Files
coa-details/gumps/janela_principal.lua
T
2013-08-09 16:11:35 -03:00

3038 lines
113 KiB
Lua

local _detalhes = _G._detalhes
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
local gump = _detalhes.gump
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
--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 gump_fundo_backdrop = {
--bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16,
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.showing [instancia.atributo].need_refresh = true
end
end
function _detalhes:AtualizarScrollBar (x)
local cabe = self.barrasInfo.cabem --> 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.barrasInfo.mostrando = 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.barrasInfo.mostrando = x
self.barraS[2] = x
end
else
if (x > self.barrasInfo.mostrando) then --> tem mais barras mostrando agora do que na última atualização
self.barrasInfo.mostrando = x
local nao_mostradas = self.barrasInfo.mostrando - self.barrasInfo.cabem
local slider_height = nao_mostradas*self.barrasInfo.alturaReal
self.scroll.scrollMax = slider_height
self.scroll:SetMinMaxValues (0, slider_height)
else --> diminuiu a quantidade, acontece depois de uma coleta de lixo
self.barrasInfo.mostrando = x
local nao_mostradas = self.barrasInfo.mostrando - self.barrasInfo.cabem
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.barrasInfo.alturaReal
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.barrasInfo.cabem 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.barrasInfo.cabem 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.barrasInfo.mostrando - self.barrasInfo.cabem
local slider_height = nao_mostradas*self.barrasInfo.alturaReal
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.barrasInfo.espaco.direita + 3) -->
else
for index = 1, self.barrasInfo.cabem 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 resize_fade (instancia, modo)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then
gump:Fade (instancia.baseframe.resize_direita, modo, 1.0)
gump:Fade (instancia.baseframe.resize_esquerda, modo, 1.0)
gump:Fade (instancia.baseframe.lock_button, modo, 1.0)
if (_string_lower (modo) == "out") then
for _, instancia_id in _pairs (instancia.snap) do
if (instancia_id) then
gump:Fade (instancia.botao_separar, modo, 1.0)
break
end
end
else
gump:Fade (instancia.botao_separar, "in", 1.0)
end
end
end
local function VPL (instancia, esta_instancia)
--> conferir esquerda
if (instancia.ponto4.x < 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 + 20 and instancia.ponto4.y > esta_instancia.ponto1.y - 20) 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 < esta_instancia.ponto2.y-16) then --> a janela esta em baixo
if (instancia.ponto1.x > esta_instancia.ponto2.x-20 and instancia.ponto1.x < esta_instancia.ponto2.x+20) then --> a janela esta a 20 pixels de distância para a esquerda ou para a direita
if (instancia.ponto1.y+20 > esta_instancia.ponto2.y-16-20) 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 > 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 + 20 and instancia.ponto2.y > esta_instancia.ponto3.y - 20) 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 > esta_instancia.ponto4.y+20) then --> a janela esta em cima
if (instancia.ponto3.x > esta_instancia.ponto4.x-20 and instancia.ponto3.x < esta_instancia.ponto4.x+20) then --> a janela esta a 20 pixels de distância para a esquerda ou para a direita
if (esta_instancia.ponto4.y+20+20 > instancia.ponto3.y-16) then
return 4
end
end
end
return nil
end
local function move_janela (BaseFrame, iniciando, instancia)
local instancia_alvo = _detalhes.tabela_instancias [instancia.meu_id-1]
if (iniciando) then
BaseFrame.isMoving = true
instancia:BaseFrameSnap()
BaseFrame:StartMoving()
local _, ClampLeft, ClampRight = instancia:InstanciasHorizontais()
local _, ClampBottom, ClampTop = instancia:InstanciasVerticais()
if (ClampTop == 0) then
ClampTop = 33
end
if (ClampBottom == 0) then
ClampBottom = 13
end
BaseFrame:SetClampRectInsets (-ClampLeft-8, ClampRight, ClampTop, -ClampBottom)
if (instancia_alvo) then
local tempo_fades = 1.0
local nao_anexados = {true, true, true, true}
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 tempo_movendo = 1
local need_start = not instancia_alvo.iniciada
local need_activation = not instancia_alvo.ativa
if (need_start) then --> se a instância não tiver sido aberta ainda
instancia_alvo:RestauraJanela (instancia_alvo.meu_id, true) --> problema do solo era aqui
if (instancia_alvo:IsSoloMode()) then
_detalhes.SoloTables:switch()
end
instancia_alvo.ativa = false --> isso não ta legal
instancia_alvo:SaveMainWindowPosition()
instancia_alvo:RestoreMainWindowPosition()
gump:Fade (instancia_alvo.baseframe, 1)
gump:Fade (instancia_alvo.baseframe.cabecalho.ball, 1)
gump:Fade (instancia_alvo.baseframe.cabecalho.atributo_icon, 1)
need_start = false
end
BaseFrame:SetScript ("OnUpdate", function (self, elapsed)
if (tempo_movendo and tempo_movendo < 0) then
if (need_activation) 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()
need_activation = false
elseif (tempo_fades) then
for lado, livre in _ipairs (nao_anexados) do
if (livre) then
if (lado == 1) then
instancia_alvo.h_esquerda:Show()
UIFrameFlash (instancia_alvo.h_esquerda, tempo_fades, tempo_fades, 2.0, false, 0, 0)
elseif (lado == 2) then
instancia_alvo.h_baixo:Show()
UIFrameFlash (instancia_alvo.h_baixo, tempo_fades, tempo_fades, 2.0, false, 0, 0)
elseif (lado == 3) then
instancia_alvo.h_direita:Show()
UIFrameFlash (instancia_alvo.h_direita, tempo_fades, tempo_fades, 2.0, false, 0, 0)
elseif (lado == 4) then
instancia_alvo.h_cima:Show()
UIFrameFlash (instancia_alvo.h_cima, tempo_fades, tempo_fades, 2.0, false, 0, 0)
end
end
end
tempo_movendo = 1
else
BaseFrame:SetScript ("OnUpdate", nil)
tempo_movendo = 1
end
else
tempo_movendo = tempo_movendo - elapsed
end
end)
end
else
BaseFrame:StopMovingOrSizing()
BaseFrame.isMoving = false
BaseFrame:SetScript ("OnUpdate", nil)
BaseFrame:SetClampRectInsets (unpack (_detalhes.window_clamp))
if (instancia_alvo) 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})
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
end
end
local function BGFrame_scripts (BG, BaseFrame, instancia)
BG:SetScript("OnEnter", function(self)
resize_fade (instancia, "out")
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
end)
BG:SetScript("OnLeave", function(self)
resize_fade (instancia, "in")
gump:Fade (BaseFrame.button_stretch, -1)
end)
BG:SetScript ("OnMouseDown", function (frame, button)
if (BaseFrame.isMoving) then
move_janela (BaseFrame, false, instancia)
instancia:SaveMainWindowPosition()
return
end
if (not BaseFrame.isLocked and button == "LeftButton") then
move_janela (BaseFrame, true, instancia) --> novo movedor da janela
elseif (button == "RightButton") then
_detalhes.switch:ShowMe (instancia)
end
end)
BG:SetScript ("OnMouseUp", function (frame)
if (BaseFrame.isMoving) then
move_janela (BaseFrame, false, instancia) --> novo movedor da janela
instancia:SaveMainWindowPosition()
end
end)
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 function BFrame_scripts (BaseFrame, instancia)
