--File Revision: 1 --Last Modification: 27/07/2013 -- Change Log: -- 27/07/2013: Finished alpha version. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- local _detalhes = _G._detalhes local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" ) local _ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> local pointers local _table_insert = table.insert --lua local local _upper = string.upper --lua local local _ipairs = ipairs --lua local local _pairs = pairs --lua local local _string_format = string.format --lua local local _math_floor = math.floor --lua local local _math_max = math.max --lua local local _math_abs = math.abs --lua local local _type = type --lua local local _string_match = string.match --lua local local _string_byte = string.byte local loadstring = loadstring --lua local local _UnitClass = UnitClass --wow api local local _IsInRaid = IsInRaid --wow api local local _IsInGroup = IsInGroup --wow api local local _GetNumGroupMembers = GetNumGroupMembers --wow api local local _UnitAffectingCombat = UnitAffectingCombat --wow api local local _GameTooltip = GameTooltip --wow api local local _UIFrameFadeIn = UIFrameFadeIn --wow api local local _UIFrameFadeOut = UIFrameFadeOut --wow api local local _InCombatLockdown = InCombatLockdown --wow api local local gump = _detalhes.gump --details local ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> details api functions --> get the fractional number representing the alphabetical letter function _detalhes:GetAlphabeticalOrderNumber (who_name) --local name = _upper (who_name) --local byte = _string_byte (name) --local abs = _math_abs (byte-91) --local n = math.floor (abs)/1000000 --print (name, byte, abs, n) --return n return _math_abs (_string_byte (_upper (who_name))-91)/1000000 end --/script print (tonumber (4/1000000)) - 4e-006 --0.000004 --> set all table keys to lower local temptable = {} function _detalhes:LowerizeKeys (_table) for key, value in _pairs (_table) do temptable [string.lower (key)] = value end temptable, _table = table.wipe (_table), temptable return _table end --> short numbers function _detalhes:ToK (numero) if (numero > 1000000) then return _string_format ("%.2f", numero/1000000) .."M" elseif (numero > 1000) then return _string_format ("%.1f", numero/1000) .."K" end return _string_format ("%.1f", numero) end function _detalhes:ToK2 (numero) if (numero > 999999) then return _string_format ("%.2f", numero/1000000) .. "M" elseif (numero > 99999) then return _math_floor (numero/1000) .. "K" elseif (numero > 999) then return _string_format ("%.1f", (numero/1000)) .. "K" end return _string_format ("%.1f", numero) end --> short numbers no numbers after comma function _detalhes:ToK0 (numero) if (numero > 1000000) then return _string_format ("%.0f", numero/1000000) .."M" elseif (numero > 1000) then return _string_format ("%.0f", numero/1000) .."K" end return _string_format ("%.0f", numero) end function _detalhes:ToKMin (numero) if (numero > 1000000) then return _string_format ("%.2f", numero/1000000) .."m" elseif (numero > 1000) then return _string_format ("%.1f", numero/1000) .."k" end return _string_format ("%.1f", numero) end function _detalhes:ToK2Min (numero) if (numero > 999999) then return _string_format ("%.2f", numero/1000000) .. "m" elseif (numero > 99999) then return _math_floor (numero/1000) .. "k" elseif (numero > 999) then return _string_format ("%.1f", (numero/1000)) .. "k" end return _string_format ("%.1f", numero) end --> short numbers no numbers after comma function _detalhes:ToK0Min (numero) if (numero > 1000000) then return _string_format ("%.0f", numero/1000000) .."m" elseif (numero > 1000) then return _string_format ("%.0f", numero/1000) .."k" end return _string_format ("%.0f", numero) end --> short numbers no numbers after comma function _detalhes:ToKReport (numero) if (numero > 1000000) then return _string_format ("%.2f", numero/1000000) .."M" elseif (numero > 1000) then return _string_format ("%.1f", numero/1000) .."K" end return numero end --> no changes function _detalhes:NoToK (numero) return numero end --> put points in numbers -- thanks http://richard.warburton.it function _detalhes:comma_value(n) local left,num,right = _string_match (n,'^([^%d]*%d)(%d*)(.-)$') return left..(num:reverse():gsub('(%d%d%d)','%1,'):reverse())..right end _detalhes.ToKFunctions = {_detalhes.NoToK, _detalhes.ToK, _detalhes.ToK2, _detalhes.ToK0, _detalhes.ToKMin, _detalhes.ToK2Min, _detalhes.ToK0Min, _detalhes.comma_value} --> replacing data local args local replace_arg = function (i) return args [tonumber(i)] end local run_function = function (str) local r = loadstring (str)(args[4]) return r or 0 end function string:ReplaceData (...) args = {...} return (self:gsub ("{data(%d+)}", replace_arg):gsub ("{func(.-)}", run_function)) end --local usertext = "i got the time: {data2}, {data3}% of {data1} minutes" --local expanded = usertext:expand(50000, 1000, 20) --> remove a index from a hash table function _detalhes:tableRemove (tabela, indexName) local newtable = {} for hash, value in _pairs (tabela) do if (hash ~= indexName) then newtable [hash] = value end end return newtable end --> return if the numeric table have an object function _detalhes:tableIN (tabela, objeto) for index, valor in _ipairs (tabela) do if (valor == objeto) then return index end end return false end function _detalhes:hex (num) local hexstr = '0123456789abcdef' local s = '' while num > 0 do local mod = math.fmod(num, 16) s = string.sub(hexstr, mod+1, mod+1) .. s num = math.floor(num / 16) end if s == '' then s = '00' end if (string.len (s) == 1) then s = "0"..s end return s end --> unpack more than 1 table -- thanks http://www.dzone.com/snippets/lua-unpack-multiple-tables function _detalhes:unpacks (...) local values = {} for i = 1, select ('#', ...) do for _, value in _ipairs (select (i, ...)) do values[ #values + 1] = value end end return unpack (values) end --> trim thanks from http://lua-users.org/wiki/StringTrim function _detalhes:trim (s) local from = s:match"^%s*()" return from > #s and "" or s:match(".*%S", from) end -- /script print (_detalhes:Scale (0, 3, 1, 1000, math.abs (1.654-3))) --> scale function _detalhes:Scale (rangeMin, rangeMax, scaleMin, scaleMax, x) return 1 + (x - rangeMin) * (scaleMax - scaleMin) / (rangeMax - rangeMin) end --> font color function _detalhes:SetFontColor (fontString, r, g, b, a) r, g, b, a = gump:ParseColors (r, g, b, a) fontString:SetTextColor (r, g, b, a) end --> font size function _detalhes:SetFontSize (fontString, ...) local fonte, _, flags = fontString:GetFont() fontString:SetFont (fonte, _math_max (...), flags) end function _detalhes:GetFontSize (fontString) local _, size = fontString:GetFont() return size end --> font face function _detalhes:SetFontFace (fontString, fontface) local _, size, flags = fontString:GetFont() fontString:SetFont (fontface, size, flags) end function _detalhes:GetFontFace (fontString) local fontface = fontString:GetFont() return fontface end --> font outline function _detalhes:SetFontOutline (fontString, outline) local fonte, size = fontString:GetFont() if (outline) then if (_type (outline) == "boolean" and outline) then outline = "OUTLINE" elseif (outline == 1) then outline = "OUTLINE" elseif (outline == 2) then outline = "THICKOUTLINE" end end fontString:SetFont (fonte, size, outline) end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --> internal functions local LastDamage = 0 local LastDamageRecord = 0 --> record raid/party/player damage every second function _detalhes:LogDps() LastDamageRecord = LastDamageRecord + 1 if (LastDamageRecord > 1) then LastDamageRecord = 0 local NowDamage = (_detalhes.tabela_vigente.totals_grupo[1] - LastDamage) /2 _table_insert (_detalhes.tabela_vigente.DpsGraphic, NowDamage) if (NowDamage > _detalhes.tabela_vigente.DpsGraphic.max) then _detalhes.tabela_vigente.DpsGraphic.max = NowDamage end LastDamage = _detalhes.tabela_vigente.totals_grupo[1] end end --> is in combat yet? function _detalhes:EstaEmCombate() _detalhes:TimeDataTick() _detalhes:BrokerTick() if (_detalhes.zone_type == "pvp" or _detalhes.zone_type == "arena" or _InCombatLockdown()) then return true elseif (_UnitAffectingCombat("player")) then return true elseif (_IsInRaid()) then for i = 1, _GetNumGroupMembers(), 1 do if (_UnitAffectingCombat ("raid"..i)) then return true end end elseif (_IsInGroup()) then for i = 1, _GetNumGroupMembers()-1, 1 do if (_UnitAffectingCombat ("party"..i)) then return true end end end _detalhes:SairDoCombate() end function _detalhes:FindGUIDFromName (name) if (_IsInRaid()) then for i = 1, _GetNumGroupMembers(), 1 do local this_name, _ = UnitName ("raid"..i) if (this_name == name) then return UnitGUID ("raid"..i) end end elseif (_IsInGroup()) then for i = 1, _GetNumGroupMembers()-1, 1 do local this_name, _ = UnitName ("party"..i) if (this_name == name) then return UnitGUID ("party"..i) end end end if (UnitName ("player") == name) then return UnitGUID ("player") end return nil end local function frame_task (self, elapsed) self.FrameTime = self.FrameTime + elapsed if (self.HaveGradientEffect) then local done = false for index, ThisGradient in _ipairs (self.gradientes) do if (self.FrameTime >= ThisGradient.NextStepAt and not ThisGradient.done) then --> effects if (ThisGradient.ObjectType == "frame") then local r, g, b, a = ThisGradient.Object:GetBackdropColor() ThisGradient.Object:SetBackdropColor (r + ThisGradient.Colors.Red, g + ThisGradient.Colors.Green, b + ThisGradient.Colors.Blue, a + ThisGradient.Colors.Alpha) elseif (ThisGradient.ObjectType == "texture") then local r, g, b, a = ThisGradient.Object:GetVertexColor() ThisGradient.Object:SetVertexColor (r + ThisGradient.Colors.Red, g + ThisGradient.Colors.Green, b + ThisGradient.Colors.Blue, a + ThisGradient.Colors.Alpha) end ThisGradient.OnStep = ThisGradient.OnStep + 1 if (ThisGradient.FinishStep == ThisGradient.OnStep) then if (ThisGradient.Func) then if (type (ThisGradient.Func) == "string") then local f = loadstring (ThisGradient.Func) f() else ThisGradient.Func() end end ThisGradient.done = true done = true else ThisGradient.NextStepAt = self.FrameTime + ThisGradient.SleepTime end end end if (done) then local _iter = {index = 1, data = self.gradientes [1]} while (_iter.data) do if (_iter.data.done) then _iter.data.Object.HaveGradientEffect = false table.remove (self.gradientes, _iter.index) _iter.data = self.gradientes [_iter.index] else _iter.index = _iter.index + 1 _iter.data = self.gradientes [_iter.index] end end if (#self.gradientes < 1) then