insId, _detalhes.instances_amount do local this_instance = _detalhes:GetInstance (i) local got = false if (this_instance and this_instance:IsEnabled()) then for side, id in _pairs (this_instance.snap) do if (id == last_id) then tinsert (current_group, this_instance) got = true last_id = i end end end if (not got) then break end end end end return current_group end function _detalhes:SetWindowScale (scale, from_options) if (not scale) then scale = self.window_scale end if (from_options) then local group = self:GetInstanceGroup() for _, instance in _ipairs (group) do instance.baseframe:SetScale (scale) instance.rowframe:SetScale (scale) instance.window_scale = scale end for _, instance in _ipairs (group) do _detalhes.move_janela_func (instance.baseframe, true, instance) _detalhes.move_janela_func (instance.baseframe, false, instance) end for _, instance in _ipairs (group) do instance:SaveMainWindowPosition() end else self.window_scale = scale self.baseframe:SetScale (scale) self.rowframe:SetScale (scale) --self:SaveMainWindowPosition() -- skin was replacing window_scale end end function _detalhes:ToolbarSide (side) if (not side) then side = self.toolbar_side end self.toolbar_side = side local skin = _detalhes.skins [self.skin] if (side == 1) then --> top --> ball point self.baseframe.cabecalho.ball_point:ClearAllPoints() self.baseframe.cabecalho.ball_point:SetPoint ("bottomleft", self.baseframe, "topleft", unpack (skin.icon_point_anchor)) --> ball self.baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL)) self.baseframe.cabecalho.ball:ClearAllPoints() self.baseframe.cabecalho.ball:SetPoint ("bottomleft", self.baseframe, "topleft", unpack (skin.left_corner_anchor)) --> ball r self.baseframe.cabecalho.ball_r:SetTexCoord (unpack (COORDS_RIGHT_BALL)) self.baseframe.cabecalho.ball_r:ClearAllPoints() self.baseframe.cabecalho.ball_r:SetPoint ("bottomright", self.baseframe, "topright", unpack (skin.right_corner_anchor)) --> tex coords self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR)) self.baseframe.cabecalho.top_bg:SetTexCoord (unpack (COORDS_TOP_BACKGROUND)) --> up frames self.baseframe.UPFrame:SetPoint ("left", self.baseframe.cabecalho.ball, "right", 0, -53) self.baseframe.UPFrame:SetPoint ("right", self.baseframe.cabecalho.ball_r, "left", 0, -53) self.baseframe.UPFrameConnect:ClearAllPoints() self.baseframe.UPFrameConnect:SetPoint ("bottomleft", self.baseframe, "topleft", 0, -1) self.baseframe.UPFrameConnect:SetPoint ("bottomright", self.baseframe, "topright", 0, -1) self.baseframe.UPFrameLeftPart:ClearAllPoints() self.baseframe.UPFrameLeftPart:SetPoint ("bottomleft", self.baseframe, "topleft", 0, 0) else --> bottom local y = 0 if (self.show_statusbar) then y = -14 end --> ball point self.baseframe.cabecalho.ball_point:ClearAllPoints() local _x, _y = unpack (skin.icon_point_anchor_bottom) self.baseframe.cabecalho.ball_point:SetPoint ("topleft", self.baseframe, "bottomleft", _x, _y + y) --> ball self.baseframe.cabecalho.ball:ClearAllPoints() local _x, _y = unpack (skin.left_corner_anchor_bottom) self.baseframe.cabecalho.ball:SetPoint ("topleft", self.baseframe, "bottomleft", _x, _y + y) local l, r, t, b = unpack (COORDS_LEFT_BALL) self.baseframe.cabecalho.ball:SetTexCoord (l, r, b, t) --> ball r self.baseframe.cabecalho.ball_r:ClearAllPoints() local _x, _y = unpack (skin.right_corner_anchor_bottom) self.baseframe.cabecalho.ball_r:SetPoint ("topright", self.baseframe, "bottomright", _x, _y + y) local l, r, t, b = unpack (COORDS_RIGHT_BALL) self.baseframe.cabecalho.ball_r:SetTexCoord (l, r, b, t) --> tex coords local l, r, t, b = unpack (COORDS_LEFT_CONNECTOR) self.baseframe.cabecalho.emenda:SetTexCoord (l, r, b, t) local l, r, t, b = unpack (COORDS_TOP_BACKGROUND) self.baseframe.cabecalho.top_bg:SetTexCoord (l, r, b, t) --> up frames self.baseframe.UPFrame:SetPoint ("left", self.baseframe.cabecalho.ball, "right", 0, 53) self.baseframe.UPFrame:SetPoint ("right", self.baseframe.cabecalho.ball_r, "left", 0, 53) self.baseframe.UPFrameConnect:ClearAllPoints() self.baseframe.UPFrameConnect:SetPoint ("topleft", self.baseframe, "bottomleft", 0, 1) self.baseframe.UPFrameConnect:SetPoint ("topright", self.baseframe, "bottomright", 0, 1) self.baseframe.UPFrameLeftPart:ClearAllPoints() self.baseframe.UPFrameLeftPart:SetPoint ("topleft", self.baseframe, "bottomleft", 0, 0) end --> update top menus self:LeftMenuAnchorSide() self:StretchButtonAnchor() self:HideMainIcon() if (self.show_sidebars) then self:ShowSideBars() end self:AttributeMenu() end function _detalhes:StretchButtonAlwaysOnTop (on_top) if (type (on_top) ~= "boolean") then on_top = self.grab_on_top end self.grab_on_top = on_top if (self.grab_on_top) then self.baseframe.button_stretch:SetFrameStrata ("FULLSCREEN") else self.baseframe.button_stretch:SetFrameStrata (self.strata) end end function _detalhes:StretchButtonAnchor (side) if (not side) then side = self.stretch_button_side end if (side == 1 or string.lower (side) == "top") then self.baseframe.button_stretch:ClearAllPoints() local y = 0 if (self.toolbar_side == 2) then --bottom y = -20 