BaseFrame:SetScript("OnSizeChanged", function(self)
instancia:SaveMainWindowPosition()
instancia:ReajustaGump()
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia)
end)
BaseFrame:SetScript("OnEnter", function(self)
resize_fade (instancia, "out")
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
end)
BaseFrame:SetScript("OnLeave", function(self)
resize_fade (instancia, "in")
gump:Fade (BaseFrame.button_stretch, -1)
end)
BaseFrame:SetScript ("OnMouseDown", function (frame, button)
if (not BaseFrame.isLocked and button == "LeftButton") then
move_janela (BaseFrame, true, instancia) --> novo movedor da janela
end
end)
BaseFrame:SetScript ("OnMouseUp", function (frame)
if (BaseFrame.isMoving) then
move_janela (BaseFrame, false, instancia) --> novo movedor da janela
instancia:SaveMainWindowPosition()
end
end)
end
local function BackGroundDisplay_scripts (BackGroundDisplay, BaseFrame, instancia)
BackGroundDisplay:SetScript ("OnEnter", function(self)
resize_fade (instancia, "out")
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
end)
BackGroundDisplay:SetScript ("OnLeave", function(self)
resize_fade (instancia, "in")
gump:Fade (BaseFrame.button_stretch, -1)
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
function _detalhes:InstanciasVerticais (instancia)
instancia = self or instancia
local linha_vertical, baixo, cima = {}, 0, 0
local checking = instancia
local first = true
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[4] and check_index_anterior.snap[4] == instancia.meu_id) then --> o index negativo vai para baixo
for i = instancia.meu_id-1, 1, -1 do
local esta_instancia = _detalhes.tabela_instancias [i]
if (esta_instancia.snap[4] and esta_instancia.snap [4] == checking.meu_id) then
linha_vertical [#linha_vertical+1] = esta_instancia
if (first) then
baixo = baixo + esta_instancia.baseframe:GetHeight()+48
first = false
else
baixo = baixo + esta_instancia.baseframe:GetHeight()+34
end
checking = esta_instancia
else
break
end
end
elseif (check_index_anterior.snap[2] and check_index_anterior.snap[2] == instancia.meu_id) then --> o index negativo vai para cima
for i = instancia.meu_id-1, 1, -1 do
local esta_instancia = _detalhes.tabela_instancias [i]
if (esta_instancia.snap[2] and esta_instancia.snap[2] == checking.meu_id) then
linha_vertical [#linha_vertical+1] = esta_instancia
if (first) then
cima = cima + esta_instancia.baseframe:GetHeight() + 64
first = false
else
cima = cima + esta_instancia.baseframe:GetHeight() + 34
end
checking = esta_instancia
else
break
end
end
end
end
checking = instancia
first = true
local check_index_posterior = _detalhes.tabela_instancias [instancia.meu_id+1]
if (check_index_posterior) then
if (check_index_posterior.snap[4] and check_index_posterior.snap[4] == 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[4] and esta_instancia.snap[4] == checking.meu_id) then
linha_vertical [#linha_vertical+1] = esta_instancia
if (first) then
baixo = baixo + esta_instancia.baseframe:GetHeight()+48
first = true
else
baixo = baixo + esta_instancia.baseframe:GetHeight()+34
end
checking = esta_instancia
else
break
end
end
elseif (check_index_posterior.snap[2] and check_index_posterior.snap[2] == 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[2] and esta_instancia.snap[2] == checking.meu_id) then
linha_vertical [#linha_vertical+1] = esta_instancia
if (first) then
cima = cima + esta_instancia.baseframe:GetHeight() + 64
first = false
else
cima = cima + esta_instancia.baseframe:GetHeight() + 34
end
checking = esta_instancia
else
break
end
end
end
end
return linha_vertical, baixo, cima
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 function resize_scripts (resizer, instancia, ScrollBar, side)
resizer:SetScript ("OnMouseDown", function (self, button)
_detalhes.popup:ShowMe (false) --> Hide Cooltip
if (not self:GetParent().isLocked and button == "LeftButton" and instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then
self:GetParent().isResizing = true
instancia:BaseFrameSnap()
local isVertical = instancia.verticalSnap
local isHorizontal = instancia.horizontalSnap
local agrupadas
if (instancia.verticalSnap) then
agrupadas = instancia:InstanciasVerticais()
elseif (instancia.horizontalSnap) then
agrupadas = instancia:InstanciasHorizontais()
end
instancia.stretchToo = agrupadas
if (instancia.stretchToo and #instancia.stretchToo > 0) then
for _, esta_instancia in ipairs (instancia.stretchToo) do
esta_instancia.baseframe._place = esta_instancia:SaveMainWindowPosition()
esta_instancia.baseframe.isResizing = true
end
end
----------------
if (side == "<") then
if (_IsShiftKeyDown()) then
instancia.baseframe:StartSizing("LEFT")
instancia.eh_horizontal = true
elseif (_IsAltKeyDown()) then
instancia.baseframe:StartSizing("TOP")
instancia.eh_vertical = true
elseif (_IsControlKeyDown()) then
instancia.baseframe:StartSizing("BOTTOMLEFT")
instancia.eh_tudo = true
else
instancia.baseframe:StartSizing("BOTTOMLEFT")
end
elseif (side == ">") then
if (_IsShiftKeyDown()) then
instancia.baseframe:StartSizing("RIGHT")
instancia.eh_horizontal = true
elseif (_IsAltKeyDown()) then
instancia.baseframe:StartSizing("TOP")
instancia.eh_vertical = true
elseif (_IsControlKeyDown()) then
instancia.baseframe:StartSizing("BOTTOMRIGHT")
instancia.eh_tudo = true
else
instancia.baseframe:StartSizing("BOTTOMRIGHT")
end
end
_detalhes:SendEvent ("DETAILS_INSTANCE_STARTRESIZE", nil, instancia)
end
end)
resizer:SetScript ("OnMouseUp", function (self,button)
if (self:GetParent().isResizing) then
self:GetParent():StopMovingOrSizing()
self:GetParent().isResizing = false
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:ReajustaGump()
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia)
end
instancia.stretchToo = nil
end
local largura = instancia.baseframe:GetWidth()
local altura = instancia.baseframe:GetHeight()
if (instancia.eh_horizontal) then
instancias_horizontais (instancia, largura, true, true)
instancia.eh_horizontal = nil
end
--if (instancia.eh_vertical) then
instancias_verticais (instancia, altura, true, true)
instancia.eh_vertical = nil
--end
_detalhes:SendEvent ("DETAILS_INSTANCE_ENDRESIZE", nil, instancia)
if (instancia.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 ~= instancia 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:ReajustaGump()
esta_instancia.auto_resize = false
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia)
end
end
instancia.eh_tudo = nil
end
instancia:BaseFrameSnap()
for _, esta_instancia in _ipairs (_detalhes.tabela_instancias) do
if (esta_instancia:IsAtiva()) then
esta_instancia:SaveMainWindowPosition()
esta_instancia:RestoreMainWindowPosition()
end
end
end
end)
resizer:SetScript ("OnEnter", function(self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then
gump:Fade (self, "out", 0.1)
self.mostrando = true
_G.GameCooltip:Reset()
_G.GameCooltip:SetType ("tooltip")
_G.GameCooltip:AddFromTable (resizeTooltip)
_G.GameCooltip:SetOption ("NoLastSelectedBar", true)
_G.GameCooltip:SetOwner (resizer)
_G.GameCooltip:ShowCooltip()
end
end)