self.HaveGradientEffect = false end end end if (not self.HaveGradientEffect) then self:SetScript ("OnUpdate", nil) end end --[[ test grayscale ]] function _detalhes:teste_grayscale() local instancia = _detalhes.tabela_instancias[1] for i = 1, instancia.rows_created, 1 do local barra = instancia.barras[i] local red, green, blue, alpha = barra.textura:GetVertexColor() local grayscale = (red*0.03+green+blue) / 3 --> grayscale lightness method gump:GradientEffect ( barra.textura, "texture", red, green, blue, alpha, grayscale, grayscale, grayscale, alpha, 1) end end function gump:GradientEffect ( Object, ObjectType, StartRed, StartGreen, StartBlue, StartAlpha, EndRed, EndGreen, EndBlue, EndAlpha, Duration, EndFunction, FuncParam) if (type (StartRed) == "table" and type (StartGreen) == "table") then Duration, EndFunction = StartBlue, StartAlpha EndRed, EndGreen, EndBlue, EndAlpha = unpack (StartGreen) StartRed, StartGreen, StartBlue, StartAlpha = unpack (StartRed) elseif (type (StartRed) == "table") then EndRed, EndGreen, EndBlue, EndAlpha, Duration, EndFunction = StartGreen, StartBlue, StartAlpha, EndRed, EndGreen, EndBlue StartRed, StartGreen, StartBlue, StartAlpha = unpack (StartRed) elseif (type (EndRed) == "table") then Duration, EndFunction = EndGreen, EndBlue EndRed, EndGreen, EndBlue, EndAlpha = unpack (EndRed) end if (not EndAlpha) then EndAlpha = 1.0 end if (not StartAlpha) then StartAlpha = 1.0 end if (EndRed > 1.0) then EndRed = 1.0 end if (EndGreen > 1.0) then EndGreen = 1.0 end if (EndBlue > 1.0) then EndBlue = 1.0 end local GradientFrameControl = _detalhes.listener GradientFrameControl.gradientes = GradientFrameControl.gradientes or {} for index = 1, #GradientFrameControl.gradientes do if (GradientFrameControl.gradientes[index].Object == Object) then GradientFrameControl.gradientes[index].done = true end end local MinFramesPerSecond = 10 --> at least 10 frames will be necessary local ExecTime = Duration * 1000 --> value in miliseconds local SleepTime = 100 --> 100 miliseconds local FrameAmount = _math_floor (ExecTime/100) --> amount of frames if (FrameAmount < MinFramesPerSecond) then FrameAmount = MinFramesPerSecond SleepTime = ExecTime/FrameAmount end local ColorStep = {} ColorStep.Red = (EndRed - StartRed) / FrameAmount ColorStep.Green = (EndGreen - StartGreen) / FrameAmount ColorStep.Blue = (EndBlue - StartBlue) / FrameAmount ColorStep.Alpha = (EndAlpha - StartAlpha) / FrameAmount GradientFrameControl.gradientes [#GradientFrameControl.gradientes+1] = { OnStep = 1, FinishStep = FrameAmount, SleepTime = SleepTime/1000, NextStepAt = GradientFrameControl.FrameTime + (SleepTime/1000), Object = Object, ObjectType = string.lower (ObjectType), Colors = ColorStep, Func = EndFunction, FuncParam = FuncParam} Object.HaveGradientEffect = true GradientFrameControl.HaveGradientEffect = true if (not GradientFrameControl:GetScript ("OnUpdate")) then GradientFrameControl:SetScript ("OnUpdate", frame_task) end end --> work around to solve the UI Frame Flashes local onFinish = function (self) if (self.showWhenDone) then self.frame:SetAlpha (1) else self.frame:SetAlpha (0) self.frame:Hide() end if (self.onFinishFunc) then self:onFinishFunc (self.frame) end end local stop = function (self) local FlashAnimation = self.FlashAnimation FlashAnimation:Stop() end local flash = function (self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime, loopType) local FlashAnimation = self.FlashAnimation local fadeIn = FlashAnimation.fadeIn local fadeOut = FlashAnimation.fadeOut