end self.baseframe.button_stretch:SetPoint ("bottom", self.baseframe, "top", 0, 20 + y) self.baseframe.button_stretch:SetPoint ("right", self.baseframe, "right", -27, 0) self.baseframe.button_stretch.texture:SetTexCoord (unpack (COORDS_STRETCH)) self.stretch_button_side = 1 elseif (side == 2 or string.lower (side) == "bottom") then self.baseframe.button_stretch:ClearAllPoints() local y = 0 if (self.toolbar_side == 2) then --bottom y = y -20 end if (self.show_statusbar) then y = y -14 end self.baseframe.button_stretch:SetPoint ("center", self.baseframe, "center") self.baseframe.button_stretch:SetPoint ("top", self.baseframe, "bottom", 0, y) local l, r, t, b = unpack (COORDS_STRETCH) self.baseframe.button_stretch.texture:SetTexCoord (r, l, b, t) self.stretch_button_side = 2 end end function _detalhes:MenuAnchor (x, y) if (self.toolbar_side == 1) then --top if (not x) then x = self.menu_anchor [1] end if (not y) then y = self.menu_anchor [2] end self.menu_anchor [1] = x self.menu_anchor [2] = y elseif (self.toolbar_side == 2) then --bottom if (not x) then x = self.menu_anchor_down [1] end if (not y) then y = self.menu_anchor_down [2] end self.menu_anchor_down [1] = x self.menu_anchor_down [2] = y end local menu_points = self.menu_points -- = {MenuAnchorLeft, MenuAnchorRight} if (self.menu_anchor.side == 1) then --> left menu_points [1]:ClearAllPoints() if (self.toolbar_side == 1) then --> top menu_points [1]:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "bottomright", x, y) -- y+2 else --> bottom menu_points [1]:SetPoint ("topleft", self.baseframe.cabecalho.ball, "topright", x, (y*-1) - 4) end elseif (self.menu_anchor.side == 2) then --> right menu_points [2]:ClearAllPoints() if (self.toolbar_side == 1) then --> top menu_points [2]:SetPoint ("topleft", self.baseframe.cabecalho.ball_r, "bottomleft", x, y+16) else --> bottom menu_points [2]:SetPoint ("topleft", self.baseframe.cabecalho.ball_r, "topleft", x, (y*-1) - 4) end end self:ToolbarMenuButtons() end function _detalhes:HideMainIcon (value) if (type (value) ~= "boolean") then value = self.hide_icon end if (value) then self.hide_icon = true gump:Fade (self.baseframe.cabecalho.atributo_icon, 1) --self.baseframe.cabecalho.ball:SetParent (self.baseframe) if (self.toolbar_side == 1) then self.baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL_NO_ICON)) self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR_NO_ICON)) elseif (self.toolbar_side == 2) then local l, r, t, b = unpack (COORDS_LEFT_BALL_NO_ICON) self.baseframe.cabecalho.ball:SetTexCoord (l, r, b, t) local l, r, t, b = unpack (COORDS_LEFT_CONNECTOR_NO_ICON) self.baseframe.cabecalho.emenda:SetTexCoord (l, r, b, t) end local skin = _detalhes.skins [self.skin] if (skin.icon_on_top) then self.baseframe.cabecalho.atributo_icon:SetParent (self.floatingframe) else self.baseframe.cabecalho.atributo_icon:SetParent (self.baseframe) end else self.hide_icon = false gump:Fade (self.baseframe.cabecalho.atributo_icon, 0) --self.baseframe.cabecalho.ball:SetParent (_detalhes.listener) if (self.toolbar_side == 1) then self.baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL)) self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR)) elseif (self.toolbar_side == 2) then local l, r, t, b = unpack (COORDS_LEFT_BALL) self.baseframe.cabecalho.ball:SetTexCoord (l, r, b, t) local l, r, t, b = unpack (COORDS_LEFT_CONNECTOR) self.baseframe.cabecalho.emenda:SetTexCoord (l, r, b, t) end end end --> search key: ~desaturate function _detalhes:DesaturateMenu (value) if (value == nil) then value = self.desaturated_menu end if (value) then self.desaturated_menu = true self.baseframe.cabecalho.modo_selecao:GetNormalTexture():SetDesaturated (true) self.baseframe.cabecalho.segmento:GetNormalTexture():SetDesaturated (true) self.baseframe.cabecalho.atributo:GetNormalTexture():SetDesaturated (true) self.baseframe.cabecalho.report:GetNormalTexture():SetDesaturated (true) self.baseframe.cabecalho.reset:GetNormalTexture():SetDesaturated (true) self.baseframe.cabecalho.fechar:GetNormalTexture():SetDesaturated (true) if (self.meu_id == _detalhes:GetLowerInstanceNumber()) then for _, button in _ipairs (_detalhes.ToolBar.AllButtons) do button:GetNormalTexture():SetDesaturated (true) end end else self.desaturated_menu = false self.baseframe.cabecalho.modo_selecao:GetNormalTexture():SetDesaturated (false) self.baseframe.cabecalho.segmento:GetNormalTexture():SetDesaturated (false) self.baseframe.cabecalho.atributo:GetNormalTexture():SetDesaturated (false) self.baseframe.cabecalho.report:GetNormalTexture():SetDesaturated (false) self.baseframe.cabecalho.reset:GetNormalTexture():SetDesaturated (false) self.baseframe.cabecalho.fechar:GetNormalTexture():SetDesaturated (false) if (self.meu_id == _detalhes:GetLowerInstanceNumber()) then for _, button in _ipairs (_detalhes.ToolBar.AllButtons) do button:GetNormalTexture():SetDesaturated (false) end end end end function _detalhes:ShowSideBars (instancia) if (instancia) then self = instancia end self.show_sidebars = true self.baseframe.barra_esquerda:Show() self.baseframe.barra_direita:Show() --> set