resizer:SetScript ("OnLeave", function(self)
if (not self.movendo) then
gump:Fade (self, -1, 3.0)
end
_detalhes.popup:ShowMe (false)
self.mostrando = false
end)
end
local function lock_button_scripts (button, instancia)
button:SetScript ("OnEnter", function(self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then
gump:Fade (self, "out", 0.1)
self.label:SetTextColor (1, 1, 1, .6)
self.mostrando = true
end
end)
button:SetScript ("OnLeave", function(self)
gump:Fade (self, -1, 3.0)
self.label:SetTextColor (.3, .3, .3, .4)
self.mostrando = false
end)
end
local lockFunctionOnClick = function (button)
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)
gump:Fade (BaseFrame.resize_direita, 0)
gump:Fade (BaseFrame.resize_esquerda, 0)
button:ClearAllPoints()
button:SetPoint ("right", BaseFrame.resize_direita, "left", -1, 1.5)
else
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)
gump:Fade (BaseFrame.resize_direita, 1)
gump:Fade (BaseFrame.resize_esquerda, 1)
end
end
local function bota_separar_script (botao, instancia)
botao:SetScript ("OnEnter", function (self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then
gump:Fade (self, "out", 0.1)
self.mostrando = true
end
end)
botao:SetScript ("OnLeave", function (self)
if (not self.movendo) then
gump:Fade (self, "in", 3.0)
end
self.mostrando = false
end)
end
local function barra_scripts (esta_barra, instancia, i)
esta_barra:SetScript ("OnEnter", function (self)
self.mouse_over = true
resize_fade (instancia, "out")
gump:Fade (instancia.baseframe.button_stretch, "alpha", 0.3)
_GameTooltip:SetOwner (self, "ANCHOR_TOPRIGHT")
if (not instancia:MontaTooltip (i)) then
return
end
_GameTooltip:Show()
--
self:SetBackdrop({
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
tile = true, tileSize = 16,
insets = {left = 1, right = 1, top = 0, bottom = 1},})
self:SetBackdropColor (0.588, 0.588, 0.588, 0.7)
end)
esta_barra:SetScript ("OnLeave", function(self)
self.mouse_over = false
resize_fade (instancia, "in")
gump:Fade (instancia.baseframe.button_stretch, -1)
_GameTooltip:Hide()
_detalhes.popup:ShowMe (false)
self:SetBackdrop({
bgFile = "", edgeFile = "", tile = true, tileSize = 16, edgeSize = 32,
insets = {left = 1, right = 1, top = 0, bottom = 1},})
self:SetBackdropBorderColor (0, 0, 0, 0)
self:SetBackdropColor (0, 0, 0, 0)
end)
esta_barra:SetScript ("OnMouseDown", function (self, button)
if (esta_barra.fading_in) then
return
end
--if (button == "leftButton") then
self.mouse_down = _GetTime()
self.button = button
local x, y = _GetCursorPosition()
self.x = _math_floor (x)
self.y = _math_floor (y)
local parent = instancia.baseframe
if ((not parent.isLocked) or (parent.isLocked == 0)) then
_GameTooltip:Hide() --> fecha o tooltip
move_janela (parent, true, instancia) --> novo movedor da janela
end
--end
end)
esta_barra:SetScript ("OnMouseUp", function (self, button)
local parent = instancia.baseframe
if (parent.isMoving) then
move_janela (parent, false, instancia) --> novo movedor da janela
instancia:SaveMainWindowPosition()
_GameTooltip:SetOwner (self, "ANCHOR_TOPRIGHT")
if (instancia:MontaTooltip (i)) then
_GameTooltip:Show()
end
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
--> a única maneira de abrir a janela de info é por aqui...
if (self.button == "LeftButton") then
if (instancia.atributo == 5 or _IsShiftKeyDown()) then
--> report
return _detalhes:ReportSingleLine (instancia, self)
end
instancia:AbreJanelaInfo (self.minha_tabela)
else
_detalhes.switch:ShowMe (instancia)
end
end
end)
esta_barra:SetScript ("OnClick", function(self, button)
end)
end
function _detalhes:ReportSingleLine (instancia, barra)
local reportar
if (instancia.atributo == 5) then --> custom
reportar = {"Details! " .. Loc ["STRING_CUSTOM_REPORT"] .. " " ..instancia.customName}
else
reportar = {"Details! " .. Loc ["STRING_REPORT"] .. " " .. _detalhes.sub_atributos [instancia.atributo].lista [instancia.sub_atributo]}
end
reportar [#reportar+1] = barra.texto_esquerdo:GetText().." "..barra.texto_direita:GetText()
return _detalhes:Reportar (reportar, {_no_current = true, _no_inverse = true, _custom = true})
end
local function button_stretch_scripts (BaseFrame, BackGroundDisplay, instancia)
local button = BaseFrame.button_stretch
button:SetScript ("OnEnter", function (self)
self.mouse_over = true
gump:Fade (self, "out")
end)
button:SetScript ("OnLeave", function (self)
self.mouse_over = false
gump:Fade (self, -1)
end)
button:SetScript ("OnMouseDown", function(self)
if (instancia:IsSoloMode()) then
return
end
instancia:EsconderScrollBar (true)
BaseFrame._place = instancia:SaveMainWindowPosition()
BaseFrame.isResizing = true
BaseFrame.isStretching = true
BaseFrame: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
BaseFrame:StartSizing ("TOP")
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")
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)
end)
button:SetScript ("OnMouseUp", function(self)
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)
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, _detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_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.baseframe.wallpaper.alpha, 1.0)
end
esta_instancia.baseframe:SetFrameStrata ("LOW")
esta_instancia.baseframe.button_stretch:SetFrameStrata ("FULLSCREEN")
_detalhes:SendEvent ("DETAILS_INSTANCE_ENDSTRETCH", nil, esta_instancia.baseframe)
end
instancia.stretchToo = nil
end
end
local _r, _g, _b, _a = BaseFrame:GetBackdropColor()
gump:GradientEffect ( BaseFrame, "frame", _r, _g, _b, _a, _detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_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 ("LOW")
BaseFrame.button_stretch:SetFrameStrata ("FULLSCREEN")
_detalhes:SnapTextures (false)
_detalhes:SendEvent ("DETAILS_INSTANCE_ENDSTRETCH", nil, instancia)
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.barrasInfo.mostrando) then
ScrollBar:SetValue (ScrollBar:GetValue() + instancia.barrasInfo.alturaReal)
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.barrasInfo.mostrando) then
ScrollBar:SetValue (ScrollBar:GetValue() + instancia.barrasInfo.alturaReal)
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.barrasInfo.alturaReal)
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.barrasInfo.alturaReal)
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
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.barrasInfo.alturaReal)
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.barrasInfo.mostrando) then
ScrollBar:SetValue (ScrollBar:GetValue() + instancia.barrasInfo.alturaReal)
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.barrasInfo.cabem
instancia:AtualizaGumpPrincipal (instancia, true)
self.ultimo = meu_valor
BaseFrame.button_up:Disable()
return
elseif (maxValue == meu_valor) then
local min = instancia.barrasInfo.mostrando -instancia.barrasInfo.cabem
min = min+1
if (min < 1) then
min = 1
end
instancia.barraS[1] = min
instancia.barraS[2] = instancia.barrasInfo.mostrando
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.barrasInfo.mostrando) then --> se o valor maximo não for o máximo de barras a serem mostradas