fadeIn:Stop() fadeOut:Stop() fadeIn:SetDuration (fadeInTime or 1) fadeIn:SetEndDelay (flashInHoldTime or 0) fadeOut:SetDuration (fadeOutTime or 1) fadeOut:SetEndDelay (flashOutHoldTime or 0) FlashAnimation.duration = flashDuration FlashAnimation.loopTime = FlashAnimation:GetDuration() FlashAnimation.finishAt = GetTime() + flashDuration FlashAnimation.showWhenDone = showWhenDone FlashAnimation:SetLooping (loopType or "REPEAT") self:Show() self:SetAlpha (0) FlashAnimation:Play() end function gump:CreateFlashAnimation (frame, onFinishFunc, onLoopFunc) local FlashAnimation = frame:CreateAnimationGroup() FlashAnimation.fadeOut = FlashAnimation:CreateAnimation ("Alpha") --> fade out anime FlashAnimation.fadeOut:SetOrder (1) FlashAnimation.fadeOut:SetChange (1) FlashAnimation.fadeIn = FlashAnimation:CreateAnimation ("Alpha") --> fade in anime FlashAnimation.fadeIn:SetOrder (2) FlashAnimation.fadeIn:SetChange (-1) frame.FlashAnimation = FlashAnimation FlashAnimation.frame = frame FlashAnimation.onFinishFunc = onFinishFunc FlashAnimation:SetScript ("OnLoop", onLoopFunc) FlashAnimation:SetScript ("OnFinished", onFinish) frame.Flash = flash frame.Stop = stop end --> todo: remove the function creation everytime this function run. function gump:Fade (frame, tipo, velocidade, parametros) if (_type (frame) == "table") then if (frame.meu_id) then --> ups, é uma instância if (parametros == "barras") then --> hida todas as barras da instância if (velocidade) then for i = 1, frame.rows_created, 1 do gump:Fade (frame.barras[i], tipo, velocidade) end return else velocidade = velocidade or 0.3 for i = 1, frame.rows_created, 1 do gump:Fade (frame.barras[i], tipo, 0.3+(i/10)) end return end elseif (parametros == "hide_barras") then --> hida todas as barras da instância for i = 1, frame.rows_created, 1 do local esta_barra = frame.barras[i] if (esta_barra.fading_in or esta_barra.fading_out) then esta_barra.fadeInfo.finishedFunc = nil _UIFrameFadeIn (esta_barra, 0.01, esta_barra:GetAlpha(), esta_barra:GetAlpha()) end esta_barra.hidden = true esta_barra.faded = true esta_barra.fading_in = false esta_barra.fading_out = false esta_barra:Hide() esta_barra:SetAlpha(0) end return end elseif (frame.dframework) then frame = frame.widget end end velocidade = velocidade or 0.3 --> esse ALL aqui pode dar merda com as instâncias não ativadas if (frame == "all") then --> todas as instâncias for _, instancia in _ipairs (_detalhes.tabela_instancias) do if (parametros == "barras") then --> hida todas as barras da instância for i = 1, instancia.rows_created, 1 do gump:Fade (instancia.barras[i], tipo, velocidade+(i/10)) end end end elseif (_upper (tipo) == "IN") then if (frame:GetAlpha() == 0 and frame.hidden and not frame.fading_out) then --> ja esta escondida return elseif (frame.fading_in) then --> ja esta com uma animação, se for true return end if (frame.fading_out) then --> se tiver uma animação de aparecer em andamento se for true frame.fading_out = false end _UIFrameFadeIn (frame, velocidade, frame:GetAlpha(), 0) frame.fading_in = true frame.fadeInfo.finishedFunc = function() frame.hidden = true frame.faded = true frame.fading_in = false frame:Hide() end elseif (_upper (tipo) == "OUT") then --> aparecer if (frame:GetAlpha() == 1 and not frame.hidden and not frame.fading_in) then --> ja esta na tela return elseif (frame.fading_out) then --> já ta com fading out return end if (frame.fading_in) then --> se tiver uma animação de hidar em andamento se for true frame.fading_in = false end