--> details main objects local _detalhes = _G._detalhes local gump = _detalhes.gump local _type = type local _unpack = unpack gump.LabelNameCounter = 1 gump.PictureNameCounter = 1 gump.debug = false ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> points function gump:CheckPoints (v1, v2, v3, v4, v5, object) --bg_esq:SetPoint ("topleft", DmgRankFrame, 10, -215) if (not v1 and not v2) then return "topleft", object.widget:GetParent(), "topleft", 0, 0 end if (_type (v1) == "string") then local frameGlobal = _G [v1] if (frameGlobal and frameGlobal.GetObjectType) then return gump:CheckPoints (frameGlobal, v2, v3, v4, v5, object) end elseif (_type (v2) == "string") then local frameGlobal = _G [v2] if (frameGlobal and frameGlobal.GetObjectType) then return gump:CheckPoints (v1, frameGlobal, v3, v4, v5, object) end end if (_type (v1) == "string" and _type (v2) == "table") then --> :setpoint ("left", frame, _, _, _) if (not v3 or _type (v3) == "number") then --> :setpoint ("left", frame, 10, 10) v1, v2, v3, v4, v5 = v1, v2, v1, v3, v4 --else --> :setpoint ("left", frame, "left", 10, 10) end elseif (_type (v1) == "string" and _type (v2) == "number") then --> :setpoint ("topleft", x, y) v1, v2, v3, v4, v5 = v1, object.widget:GetParent(), v1, v2, v3 elseif (_type (v1) == "number") then --> :setpoint (x, y) v1, v2, v3, v4, v5 = "topleft", object.widget:GetParent(), "topleft", v1, v2 elseif (_type (v1) == "table") then --> :setpoint (frame, x, y) v1, v2, v3, v4, v5 = "topleft", v1, "topleft", v2, v3 end if (not v2) then v2 = object.widget:GetParent() elseif (v2.dframework) then v2 = v2.widget end return v1 or "topleft", v2, v3 or "topleft", v4 or 0, v5 or 0 end ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> color scheme function gump:NewColor (_colorname, _colortable, _green, _blue, _alpha) if (_type (_colorname) ~= "string") then return _detalhes:NewError ("color name must be a string.") end if (gump.alias_text_colors [_colorname]) then return _detalhes:NewError (_colorname .. " already exists.") end if (_type (_colortable) == "table") then if (_colortable[1] and _colortable[2] and _colortable[3]) then _colortable[4] = _colortable[4] or 1 gump.alias_text_colors [_colorname] = _colortable else return _detalhes:NewError ("invalid color table.") end elseif (_colortable and _green and _blue) then _alpha = _alpha or 1 gump.alias_text_colors [_colorname] = {_colortable, _green, _blue, _alpha} else return _detalhes:NewError ("invalid parameter.") end return true end function gump:ParseColors (_arg1, _arg2, _arg3, _arg4) if (_type (_arg1) == "table") then _arg1, _arg2, _arg3, _arg4 = _unpack (_arg1) elseif (_type (_arg1) == "string") then local color = gump.alias_text_colors [_arg1] if (color) then _arg1, _arg2, _arg3, _arg4 = _unpack (color) else _arg1, _arg2, _arg3, _arg4 = _unpack (gump.alias_text_colors.none) end end if (not _arg4) then _arg4 = 1 end return _arg1, _arg2, _arg3, _arg4 end