local precisa_passar = ((B+1) * instancia.barrasInfo.alturaReal) - (instancia.barrasInfo.alturaReal*instancia.barrasInfo.cabem)
if (meu_valor > precisa_passar) then --> o valor atual passou o valor que precisa passar pra locomover
local diff = meu_valor - ultimo --> pega a diferença de H
diff = diff / instancia.barrasInfo.alturaReal --> calcula quantas barras ele pulou
diff = _math_ceil (diff) --> arredonda para cima
if (instancia.barraS[2]+diff > instancia.barrasInfo.mostrando and ultimo > 0) then
instancia.barraS[1] = instancia.barrasInfo.mostrando - (instancia.barrasInfo.cabem-1)
instancia.barraS[2] = instancia.barrasInfo.mostrando
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.barrasInfo.alturaReal
if (meu_valor < precisa_passar) then
--> calcula quantas barras passou
local diff = ultimo - meu_valor
diff = diff / instancia.barrasInfo.alturaReal
diff = _math_ceil (diff)
if (instancia.barraS[1]-diff < 1) then
instancia.barraS[2] = instancia.barrasInfo.cabem
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
--> inicio
function gump:CriaJanelaPrincipal (ID, instancia, criando)
local BaseFrame = _CreateFrame ("ScrollFrame", "DetailsBaseFrame"..ID, _UIParent)
BaseFrame.instance = instancia
BaseFrame:SetFrameStrata ("LOW")
BaseFrame:SetFrameLevel (2)
local BackGroundFrame = _CreateFrame ("ScrollFrame", "Details_WindowFrame"..ID, BaseFrame) --> janela principal
local BackGroundDisplay = _CreateFrame ("Frame", "Details_GumpFrame"..ID, BackGroundFrame) --corpo
BackGroundFrame:SetFrameLevel (3)
BackGroundDisplay:SetFrameLevel (3)
local SwitchButton = gump:NewDetailsButton (BackGroundDisplay, BaseFrame, _, function() end, nil, nil, 1, 1, "", "", "", "",
{rightFunc = {func = function() _detalhes.switch:ShowMe (instancia) end, param1 = nil, param2 = nil}})
SwitchButton:SetPoint ("topleft", BackGroundDisplay, "topleft")
SwitchButton:SetPoint ("bottomright", BackGroundDisplay, "bottomright")
SwitchButton:SetFrameLevel (BackGroundDisplay:GetFrameLevel()+1)
local ScrollBar = _CreateFrame ("Slider", "Details_ScrollBar"..ID, BackGroundDisplay) --> scroll
--ScrollBar:SetFrameLevel (BaseFrame:GetFrameLevel()+5)
-- textura da scroll bar
-------------------------------------------------------------------------------------------------------------------------------------------------
--> scroll image-node up
BaseFrame.scroll_up = BackGroundDisplay:CreateTexture (nil, "BACKGROUND")
BaseFrame.scroll_up:SetPoint ("TOPLEFT", BackGroundDisplay, "TOPRIGHT", 0, 0)
--BaseFrame.scroll_up:SetTexture ("Interface\\AddOns\\Details\\images\\scroll_up")
BaseFrame.scroll_up:SetTexture ("Interface\\AddOns\\Details\\images\\scrollbar")
BaseFrame.scroll_up:SetWidth (32)
BaseFrame.scroll_up:SetHeight (32)
BaseFrame.scroll_up:SetTexCoord (0, 1, 0, 0.25)
--> scroll image-node down
BaseFrame.scroll_down = BackGroundDisplay:CreateTexture (nil, "BACKGROUND")
BaseFrame.scroll_down:SetPoint ("BOTTOMLEFT", BackGroundDisplay, "BOTTOMRIGHT", 0, 0)
BaseFrame.scroll_down:SetTexture ("Interface\\AddOns\\Details\\images\\scrollbar")
BaseFrame.scroll_down:SetWidth (32)
BaseFrame.scroll_down:SetHeight (32)
BaseFrame.scroll_down:SetTexCoord (0, 1, 0.751, 1)
--> 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 ("Interface\\AddOns\\Details\\images\\scrollbar")
BaseFrame.scroll_middle:SetWidth (32)
BaseFrame.scroll_middle:SetHeight (64)
BaseFrame.scroll_middle:SetTexCoord (0, 1, 0.251, 0.75)
--> três botões scroll up, down, window strech
BaseFrame.button_up = _CreateFrame ("Button", nil, BackGroundDisplay)
BaseFrame.button_down = _CreateFrame ("Button", nil, BackGroundDisplay)
BaseFrame.button_stretch = _CreateFrame ("Button", nil, BaseFrame)
BaseFrame.button_stretch:SetPoint ("BOTTOM", BaseFrame, "TOP", 0, 20)
BaseFrame.button_stretch:SetPoint ("RIGHT", BaseFrame, "RIGHT", -27, 0)
BaseFrame.button_stretch:SetFrameStrata ("FULLSCREEN")
BaseFrame.button_stretch:SetWidth (32)
BaseFrame.button_stretch:SetHeight (16)
BaseFrame.button_stretch:SetNormalTexture ("Interface\\AddOns\\Details\\images\\grab")
BaseFrame.button_stretch:SetPushedTexture ("Interface\\AddOns\\Details\\images\\grab_over")
BaseFrame.button_stretch:SetDisabledTexture ("Interface\\AddOns\\Details\\images\\grab")
gump:Fade (BaseFrame.button_stretch, -1)
BaseFrame.button_stretch:Show()
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()
button_stretch_scripts (BaseFrame, BackGroundDisplay, instancia)
button_down_scripts (BaseFrame, BackGroundDisplay, instancia, ScrollBar)
button_up_scripts (BaseFrame, BackGroundDisplay, instancia, ScrollBar)
--slider
-------------------------------------------------------------------------------------------------------------------------------------------------
ScrollBar.scrollMax = 0 --default - tamanho da janela de fundo
-- coisinha do meio
ScrollBar.thumb = ScrollBar:CreateTexture (nil, "OVERLAY")
ScrollBar.thumb:SetTexture ("Interface\\Buttons\\UI-ScrollBar-Knob")
ScrollBar.thumb:SetSize (29, 30)
ScrollBar:SetThumbTexture (ScrollBar.thumb)
ScrollBar:SetOrientation ("VERTICAL")
ScrollBar:SetMinMaxValues(0, ScrollBar.scrollMax)
ScrollBar:SetValue(0)
ScrollBar.ultimo = 0
-- janela principal
-------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame:SetClampedToScreen (true)
BaseFrame:SetClampRectInsets (unpack (_detalhes.window_clamp))
BaseFrame:SetWidth (_detalhes.new_window_size.width)
BaseFrame:SetHeight (_detalhes.new_window_size.height)
BaseFrame:SetPoint ("CENTER", _UIParent)
BaseFrame:EnableMouseWheel (false)
BaseFrame:EnableMouse (true)
BaseFrame:SetMovable (true)
BaseFrame:SetResizable (true)
BaseFrame:SetMinResize (150, 40)
BaseFrame:SetMaxResize (_detalhes.max_window_size.width, _detalhes.max_window_size.height)
BaseFrame:SetBackdrop (gump_fundo_backdrop)
BaseFrame:SetBackdropColor (_detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_bg_alpha)
--BaseFrame:SetBackdropColor (0, 0, 0, 1)
-- fundo
-------------------------------------------------------------------------------------------------------------------------------------------------
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 (_detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_bg_color, _detalhes.default_bg_alpha)
--BackGroundDisplay:SetBackdropColor (0, 0, 0, 1)
-- congelamento da instância
-------------------------------------------------------------------------------------------------------------------------------------------------
instancia.freeze_icon = BaseFrame:CreateTexture (nil, "OVERLAY")
instancia.freeze_icon:SetTexture ("Interface\\CHARACTERFRAME\\Disconnect-Icon")
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 = BaseFrame:CreateFontString (nil, "OVERLAY", "GameFontHighlightSmall")
instancia.freeze_texto:SetPoint ("left", instancia.freeze_icon, "right", 0, 0)
instancia.freeze_texto:SetTextColor (1, 1, 1)
instancia.freeze_texto:SetText (Loc ["STRING_FREEZE"])
instancia.freeze_texto:Hide()
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 early alpha version (1) of Details\nyou can help us sending bug reports\nuse the blue button.")