frame:Show() _UIFrameFadeOut (frame, velocidade, frame:GetAlpha(), 1.0) frame.fading_out = true frame.fadeInfo.finishedFunc = function() frame.hidden = false frame.faded = false frame.fading_out = false end elseif (tipo == 0) then --> força o frame a ser mostrado frame.hidden = false frame.faded = false frame.fading_out = false frame.fading_in = false frame:Show() frame:SetAlpha(1) if (frame.fadeInfo) then --> limpa a função de fade se tiver alguma frame.fadeInfo.finishedFunc = nil end elseif (tipo == 1) then --> força o frame a ser hidado frame.hidden = true frame.faded = true frame.fading_out = false frame.fading_in = false frame:Hide() frame:SetAlpha(0) if (frame.fadeInfo) then --> limpa a função de fade se tiver alguma frame.fadeInfo.finishedFunc = nil end elseif (tipo == -1) then --> apenas da fade sem hidar if (frame:GetAlpha() == 0 and frame.hidden and not frame.fading_out) then --> ja esta escondida return elseif (frame.fading_in) then --> ja esta com uma animação, se for true return end if (frame.fading_out) then --> se tiver uma animação de aparecer em andamento se for true frame.fading_out = false end _UIFrameFadeIn (frame, velocidade, frame:GetAlpha(), 0) frame.fading_in = true frame.fadeInfo.finishedFunc = function() frame.hidden = false frame.faded = true frame.fading_in = false end elseif (_upper (tipo) == "ALPHAANIM") then local value = velocidade local currentApha = frame:GetAlpha() frame:Show() if (currentApha < value) then if (frame.fading_in) then --> se tiver uma animação de hidar em andamento se for true frame.fading_in = false frame.fadeInfo.finishedFunc = nil end UIFrameFadeOut (frame, 0.3, currentApha, value) frame.fading_out = true frame.fadeInfo.finishedFunc = function() frame.fading_out = false end else if (frame.fading_out) then --> se tiver uma animação de hidar em andamento se for true frame.fading_out = false frame.fadeInfo.finishedFunc = nil end UIFrameFadeIn (frame, 0.3, currentApha, value) frame.fading_in = true frame.fadeInfo.finishedFunc = function() frame.fading_in = false end end elseif (_upper (tipo) == "ALPHA") then --> setando um alpha determinado if (frame.fading_in or frame.fading_out) then frame.fadeInfo.finishedFunc = nil _UIFrameFadeIn (frame, velocidade, frame:GetAlpha(), frame:GetAlpha()) end frame.hidden = false frame.faded = false frame.fading_in = false frame.fading_out = false frame:Show() frame:SetAlpha (velocidade) end end function _detalhes:name_space (barra) --if (barra.icone_secundario_ativo) then -- local tamanho = barra:GetWidth()-barra.texto_direita:GetStringWidth()-16-barra:GetHeight() -- barra.texto_esquerdo:SetSize (tamanho-2, 15) --else barra.texto_esquerdo:SetSize (barra:GetWidth()-barra.texto_direita:GetStringWidth()-18, 15) --end end function _detalhes:name_space_info (barra) if (barra.icone_secundario_ativo) then local tamanho = barra:GetWidth()-barra.texto_direita:GetStringWidth()-16-barra:GetHeight() barra.texto_esquerdo:SetSize (tamanho-10, 15) else local tamanho = barra:GetWidth()-barra.texto_direita:GetStringWidth()-16 barra.texto_esquerdo:SetSize (tamanho-10, 15) end end function _detalhes:name_space_generic (barra, separador) local texto_direita_tamanho = barra.texto_direita:GetStringWidth() local tamanho = barra:GetWidth()-texto_direita_tamanho-16 if (separador) then barra.texto_esquerdo:SetSize (tamanho+separador, 10) barra.texto_direita:SetSize (texto_direita_tamanho+15, 10) else barra.texto_esquerdo:SetSize (tamanho-10, 15) barra.texto_direita:SetSize (texto_direita_tamanho+5, 15) end end