default spacings local this_skin = _detalhes.skins [self.skin] if (this_skin.instance_cprops and this_skin.instance_cprops.row_info and this_skin.instance_cprops.row_info.space) then self.row_info.space.left = this_skin.instance_cprops.row_info.space.left self.row_info.space.right = this_skin.instance_cprops.row_info.space.right else self.row_info.space.left = 3 self.row_info.space.right = -5 end if (self.show_statusbar) then self.baseframe.barra_esquerda:SetPoint ("bottomleft", self.baseframe, "bottomleft", -56, -14) self.baseframe.barra_direita:SetPoint ("bottomright", self.baseframe, "bottomright", 56, -14) if (self.toolbar_side == 2) then self.baseframe.barra_fundo:Show() local l, r, t, b = unpack (COORDS_BOTTOM_SIDE_BAR) self.baseframe.barra_fundo:SetTexCoord (l, r, b, t) self.baseframe.barra_fundo:ClearAllPoints() self.baseframe.barra_fundo:SetPoint ("bottomleft", self.baseframe, "topleft", 0, -6) self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "topright", -1, -6) else self.baseframe.barra_fundo:Hide() end else self.baseframe.barra_esquerda:SetPoint ("bottomleft", self.baseframe, "bottomleft", -56, 0) self.baseframe.barra_direita:SetPoint ("bottomright", self.baseframe, "bottomright", 56, 0) self.baseframe.barra_fundo:Show() if (self.toolbar_side == 2) then --tooltbar on bottom local l, r, t, b = unpack (COORDS_BOTTOM_SIDE_BAR) self.baseframe.barra_fundo:SetTexCoord (l, r, b, t) self.baseframe.barra_fundo:ClearAllPoints() self.baseframe.barra_fundo:SetPoint ("bottomleft", self.baseframe, "topleft", 0, -6) self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "topright", -1, -6) else --tooltbar on top self.baseframe.barra_fundo:SetTexCoord (unpack (COORDS_BOTTOM_SIDE_BAR)) self.baseframe.barra_fundo:ClearAllPoints() self.baseframe.barra_fundo:SetPoint ("bottomleft", self.baseframe, "bottomleft", 0, -56) self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "bottomright", -1, -56) end end self:SetBarGrowDirection() end function _detalhes:HideSideBars (instancia) if (instancia) then self = instancia end self.show_sidebars = false self.row_info.space.left = 0 self.row_info.space.right = 0 self.baseframe.barra_esquerda:Hide() self.baseframe.barra_direita:Hide() self.baseframe.barra_fundo:Hide() self:SetBarGrowDirection() end function _detalhes:HideStatusBar (instancia) if (instancia) then self = instancia end self.show_statusbar = false self.baseframe.rodape.esquerdo:Hide() self.baseframe.rodape.direita:Hide() self.baseframe.rodape.top_bg:Hide() self.baseframe.rodape.StatusBarLeftAnchor:Hide() self.baseframe.rodape.StatusBarCenterAnchor:Hide() self.baseframe.DOWNFrame:Hide() if (self.toolbar_side == 2) then self:ToolbarSide() end if (self.show_sidebars) then self:ShowSideBars() end self:StretchButtonAnchor() if (self.micro_displays_side == 2) then --> bottom side _detalhes.StatusBar:Hide (self) --> mini displays widgets end end function _detalhes:StatusBarColor (r, g, b, a, no_save) if (not r) then r, g, b = unpack (self.statusbar_info.overlay) a = a or self.statusbar_info.alpha end if (not no_save) then self.statusbar_info.overlay [1] = r self.statusbar_info.overlay [2] = g self.statusbar_info.overlay [3] = b self.statusbar_info.alpha = a end self.baseframe.rodape.esquerdo:SetVertexColor (r, g, b) self.baseframe.rodape.esquerdo:SetAlpha (a) self.baseframe.rodape.direita:SetVertexColor (r, g, b) self.baseframe.rodape.direita:SetAlpha (a) self.baseframe.rodape.top_bg:SetVertexColor (r, g, b) self.baseframe.rodape.top_bg:SetAlpha (a) end function _detalhes:ShowStatusBar (instancia) if (instancia) then self = instancia end self.show_statusbar = true self.baseframe.rodape.esquerdo:Show() self.baseframe.rodape.direita:Show() self.baseframe.rodape.top_bg:Show() self.baseframe.rodape.StatusBarLeftAnchor:Show() self.baseframe.rodape.StatusBarCenterAnchor:Show() self.baseframe.DOWNFrame:Show() self:ToolbarSide() self:StretchButtonAnchor() if (self.micro_displays_side == 2) then --> bottom side _detalhes.StatusBar:Show (self) --> mini displays widgets end end function _detalhes:SetTooltipBackdrop (border_texture, border_size, border_color) if (not border_texture) then border_texture = _detalhes.tooltip.border_texture end if (not border_size) then border_size = _detalhes.tooltip.border_size end if (not border_color) then border_color = _detalhes.tooltip.border_color end _detalhes.tooltip.border_texture = border_texture _detalhes.tooltip.border_size = border_size local c = _detalhes.tooltip.border_color local cc = _detalhes.tooltip_border_color c[1], c[2], c[3], c[4] = border_color[1], border_color[2], border_color[3], border_color[4] or 1 cc[1], cc[2], cc[3], cc[4] = border_color[1], border_color[2], border_color[3], border_color[4] or 1 _detalhes.tooltip_backdrop.edgeFile = SharedMedia:Fetch ("border", border_texture) _detalhes.tooltip_backdrop.edgeSize = border_size end --> reset button functions local reset_button_onenter = function (self) local GameCooltip = GameCooltip OnEnterMainWindow (self.instance, self) GameCooltip.buttonOver = true self.instance.baseframe.cabecalho.button_mouse_over = true if (self.instance.desaturated_menu) then self:GetNormalTexture():SetDesaturated (false) end GameCooltip:Reset() GameCooltip:SetType ("menu") GameCooltip:SetOption ("ButtonsYMod", -2) GameCooltip:SetOption ("YSpacingMod", 0) GameCooltip:SetOption ("TextHeightMod", 0) GameCooltip:SetOption ("IgnoreButtonAutoHeight", false) GameCooltip:SetOption ("ButtonsYMod", -7) GameCooltip:SetOption ("HeighMod", 8) GameCooltip:AddLine (Loc ["STRING_ERASE_DATA"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\Buttons\UI-StopButton]], 1, 1, 14, 14, 0, 1, 0, 1, "red") GameCooltip:AddMenu (1, _detalhes.tabela_historico.resetar) GameCooltip:AddLine ("$div", nil, 1, nil, -5, -11) GameCooltip:AddLine (Loc ["STRING_ERASE_DATA_OVERALL"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\Buttons\UI-StopButton]], 1, 1, 14, 14, 0, 1, 0, 1, "orange") GameCooltip:AddMenu (1, _detalhes.tabela_historico.resetar_overall) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) show_anti_overlap (self.instance, self, "top") _detalhes:SetMenuOwner (self, self.instance) GameCooltip:ShowCooltip() end local reset_button_onleave = function (self) OnLeaveMainWindow (self.instance, self) if (self.instance.desaturated_menu) then self:GetNormalTexture():SetDesaturated (true) end hide_anti_overlap (self.instance.baseframe.anti_menu_overlap) GameCooltip.buttonOver = false self.instance.baseframe.cabecalho.button_mouse_over = false if (GameCooltip.active) then parameters_table [2] = 0 self:SetScript ("OnUpdate", on_leave_menu) else self:SetScript ("OnUpdate", nil) end end --> close button functions local close_button_onclick = function (self, _, button) self = self or button self:Disable() self.instancia:DesativarInstancia() --> não há mais instâncias abertas, então manda msg alertando if (_detalhes.opened_windows == 0) then _detalhes:Msg (Loc ["STRING_CLOSEALL"]) end GameCooltip:Hide() end _detalhes.close_instancia_func = close_button_onclick local close_button_onenter = function (self) OnEnterMainWindow (self.instance, self, 3) if (self.instance.desaturated_menu) then self:GetNormalTexture():SetDesaturated (false) end local GameCooltip = GameCooltip GameCooltip.buttonOver = true self.instance.baseframe.cabecalho.button_mouse_over = true GameCooltip:Reset() GameCooltip:SetType ("menu") GameCooltip:SetOption ("ButtonsYMod", -7) GameCooltip:SetOption ("ButtonsYModSub", -2) GameCooltip:SetOption ("YSpacingMod", 0) GameCooltip:SetOption ("YSpacingModSub", -3) GameCooltip:SetOption ("TextHeightMod", 0) GameCooltip:SetOption ("TextHeightModSub", 0) GameCooltip:SetOption ("IgnoreButtonAutoHeight", false) GameCooltip:SetOption ("IgnoreButtonAutoHeightSub", false) GameCooltip:SetOption ("SubMenuIsTooltip", true) GameCooltip:SetOption ("FixedWidthSub", 180) --GameCooltip:SetOption ("FixedHeight", 30) GameCooltip:SetOption ("HeighMod", 9) local font = SharedMedia:Fetch ("font", "Friz Quadrata TT") GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]], 1, 1, 14, 14, 0.2, 0.8, 0.2, 0.8) GameCooltip:AddMenu (1, close_button_onclick, self) GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE_DESC"], nil, 2, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\CHATFRAME\UI-ChatIcon-Minimize-Up]], 2, 1, 18, 18) GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE_DESC2"], nil, 2, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\PaperDollInfoFrame\UI-GearManager-LeaveItem-Transparent]], 2, 1, 18, 18) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) GameCooltip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) show_anti_overlap (self.instance, self, "top") _detalhes:SetMenuOwner (self, self.instance) GameCooltip:ShowCooltip() end local close_button_onleave = function (self) OnLeaveMainWindow (self.instance, self, 3) if (self.instance.desaturated_menu) then self:GetNormalTexture():SetDesaturated (true) end hide_anti_overlap (self.instance.baseframe.anti_menu_overlap) GameCooltip.buttonOver = false self.instance.baseframe.cabecalho.button_mouse_over = false if (GameCooltip.active) then parameters_table [2] = 0 self:SetScript ("OnUpdate", on_leave_menu) else self:SetScript ("OnUpdate", nil) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------ --> build upper menu bar function gump:CriaCabecalho (baseframe, instancia) baseframe.cabecalho = {} --> FECHAR INSTANCIA ---------------------------------------------------------------------------------------------------------------------------------------------------- baseframe.cabecalho.fechar = CreateFrame ("button", "DetailsCloseInstanceButton" .. instancia.meu_id, baseframe) --, "UIPanelCloseButton" baseframe.cabecalho.fechar:SetWidth (18) baseframe.cabecalho.fechar:SetHeight (18) baseframe.cabecalho.fechar:SetFrameLevel (5) --> altura mais alta que os demais frames baseframe.cabecalho.fechar:SetPoint ("bottomright", baseframe, "topright", 5, -6) --> seta o ponto dele fixando no base frame baseframe.cabecalho.fechar:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) baseframe.cabecalho.fechar:GetNormalTexture():SetTexCoord (160/256, 192/256, 0, 