if (not _detalhes.initializing) then
instancia._version:Hide()
end
BaseFrame.wallpaper = BaseFrame:CreateTexture (nil, "border")
BaseFrame.wallpaper:Hide()
--cria os 2 resizers
------------------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.resize_direita = _CreateFrame ("Button", "Details_Resize_Direita"..ID, BaseFrame)
BaseFrame.resize_direita:SetNormalTexture ("Interface\\AddOns\\Details\\images\\ResizeGripD")
BaseFrame.resize_direita:SetHighlightTexture ("Interface\\AddOns\\Details\\images\\ResizeGripD")
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:SetFrameLevel (BaseFrame:GetFrameLevel() + 6)
--> 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 (.3, .3, .3, .4)
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)
--> options window button
--[[
BaseFrame.options_button = _CreateFrame ("Button", "Details_Options_Button"..ID, BaseFrame)
BaseFrame.options_button:SetPoint ("right", BaseFrame.lock_button, "left", -1, 0)
BaseFrame.options_button:SetFrameLevel (BaseFrame:GetFrameLevel() + 3) --> lower then normal rows
BaseFrame.options_button:SetWidth (40)
BaseFrame.options_button:SetHeight (16)
BaseFrame.options_button.label = BaseFrame.options_button:CreateFontString (nil, "overlay", "GameFontNormal")
BaseFrame.options_button.label:SetPoint ("right", BaseFrame.options_button, "right")
BaseFrame.options_button.label:SetTextColor (.3, .3, .3, .4)
BaseFrame.options_button.label:SetJustifyH ("right")
BaseFrame.options_button.label:SetText (Loc ["STRING_OPTIONS_WINDOW"])
--]]
BaseFrame.resize_esquerda = _CreateFrame ("Button", "Details_Resize_Esquerda"..ID, BaseFrame)
BaseFrame.resize_esquerda:SetNormalTexture ("Interface\\AddOns\\Details\\images\\ResizeGripL")
BaseFrame.resize_esquerda:SetHighlightTexture ("Interface\\AddOns\\Details\\images\\ResizeGripL")
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:SetFrameLevel (BaseFrame:GetFrameLevel() + 6)
gump:Fade (BaseFrame.resize_esquerda, "in", 3.0)
gump:Fade (BaseFrame.resize_direita, "in", 3.0)
if (instancia.isLocked) then
instancia.isLocked = not instancia.isLocked
lockFunctionOnClick (BaseFrame.lock_button)
end
gump:Fade (BaseFrame.lock_button, -1, 3.0)
------------------------------------------------------------------------------------------------------------------------------------------------------------
--seta os scripts dos frames
------------------------------------------------------------------------------------------------------------------------------------------------------------
BFrame_scripts (BaseFrame, instancia)
--BackGroundDisplay_scripts (BackGroundDisplay, BaseFrame, instancia)
BGFrame_scripts (SwitchButton, BaseFrame, instancia)
BGFrame_scripts (BackGroundDisplay, BaseFrame, instancia)
--BGFrame_scripts (BackGroundFrame, BaseFrame, instancia)
iterate_scroll_scripts (BackGroundDisplay, BackGroundFrame, BaseFrame, ScrollBar, instancia)
------------------------------------------------------------------------------------------------------------------------------------------------------------
--chama função para criar o cabeçalho
------------------------------------------------------------------------------------------------------------------------------------------------------------
gump:CriaCabecalho (BaseFrame, instancia)
-- cria as duas barras laterais
------------------------------------------------------------------------------------------------------------------------------------------------------------
--> barra borda direita lateral
--> barra borda esquerda lateral
BaseFrame.barra_esquerda = BaseFrame.cabecalho.fechar:CreateTexture (nil, "ARTWORK")
BaseFrame.barra_esquerda:SetTexture ("Interface\\AddOns\\Details\\images\\bar_main_leftright")
BaseFrame.barra_esquerda:SetTexCoord (0.5, 1, 0, 1)
BaseFrame.barra_esquerda:SetWidth (16)
BaseFrame.barra_esquerda:SetPoint ("TOPLEFT", BaseFrame, "TOPLEFT", -8, 0)
BaseFrame.barra_esquerda:SetPoint ("BOTTOMLEFT", BaseFrame, "BOTTOMLEFT", -8, -14)
BaseFrame.barra_direita = BaseFrame.cabecalho.fechar:CreateTexture (nil, "ARTWORK")
BaseFrame.barra_direita:SetTexture ("Interface\\AddOns\\Details\\images\\bar_main_leftright")
BaseFrame.barra_direita:SetTexCoord (0, 0.5, 0, 1)
BaseFrame.barra_direita:SetWidth (16)
BaseFrame.barra_direita:SetPoint ("TOPRIGHT", BaseFrame, "TOPRIGHT", 8, 0)
BaseFrame.barra_direita:SetPoint ("BOTTOMRIGHT", BaseFrame, "BOTTOMRIGHT", 8, -14)
--chama função para criar o rodapé
------------------------------------------------------------------------------------------------------------------------------------------------------------
gump:CriaRodape (BaseFrame, instancia)
------------------------------------------------------------------------------------------------------------------------------------------------------------
-- BETA -- botão de separar as instâncias que estão agrupadas
instancia.botao_separar = gump:NewDetailsButton (BaseFrame.cabecalho.fechar, _, instancia, instancia.Desagrupar, instancia, -1, 13, 13,
"Interface\\AddOns\\Details\\images\\cadeado", "Interface\\AddOns\\Details\\images\\cadeado", "Interface\\AddOns\\Details\\images\\cadeado", "Interface\\AddOns\\Details\\images\\cadeado")
instancia.botao_separar:SetPoint ("BOTTOM", BaseFrame.resize_direita, "TOP", -1, 0)
instancia.botao_separar:SetFrameLevel (BaseFrame:GetFrameLevel() + 5)
gump:Fade (instancia.botao_separar, "in", 3.0)
resize_scripts (BaseFrame.resize_direita, instancia, ScrollBar, ">")
resize_scripts (BaseFrame.resize_esquerda, instancia, ScrollBar, "<")
lock_button_scripts (BaseFrame.lock_button, instancia)
bota_separar_script (instancia.botao_separar, instancia)
--------------------------------- BORDAS HIGHLIGHT
instancia.h_cima = BaseFrame.cabecalho.fechar: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", -33, 37)
instancia.h_cima:Hide()
instancia.h_baixo = BaseFrame.cabecalho.fechar: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:Hide()
instancia.h_esquerda = BaseFrame.cabecalho.fechar: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", -8, 0)
instancia.h_esquerda:SetPoint ("bottomleft", BaseFrame.barra_esquerda, "bottomleft", -8, 0)
instancia.h_esquerda:Hide()
instancia.h_direita = BaseFrame.cabecalho.fechar: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:Hide()
--instancia.botao_separar:Hide()
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
--> background shadow color debug
--[[
local white_frame = _CreateFrame ("Frame", "DetailsWhiteFrame", _UIParent)
white_frame:SetFrameStrata ("LOW")
white_frame:SetFrameLevel (0)
white_frame:SetSize (400, 250)
white_frame:SetPoint ("topleft", BaseFrame.cabecalho.ball, "topleft")
white_frame:SetBackdrop({
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
tile = true, tileSize = 16,
insets = {left = 1, right = 1, top = 0, bottom = 1},})
white_frame:SetBackdropColor (255/255, 255/255, 255/255, 1)
local white_texture = white_frame:CreateTexture (nil, "artwork")
white_texture:SetAllPoints (white_frame)
white_texture:SetTexture (1, 1, 1, 1)
white_frame:Show()
--]]
return BaseFrame, BackGroundFrame, BackGroundDisplay, ScrollBar
end
function gump:CreateSplitBars (barra, instancia)
barra.split = {}
local size = barra:GetHeight()
--> barra superior
barra.split.barra = _CreateFrame ("StatusBar", nil, barra)
barra.split.barra:SetFrameLevel (barra.statusbar:GetFrameLevel()+2)
barra.split.barra:SetAllPoints (barra)
barra.split.barra:SetMinMaxValues (0, 100)
barra.split.barra:SetValue (100)
barra.split.barra.textura = barra.split.barra:CreateTexture (nil, "ARTWORK")
barra.split.barra.textura:SetHorizTile (false)
barra.split.barra.textura:SetVertTile (false)
barra.split.barra.textura:SetTexture ([[Interface\PaperDollInfoFrame\UI-Character-Skills-Bar]])
barra.split.barra:SetStatusBarColor (1, 1, 1, 1)
barra.split.barra:SetStatusBarTexture (barra.split.barra.textura)
barra.split.barra.icone = barra.split.barra:CreateTexture (nil, "OVERLAY")
barra.split.barra.icone:SetPoint ("left", barra.split.barra, "left")
barra.split.barra.icone:SetHeight (size)
barra.split.barra.icone:SetWidth (size)
barra.split.barra.icone:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small")
barra.split.barra.icone:SetTexCoord (.75, 1, .75, 1)
barra.split.barra.texto = barra.split.barra:CreateFontString (nil, "OVERLAY", "GameFontHighlight")
barra.split.barra.texto:SetPoint ("left", barra.split.barra.icone, "right", 3, 0)
barra.split.barra.texto:SetJustifyH ("left")
barra.split.barra.texto:SetNonSpaceWrap (true)
instancia:SetFontSize (barra.split.barra.texto, size*0.75)
_detalhes.font_pool:add (barra.split.barra.texto)
--> barra inferior
barra.split.background = _CreateFrame ("StatusBar", nil, barra)
barra.split.background:SetAllPoints (barra)
barra.split.background:SetFrameLevel (barra.statusbar:GetFrameLevel()+1)
barra.split.background:SetMinMaxValues (0, 100)
barra.split.background:SetValue (100)
barra.split.background.textura = barra.split.background:CreateTexture (nil, "ARTWORK")
barra.split.background.textura:SetHorizTile (false)
barra.split.background.textura:SetVertTile (false)
barra.split.background.textura:SetTexture ([[Interface\PaperDollInfoFrame\UI-Character-Skills-Bar]])
barra.split.background:SetStatusBarColor (1, 1, 1, 1)
barra.split.background:SetStatusBarTexture (barra.split.background.textura)
barra.split.background.icone = barra.split.barra:CreateTexture (nil, "OVERLAY")
barra.split.background.icone:SetPoint ("right", barra.split.background, "right")
barra.split.background.icone:SetHeight (size)
barra.split.background.icone:SetWidth (size)
barra.split.background.icone:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small")
barra.split.background.icone:SetTexCoord (.75, 1, .75, 1)
barra.split.background.texto = barra.split.barra:CreateFontString (nil, "OVERLAY", "GameFontHighlight")
barra.split.background.texto:SetPoint ("right", barra.split.background.icone, "left", -3, 0)
barra.split.background.texto:SetJustifyH ("right")
barra.split.background.texto:SetNonSpaceWrap (true)
instancia:SetFontSize (barra.split.background.texto, size*0.75)
_detalhes.font_pool:add (barra.split.background.texto)
barra.split.div = barra.split.barra:CreateTexture (nil, "OVERLAY")
barra.split.div:SetTexture ("Interface\\AddOns\\Details\\images\\bar_detalhes2_end")
barra.split.div:SetHeight (size)
barra.split.div:SetWidth (10)
end
--> Alias
function gump:NewRow (instancia, index)
return gump:CriaNovaBarra (instancia, index)
end
function gump:CriaNovaBarra (instancia, index)
local BaseFrame = instancia.baseframe
local esta_barra = _CreateFrame ("Button", "DetailsBarra_"..instancia.meu_id.."_"..index, BaseFrame)
local y = instancia.barrasInfo.alturaReal*(index-1)
y = y*-1
esta_barra:SetPoint ("TOPLEFT", BaseFrame, "TOPLEFT", instancia.barrasInfo.espaco.esquerda, y)
esta_barra:SetHeight (instancia.barrasInfo.altura) --> altura determinada pela instância
esta_barra:SetWidth (BaseFrame:GetWidth()+instancia.barrasInfo.espaco.direita)
esta_barra:SetFrameLevel (BaseFrame:GetFrameLevel() + 4)
esta_barra.last_value = 0
esta_barra.w_mod = 0
esta_barra:EnableMouse (true)
esta_barra:RegisterForClicks ("LeftButtonDown", "RightButtonDown")
esta_barra.statusbar = _CreateFrame ("StatusBar", nil, esta_barra)
esta_barra.statusbar:SetAllPoints (esta_barra)
esta_barra.textura = esta_barra.statusbar:CreateTexture (nil, "ARTWORK")
esta_barra.textura:SetHorizTile (false)