1) baseframe.cabecalho.fechar:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) baseframe.cabecalho.fechar:GetHighlightTexture():SetTexCoord (160/256, 192/256, 0, 1) baseframe.cabecalho.fechar:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) baseframe.cabecalho.fechar:GetPushedTexture():SetTexCoord (160/256, 192/256, 0, 1) --baseframe.cabecalho.fechar:SetNormalTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]]) --baseframe.cabecalho.fechar:SetHighlightTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Highlight]]) --baseframe.cabecalho.fechar:SetPushedTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Down]]) baseframe.cabecalho.fechar.instancia = instancia baseframe.cabecalho.fechar.instance = instancia baseframe.cabecalho.fechar:SetScript ("OnEnter", close_button_onenter) baseframe.cabecalho.fechar:SetScript ("OnLeave", close_button_onleave) baseframe.cabecalho.fechar:SetScript ("OnClick", close_button_onclick) --> bola do canto esquedo superior --> primeiro criar a armação para apoiar as texturas baseframe.cabecalho.ball_point = instancia.floatingframe:CreateTexture (nil, "overlay") baseframe.cabecalho.ball_point:SetPoint ("bottomleft", baseframe, "topleft", -37, 0) baseframe.cabecalho.ball_point:SetWidth (64) baseframe.cabecalho.ball_point:SetHeight (32) --> icone do atributo --baseframe.cabecalho.atributo_icon = _detalhes.listener:CreateTexture (nil, "artwork") baseframe.cabecalho.atributo_icon = baseframe:CreateTexture ("DetailsAttributeIcon" .. instancia.meu_id, "background") local icon_anchor = _detalhes.skins ["WoW Interface"].icon_anchor_main baseframe.cabecalho.atributo_icon:SetPoint ("topright", baseframe.cabecalho.ball_point, "topright", icon_anchor[1], icon_anchor[2]) baseframe.cabecalho.atributo_icon:SetTexture (DEFAULT_SKIN) baseframe.cabecalho.atributo_icon:SetWidth (32) baseframe.cabecalho.atributo_icon:SetHeight (32) --> bola overlay --baseframe.cabecalho.ball = _detalhes.listener:CreateTexture (nil, "overlay") baseframe.cabecalho.ball = baseframe:CreateTexture (nil, "overlay") baseframe.cabecalho.ball:SetPoint ("bottomleft", baseframe, "topleft", -107, 0) baseframe.cabecalho.ball:SetWidth (128) baseframe.cabecalho.ball:SetHeight (128) baseframe.cabecalho.ball:SetTexture (DEFAULT_SKIN) baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL)) --> emenda baseframe.cabecalho.emenda = baseframe:CreateTexture (nil, "background") baseframe.cabecalho.emenda:SetPoint ("bottomleft", baseframe.cabecalho.ball, "bottomright") baseframe.cabecalho.emenda:SetWidth (8) baseframe.cabecalho.emenda:SetHeight (128) baseframe.cabecalho.emenda:SetTexture (DEFAULT_SKIN) baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR)) baseframe.cabecalho.atributo_icon:Hide() baseframe.cabecalho.ball:Hide() --> bola do canto direito superior baseframe.cabecalho.ball_r = baseframe:CreateTexture (nil, "background") baseframe.cabecalho.ball_r:SetPoint ("bottomright", baseframe, "topright", 96, 0) baseframe.cabecalho.ball_r:SetWidth (128) baseframe.cabecalho.ball_r:SetHeight (128) baseframe.cabecalho.ball_r:SetTexture (DEFAULT_SKIN) baseframe.cabecalho.ball_r:SetTexCoord (unpack (COORDS_RIGHT_BALL)) --> barra centro baseframe.cabecalho.top_bg = baseframe:CreateTexture (nil, "background") baseframe.cabecalho.top_bg:SetPoint ("left", baseframe.cabecalho.emenda, "right", 0, 0) baseframe.cabecalho.top_bg:SetPoint ("right", baseframe.cabecalho.ball_r, "left") baseframe.cabecalho.top_bg:SetTexture (DEFAULT_SKIN) baseframe.cabecalho.top_bg:SetTexCoord (unpack (COORDS_TOP_BACKGROUND)) baseframe.cabecalho.top_bg:SetWidth (512) baseframe.cabecalho.top_bg:SetHeight (128) --> frame invisível baseframe.UPFrame = CreateFrame ("frame", "DetailsUpFrameInstance"..instancia.meu_id, baseframe) baseframe.UPFrame:SetPoint ("left", baseframe.cabecalho.ball, "right", 0, -53) baseframe.UPFrame:SetPoint ("right", baseframe.cabecalho.ball_r, "left", 0, -53) baseframe.UPFrame:SetHeight (20) baseframe.UPFrame.is_toolbar = true baseframe.UPFrame:Show() baseframe.UPFrame:EnableMouse (true) baseframe.UPFrame:SetMovable (true) baseframe.UPFrame:SetResizable (true) BGFrame_scripts (baseframe.UPFrame, baseframe, instancia) --> corrige o vão entre o baseframe e o upframe baseframe.UPFrameConnect = CreateFrame ("frame", "DetailsAntiGap"..instancia.meu_id, baseframe) baseframe.UPFrameConnect:SetPoint ("bottomleft", baseframe, "topleft", 0, -1) baseframe.UPFrameConnect:SetPoint ("bottomright", baseframe, "topright", 0, -1) baseframe.UPFrameConnect:SetHeight (2) baseframe.UPFrameConnect:EnableMouse (true) baseframe.UPFrameConnect:SetMovable (true) baseframe.UPFrameConnect:SetResizable (true) baseframe.UPFrameConnect.is_toolbar = true BGFrame_scripts (baseframe.UPFrameConnect, baseframe, instancia) baseframe.UPFrameLeftPart = CreateFrame ("frame", "DetailsUpFrameLeftPart"..instancia.meu_id, baseframe) baseframe.UPFrameLeftPart:SetPoint ("bottomleft", baseframe, "topleft", 0, 0) baseframe.UPFrameLeftPart:SetSize (22, 20) baseframe.UPFrameLeftPart:EnableMouse (true) baseframe.UPFrameLeftPart:SetMovable (true) baseframe.UPFrameLeftPart:SetResizable (true) baseframe.UPFrameLeftPart.is_toolbar = true BGFrame_scripts (baseframe.UPFrameLeftPart, baseframe, instancia) --> anchors para os micro displays no lado de cima da janela local StatusBarLeftAnchor = CreateFrame ("frame", "DetailsStatusBarLeftAnchor" .. instancia.meu_id, baseframe) StatusBarLeftAnchor:SetPoint ("bottomleft", baseframe, "topleft", 0, 9) StatusBarLeftAnchor:SetWidth (1) StatusBarLeftAnchor:SetHeight (1) baseframe.cabecalho.StatusBarLeftAnchor = StatusBarLeftAnchor local StatusBarCenterAnchor = CreateFrame ("frame", "DetailsStatusBarCenterAnchor" .. instancia.meu_id, baseframe) StatusBarCenterAnchor:SetPoint ("center", baseframe, "center") StatusBarCenterAnchor:SetPoint ("bottom", baseframe, "top", 0, 9) StatusBarCenterAnchor:SetWidth (1) StatusBarCenterAnchor:SetHeight (1) baseframe.cabecalho.StatusBarCenterAnchor = StatusBarCenterAnchor local StatusBarRightAnchor = CreateFrame ("frame", "DetailsStatusBarRightAnchor" .. instancia.meu_id, baseframe) StatusBarRightAnchor:SetPoint ("bottomright", baseframe, "topright", 0, 9) StatusBarRightAnchor:SetWidth (1) StatusBarRightAnchor:SetHeight (1) baseframe.cabecalho.StatusBarRightAnchor = StatusBarRightAnchor local MenuAnchorLeft = CreateFrame ("frame", "DetailsMenuAnchorLeft"..instancia.meu_id, baseframe) MenuAnchorLeft:SetSize (1, 1) local MenuAnchorRight = CreateFrame ("frame", "DetailsMenuAnchorRight"..instancia.meu_id, baseframe) MenuAnchorRight:SetSize (1, 1) local Menu2AnchorRight = CreateFrame ("frame", "DetailsMenu2AnchorRight"..instancia.meu_id, baseframe) Menu2AnchorRight:SetSize (1, 1) instancia.menu_points = {MenuAnchorLeft, MenuAnchorRight} instancia.menu2_points = {Menu2AnchorRight} -- botões ------------------------------------------------------------------------------------------------------------------------------------------------- local CoolTip = _G.GameCooltip --> SELEÇÃO DO MODO ---------------------------------------------------------------------------------------------------------------------------------------------------- baseframe.cabecalho.modo_selecao = gump:NewButton (baseframe, nil, "DetailsModeButton"..instancia.meu_id, nil, 16, 16, _detalhes.empty_function, nil, nil, [[Interface\AddOns\Details\images\modo_icone]]) baseframe.cabecalho.modo_selecao:SetPoint ("bottomleft", baseframe.cabecalho.ball, "bottomright", instancia.menu_anchor [1], instancia.menu_anchor [2]) baseframe.cabecalho.modo_selecao:SetFrameLevel (baseframe:GetFrameLevel()+5) local b = baseframe.cabecalho.modo_selecao.widget b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetNormalTexture():SetTexCoord (0/256, 32/256, 0, 1) b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetHighlightTexture():SetTexCoord (0/256, 32/256, 0, 1) b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetPushedTexture():SetTexCoord (0/256, 32/256, 0, 1) --> Generating Cooltip menu from table template --> Cooltip raw method for enter/leave show/hide baseframe.cabecalho.modo_selecao:SetScript ("OnEnter", function (self) --gump:Fade (baseframe.button_stretch, "alpha", 0.3) OnEnterMainWindow (instancia, self, 3) if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (false) end _G.GameCooltip.buttonOver = true baseframe.cabecalho.button_mouse_over = true local passou = 0 if (_G.GameCooltip.active) then passou = 0.15 end local checked if (instancia.modo == 1) then checked = 4 elseif (instancia.modo == 2) then checked = 1 elseif (instancia.modo == 3) then checked = 2 elseif (instancia.modo == 4) then checked = 3 end parameters_table [1] = instancia parameters_table [2] = passou parameters_table [3] = checked self:SetScript ("OnUpdate", build_mode_list) end) baseframe.cabecalho.modo_selecao:SetScript ("OnLeave", function (self) OnLeaveMainWindow (instancia, self, 3) hide_anti_overlap (instancia.baseframe.anti_menu_overlap) if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (true) end _G.GameCooltip.buttonOver = false baseframe.cabecalho.button_mouse_over = false if (_G.GameCooltip.active) then parameters_table [2] = 0 self:SetScript ("OnUpdate", on_leave_menu) else self:SetScript ("OnUpdate", nil) end end) --> SELECIONAR O SEGMENTO ---------------------------------------------------------------------------------------------------------------------------------------------------- baseframe.cabecalho.segmento = gump:NewButton (baseframe, nil, "DetailsSegmentButton"..instancia.meu_id, nil, 16, 16, _detalhes.empty_function, nil, nil, [[Interface\AddOns\Details\images\segmentos_icone]]) baseframe.cabecalho.segmento:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1) local b = baseframe.cabecalho.segmento.widget b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetNormalTexture():SetTexCoord (32/256, 64/256, 0, 1) b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetHighlightTexture():SetTexCoord (32/256, 64/256, 0, 1) b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetPushedTexture():SetTexCoord (32/256, 64/256, 0, 1) baseframe.cabecalho.segmento:SetHook ("OnMouseUp", function (button, buttontype) if (buttontype == "LeftButton") then local