esta_barra.textura:SetVertTile (false)
esta_barra.textura:SetTexture (instancia.barrasInfo.textura)
esta_barra.statusbar:SetStatusBarColor (0, 0, 0, 0)
esta_barra.statusbar:SetStatusBarTexture (esta_barra.textura)
esta_barra.statusbar:SetMinMaxValues (0, 100)
esta_barra.statusbar:SetValue (100)
local icone_classe = esta_barra.statusbar:CreateTexture (nil, "OVERLAY")
icone_classe:SetPoint ("left", esta_barra.statusbar, "left")
icone_classe:SetHeight (instancia.barrasInfo.altura)
icone_classe:SetWidth (instancia.barrasInfo.altura)
icone_classe:SetTexture ("Interface\\AddOns\\Details\\images\\classes_small")
icone_classe:SetTexCoord (.75, 1, .75, 1)
esta_barra.icone_classe = icone_classe
esta_barra.texto_esquerdo = esta_barra.statusbar:CreateFontString (nil, "OVERLAY", "GameFontHighlight")
esta_barra.texto_esquerdo:SetPoint ("LEFT", esta_barra.icone_classe, "right", 3, 0)
esta_barra.texto_esquerdo:SetJustifyH ("LEFT")
esta_barra.texto_esquerdo:SetNonSpaceWrap (true)
local icone_terceiro = esta_barra.statusbar:CreateTexture (nil, "OVERLAY")
icone_terceiro:SetPoint ("left", esta_barra.statusbar, "left", 2, 0)
icone_terceiro:SetHeight (instancia.barrasInfo.altura)
icone_terceiro:SetWidth (instancia.barrasInfo.altura)
esta_barra.icone_terceiro = icone_terceiro
esta_barra.icone_terceiro:Hide()
esta_barra.texto_direita = esta_barra.statusbar:CreateFontString (nil, "OVERLAY", "GameFontHighlight")
esta_barra.texto_direita:SetPoint ("RIGHT", esta_barra.statusbar, "RIGHT")
esta_barra.texto_direita:SetJustifyH ("RIGHT")
instancia:SetFontSize (esta_barra.texto_esquerdo, instancia.barrasInfo.fontSize)
instancia:SetFontFace (esta_barra.texto_esquerdo, instancia.barrasInfo.font)
_detalhes.font_pool:add (esta_barra.texto_esquerdo)
instancia:SetFontSize (esta_barra.texto_direita, instancia.barrasInfo.fontSize)
instancia:SetFontFace (esta_barra.texto_direita, instancia.barrasInfo.font)
_detalhes.font_pool:add (esta_barra.texto_direita)
--> inicia os scripts da barra
barra_scripts (esta_barra, instancia, index)
gump:Fade (esta_barra, 1) --> hida a barra
return esta_barra
end
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
texcoord = texture.texcoord or wallpaper.texcoord
width = texture.width or wallpaper.width
height = texture.height or wallpaper.height
overlay = texture.overlay or wallpaper.overlay
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")
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:SetAlpha (alpha)
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
if (t.faded) then
gump:Fade (t, "out")
else
gump:Fade (t, "AlphaAnim", alpha)
end
end
function _detalhes:InstanceColor (red, green, blue, alpha)
if (type (red) ~= "number") then
red, green, blue, alpha = gump:ParseColors (red)
end
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)
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.color[1], self.color[2], self.color[3], self.color[4] = red, green, blue, alpha
end
function gump:CriaRodape (BaseFrame, instancia)
BaseFrame.rodape = {}
--> esquerdo
BaseFrame.rodape.esquerdo = BaseFrame.cabecalho.fechar:CreateTexture (nil, "OVERLAY")
BaseFrame.rodape.esquerdo:SetPoint ("TOPRIGHT", BaseFrame, "BOTTOMLEFT", 48, 0)
BaseFrame.rodape.esquerdo:SetTexture ("Interface\\AddOns\\Details\\images\\bar_down_left")
--> direito
BaseFrame.rodape.direita = BaseFrame.cabecalho.fechar:CreateTexture (nil, "OVERLAY")
BaseFrame.rodape.direita:SetPoint ("TOPLEFT", BaseFrame, "BOTTOMRIGHT", -16, 0)
BaseFrame.rodape.direita:SetTexture ("Interface\\AddOns\\Details\\images\\bar_down_right")
--> barra centro
BaseFrame.rodape.top_bg = BaseFrame:CreateTexture (nil, "BACKGROUND")
BaseFrame.rodape.top_bg:SetTexture ("Interface\\AddOns\\Details\\images\\bar_topdown_center")
BaseFrame.rodape.top_bg:SetTexCoord (0, 1, 0.5, 1)
BaseFrame.rodape.top_bg:SetHeight (32)
BaseFrame.rodape.top_bg:SetPoint ("LEFT", BaseFrame.rodape.esquerdo, "RIGHT", -48, 0)
BaseFrame.rodape.top_bg:SetPoint ("RIGHT", BaseFrame.rodape.direita, "LEFT", 16, 0)
local StatusBarLeftAnchor = CreateFrame ("frame", nil, BaseFrame)
StatusBarLeftAnchor:SetPoint ("left", BaseFrame.rodape.top_bg, "left", 5, 10)
StatusBarLeftAnchor:SetWidth (1)
StatusBarLeftAnchor:SetHeight (1)
BaseFrame.rodape.StatusBarLeftAnchor = StatusBarLeftAnchor
local StatusBarCenterAnchor = CreateFrame ("frame", nil, BaseFrame)
StatusBarCenterAnchor:SetPoint ("center", BaseFrame.rodape.top_bg, "center", 0, 10)
StatusBarCenterAnchor:SetWidth (1)
StatusBarCenterAnchor:SetHeight (1)
--[[ --create a line showing the center point of window
local centerLineGuide = StatusBarCenterAnchor:CreateTexture(nil,"overlay")
centerLineGuide:SetWidth (1)
centerLineGuide:SetHeight (20)
centerLineGuide:SetPoint ("center", StatusBarCenterAnchor, "center")
centerLineGuide:SetTexture (1, 1, 1, 1)
--]]
BaseFrame.rodape.StatusBarCenterAnchor = StatusBarCenterAnchor
--> frame invisível
BaseFrame.DOWNFrame = _CreateFrame ("frame", nil, 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:CheckConsolidates()
for meu_id, instancia in ipairs (_detalhes.tabela_instancias) do
if (instancia.consolidate and meu_id ~= _detalhes.lower_instance) then
instancia:UnConsolidateIcons()
end
end
end
function _detalhes:ConsolidateIcons()
self.consolidate = true
self.consolidateButton:Show()
return self:DefaultIcons()
end
function _detalhes:UnConsolidateIcons()
self.consolidate = false
print (self.consolidateButton:GetObjectType())
self.consolidateButton:Hide()
return self:DefaultIcons()
end
function _detalhes:DefaultIcons (_mode, _segment, _attributes, _report)
if (_mode == nil) then
_mode = self.icons[1]
end
if (_segment == nil) then
_segment = self.icons[2]
end
if (_attributes == nil) then