segmento_goal = instancia.segmento + 1 if (segmento_goal > segments_used) then segmento_goal = -1 elseif (segmento_goal > _detalhes.segments_amount) then segmento_goal = -1 end local total_shown = segments_filled+2 local goal = segmento_goal+1 local select_ = math.abs (goal - total_shown) GameCooltip:Select (1, select_) return instancia:TrocaTabela (segmento_goal) elseif (buttontype == "RightButton") then local segmento_goal = instancia.segmento - 1 if (segmento_goal < -1) then segmento_goal = segments_used end local total_shown = segments_filled+2 local goal = segmento_goal+1 local select_ = math.abs (goal - total_shown) GameCooltip:Select (1, select_) return instancia:TrocaTabela (segmento_goal) elseif (buttontype == "MiddleButton") then local segmento_goal = 0 local total_shown = segments_filled+2 local goal = segmento_goal+1 local select_ = math.abs (goal - total_shown) GameCooltip:Select (1, select_) return instancia:TrocaTabela (segmento_goal) end end) baseframe.cabecalho.segmento:SetPoint ("left", baseframe.cabecalho.modo_selecao, "right", 0, 0) --> Cooltip raw method for show/hide onenter/onhide baseframe.cabecalho.segmento:SetScript ("OnEnter", function (self) --gump:Fade (baseframe.button_stretch, "alpha", 0.3) OnEnterMainWindow (instancia, self, 3) if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (false) end _G.GameCooltip.buttonOver = true baseframe.cabecalho.button_mouse_over = true local passou = 0 if (_G.GameCooltip.active) then passou = 0.15 end parameters_table [1] = instancia parameters_table [2] = passou self:SetScript ("OnUpdate", build_segment_list) end) --> Cooltip raw method baseframe.cabecalho.segmento:SetScript ("OnLeave", function (self) --gump:Fade (baseframe.button_stretch, -1) OnLeaveMainWindow (instancia, self, 3) hide_anti_overlap (instancia.baseframe.anti_menu_overlap) if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (true) end _G.GameCooltip.buttonOver = false baseframe.cabecalho.button_mouse_over = false if (_G.GameCooltip.active) then parameters_table [2] = 0 self:SetScript ("OnUpdate", on_leave_menu) else self:SetScript ("OnUpdate", nil) end end) --> SELECIONAR O ATRIBUTO ---------------------------------------------------------------------------------------------------------------------------------------------------- baseframe.cabecalho.atributo = gump:NewButton (baseframe, nil, "DetailsAttributeButton"..instancia.meu_id, nil, 16, 16, instancia.TrocaTabela, instancia, -3, [[Interface\AddOns\Details\images\sword]]) local b = baseframe.cabecalho.atributo.widget b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetNormalTexture():SetTexCoord (66/256, 93/256, 0, 1) b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetHighlightTexture():SetTexCoord (68/256, 93/256, 0, 1) b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetPushedTexture():SetTexCoord (68/256, 93/256, 0, 1) --baseframe.cabecalho.atributo = gump:NewDetailsButton (baseframe, _, instancia, instancia.TrocaTabela, instancia, -3, 16, 16, [[Interface\AddOns\Details\images\sword]]) baseframe.cabecalho.atributo:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1) baseframe.cabecalho.atributo:SetPoint ("left", baseframe.cabecalho.segmento.widget, "right", 0, 0) --> Cooltip automatic method through Injection --> First we declare the function which will build the menu local BuildAttributeMenu = function() if (_detalhes.solo and _detalhes.solo == instancia.meu_id) then _detalhes:MontaSoloOption (instancia) elseif (instancia:IsRaidMode()) then local have_plugins = _detalhes:MontaRaidOption (instancia) if (not have_plugins) then GameCooltip:SetType ("tooltip") GameCooltip:SetOption ("ButtonsYMod", 0) GameCooltip:SetOption ("YSpacingMod", 0) GameCooltip:SetOption ("TextHeightMod", 0) GameCooltip:SetOption ("IgnoreButtonAutoHeight", false) GameCooltip:AddLine ("All raid plugins already\nin use or disabled.", nil, 1, "white", nil, 10, SharedMedia:Fetch ("font", "Friz Quadrata TT")) GameCooltip:AddIcon ([[Interface\GROUPFRAME\UI-GROUP-ASSISTANTICON]], 1, 1) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) end else _detalhes:MontaAtributosOption (instancia) end GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) GameCooltip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) end --> Now we create a table with some parameters --> your frame need to have a member called CoolTip baseframe.cabecalho.atributo.CoolTip = { Type = "menu", --> the type, menu tooltip tooltipbars BuildFunc = BuildAttributeMenu, --> called when user mouse over the frame OnEnterFunc = function (self) baseframe.cabecalho.button_mouse_over = true; OnEnterMainWindow (instancia, baseframe.cabecalho.atributo, 3) show_anti_overlap (instancia, self, "top") if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (false) end end, OnLeaveFunc = function (self) baseframe.cabecalho.button_mouse_over = false; OnLeaveMainWindow (instancia, baseframe.cabecalho.atributo, 3) hide_anti_overlap (instancia.baseframe.anti_menu_overlap) if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (true) end end, FixedValue = instancia, ShowSpeed = 0.15, Options = function() _detalhes:SetMenuOwner (baseframe.cabecalho.atributo.widget, instancia) if (instancia.toolbar_side == 1) then --top return {TextSize = _detalhes.font_sizes.menus} elseif (instancia.toolbar_side == 2) then --bottom return {TextSize = _detalhes.font_sizes.menus, HeightAnchorMod = 0} -- -7 end end} --> install cooltip _G.GameCooltip:CoolTipInject (baseframe.cabecalho.atributo) --> REPORTAR ~report ---------------------------------------------------------------------------------------------------------------------------------------------------- baseframe.cabecalho.report = gump:NewButton (baseframe, nil, "DetailsReportButton"..instancia.meu_id, nil, 8, 16, _detalhes.Reportar, instancia, "INSTANCE" .. instancia.meu_id, [[Interface\Addons\Details\Images\report_button]]) local b = baseframe.cabecalho.report.widget b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetNormalTexture():SetTexCoord (96/256, 128/256, 0, 1) b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetHighlightTexture():SetTexCoord (96/256, 128/256, 0, 1) b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetPushedTexture():SetTexCoord (96/256, 128/256, 0, 1) --baseframe.cabecalho.report = gump:NewDetailsButton (baseframe, _, instancia, _detalhes.Reportar, instancia, nil, 16, 16, [[Interface\COMMON\VOICECHAT-ON]]) baseframe.cabecalho.report:SetPoint ("left", baseframe.cabecalho.atributo, "right", -6, 0) baseframe.cabecalho.report:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1) baseframe.cabecalho.report:SetScript ("OnEnter", function (self) OnEnterMainWindow (instancia, self, 3) if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (false) end GameCooltip.buttonOver = true baseframe.cabecalho.button_mouse_over = true GameCooltip:Reset() GameCooltip:SetType ("menu") GameCooltip:SetOption ("ButtonsYMod", -3) GameCooltip:SetOption ("YSpacingMod", 0) GameCooltip:SetOption ("TextHeightMod", 0) GameCooltip:SetOption ("IgnoreButtonAutoHeight", false) GameCooltip:SetOption ("ButtonsYMod", -7) GameCooltip:SetOption ("HeighMod", 8) local last_reports = _detalhes.latest_report_table if (#last_reports > 0) then for index = #last_reports, 1, -1 do local report = last_reports [index] local instance_number, attribute, subattribute, amt, report_where = unpack (report) local name = _detalhes:GetSubAttributeName (attribute, subattribute) local artwork = _detalhes.GetReportIconAndColor (report_where) GameCooltip:AddLine (name .. " (#" .. amt .. ")", nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) if (artwork) then GameCooltip:AddIcon (artwork.icon, 1, 1, 14, 14, artwork.coords[1], artwork.coords[2], artwork.coords[3], artwork.coords[4], artwork.color, nil, false) end GameCooltip:AddMenu (1, _detalhes.ReportFromLatest, index) end GameCooltip:AddLine ("$div") end GameCooltip:AddLine (Loc ["STRING_REPORT_TOOLTIP"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus) GameCooltip:AddIcon ([[Interface\Addons\Details\Images\report_button]], 1, 1, 12, 19) GameCooltip:AddMenu (1, _detalhes.Reportar, instancia, nil, "INSTANCE" .. instancia.meu_id) GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true) GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color) show_anti_overlap (instancia, self, "top") _detalhes:SetMenuOwner (self, instancia) GameCooltip:ShowCooltip() end) baseframe.cabecalho.report:SetScript ("OnLeave", function (self) OnLeaveMainWindow (instancia, self, 3) hide_anti_overlap (instancia.baseframe.anti_menu_overlap) GameCooltip.buttonOver = false baseframe.cabecalho.button_mouse_over = false if (instancia.desaturated_menu) then self:GetNormalTexture():SetDesaturated (true) end if (GameCooltip.active) then parameters_table [2] = 0 self:SetScript ("OnUpdate", on_leave_menu) else self:SetScript ("OnUpdate", nil) end end) -- ~delete ~erase ~reset --> reset ---------------------------------------------------------------------------------------------------------------------------------------------------- baseframe.cabecalho.reset = CreateFrame ("button", "DetailsClearSegmentsButton" .. instancia.meu_id, baseframe) baseframe.cabecalho.reset:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1) baseframe.cabecalho.reset:SetSize (10, 16) baseframe.cabecalho.reset:SetPoint ("right", baseframe.cabecalho.novo, "left") baseframe.cabecalho.reset.instance = instancia baseframe.cabecalho.reset:SetScript ("OnClick", function() if (not _detalhes.disable_reset_button) then _detalhes.tabela_historico:resetar() else _detalhes:Msg (Loc ["STRING_OPTIONS_DISABLED_RESET"]) end end) baseframe.cabecalho.reset:SetScript ("OnEnter", reset_button_onenter) baseframe.cabecalho.reset:SetScript ("OnLeave", reset_button_onleave) local b = baseframe.cabecalho.reset b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetNormalTexture():SetTexCoord (128/256, 160/256, 0, 1) b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetHighlightTexture():SetTexCoord (128/256, 160/256, 0, 1) b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]]) b:GetPushedTexture():SetTexCoord (128/256, 160/256, 0, 1) --> fim botão reset end