_attributes = self.icons[3]
end
if (_report == nil) then
_report = self.icons[4]
end
if (self.consolidate and not self.consolidateButton:IsShown()) then
self.consolidateButton:Show()
elseif (not self.consolidate and self.consolidateButton:IsShown()) then
self.consolidateButton:Hide()
end
local baseToolbar = self.baseframe.cabecalho
local icons = {baseToolbar.modo_selecao, baseToolbar.segmento, baseToolbar.atributo, baseToolbar.report}
local options = {_mode, _segment, _attributes, _report}
local anchors = {{0, 0}, {0, 0}, {0, 0}, {-6, 0}}
for index = 1, #icons do
if (type (options[index]) == "boolean") then
if (options[index]) then
icons [index]:Show()
self.icons[index] = true
else
icons [index]:Hide()
self.icons[index] = false
end
end
end
local _gotFirst = false
for index = 1, #icons do
local _thisIcon = icons [index]
if (_thisIcon:IsShown()) then
if (not _gotFirst) then
_thisIcon:ClearAllPoints()
if (self.consolidate) then
_thisIcon:SetPoint ("TOPLEFT", self.consolidateFrame, "TOPLEFT", -3, -5)
_thisIcon:SetParent (self.consolidateFrame)
else
_thisIcon:SetPoint ("BOTTOMLEFT", baseToolbar.ball, "BOTTOMRIGHT", 0 + anchors[index][1], 2 + anchors[index][2])
_thisIcon:SetParent (self.baseframe)
_thisIcon:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1)
end
_gotFirst = true
else
for dex = index-1, 1, -1 do
local _thisIcon2 = icons [dex]
if (_thisIcon2:IsShown()) then
_thisIcon:ClearAllPoints()
if (self.consolidate) then
_thisIcon:SetPoint ("topleft", _thisIcon2, "bottomleft", anchors[index][1], anchors[index][2]-2)
_thisIcon:SetParent (self.consolidateFrame)
else
_thisIcon:SetPoint ("left", _thisIcon2, "right", 0 + anchors[index][1], 0 + anchors[index][2])
_thisIcon:SetParent (self.baseframe)
_thisIcon:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1)
end
break
end
end
end
end
end
for index = #icons, 1, -1 do
if (icons [index]:IsShown()) then
self.lastIcon = icons [index]
break
end
end
if (not self.lastIcon) then
self.lastIcon = baseToolbar.ball
end
_detalhes.ToolBar:ReorganizeIcons()
return true
end
function gump:CriaCabecalho (BaseFrame, instancia)
-- texturas da barra superior
-------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.cabecalho = {}
--> FECHAR INSTANCIA ----------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.cabecalho.fechar = _CreateFrame ("Button", nil, BaseFrame, "UIPanelCloseButton")
BaseFrame.cabecalho.fechar:SetWidth (32)
BaseFrame.cabecalho.fechar:SetHeight (32)
BaseFrame.cabecalho.fechar:SetPoint ("BOTTOMRIGHT", BaseFrame, "TOPRIGHT", 5, -6)
BaseFrame.cabecalho.fechar:SetScript ("OnClick", function()
BaseFrame.cabecalho.fechar:Disable()
instancia:DesativarInstancia()
if (_detalhes.opened_windows == 0) then --> não há mais instâncias abertas, então manda msg alertando...
print (Loc ["STRING_CLOSEALL"])
end
end)
BaseFrame.cabecalho.fechar:SetText ("x")
BaseFrame.cabecalho.fechar:SetScript ("OnEnter", function (self)
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
end)
BaseFrame.cabecalho.fechar:SetScript ("OnLeave", function (self)
gump:Fade (BaseFrame.button_stretch, -1)
end)
BaseFrame.cabecalho.fechar:SetFrameLevel (5)
--> bola do canto esquedo superior
BaseFrame.cabecalho.ball_point = BaseFrame.cabecalho.fechar: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)
--BaseFrame.cabecalho.ball_point:SetTexture ("Interface\\AddOns\\Details\\images\\ball_left")
--> icone do atributo que esta sendo mostrado
BaseFrame.cabecalho.atributo_icon = _detalhes.listener:CreateTexture (nil, "ARTWORK")
BaseFrame.cabecalho.atributo_icon:SetPoint ("TOPRIGHT", BaseFrame.cabecalho.ball_point, "TOPRIGHT", -1, 1)
BaseFrame.cabecalho.atributo_icon:SetTexture ("Interface\\AddOns\\Details\\images\\icon_mainwindow")
BaseFrame.cabecalho.atributo_icon:SetWidth (32)
BaseFrame.cabecalho.atributo_icon:SetHeight (32)
BaseFrame.cabecalho.ball = _detalhes.listener:CreateTexture (nil, "OVERLAY")
BaseFrame.cabecalho.ball:SetPoint ("BOTTOMLEFT", BaseFrame, "TOPLEFT", -37, 0)
BaseFrame.cabecalho.ball:SetWidth (64)
BaseFrame.cabecalho.ball:SetHeight (64)
BaseFrame.cabecalho.ball:SetTexture ("Interface\\AddOns\\Details\\images\\ball_left")
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", 32, 0)
BaseFrame.cabecalho.ball_r:SetWidth (64)
BaseFrame.cabecalho.ball_r:SetHeight (32)
BaseFrame.cabecalho.ball_r:SetTexture ("Interface\\AddOns\\Details\\images\\bar_top_right")
--> barra centro
BaseFrame.cabecalho.top_bg = BaseFrame:CreateTexture (nil, "BACKGROUND")
BaseFrame.cabecalho.top_bg:SetPoint ("LEFT", BaseFrame.cabecalho.ball, "RIGHT", 0, -16)
BaseFrame.cabecalho.top_bg:SetPoint ("RIGHT", BaseFrame.cabecalho.ball_r, "LEFT")
BaseFrame.cabecalho.top_bg:SetTexture ("Interface\\AddOns\\Details\\images\\bar_top_center")
--BaseFrame.cabecalho.top_bg:SetTexture ("Interface\\AddOns\\Details\\images\\bar_topdown_center")
--BaseFrame.cabecalho.top_bg:SetTexCoord (0, 1, 0, 0.49609375)
--BaseFrame.cabecalho.top_bg:SetHeight (31)
--> frame invisível
BaseFrame.UPFrame = _CreateFrame ("frame", nil, BaseFrame)
BaseFrame.UPFrame:SetPoint ("LEFT", BaseFrame.cabecalho.ball, "RIGHT", 0, -25)
BaseFrame.UPFrame:SetPoint ("RIGHT", BaseFrame.cabecalho.ball_r, "LEFT", 0, -25)
BaseFrame.UPFrame:SetHeight (20)
BaseFrame.UPFrame:Show()
BaseFrame.UPFrame:EnableMouse (true)
BaseFrame.UPFrame:SetMovable (true)
BaseFrame.UPFrame:SetResizable (true)
BGFrame_scripts (BaseFrame.UPFrame, BaseFrame, instancia)
--BaseFrame.UPFrame:SetScript ("OnMouseDown", function() print ("hello world")end)
-- botões
-------------------------------------------------------------------------------------------------------------------------------------------------
local CoolTip = _G.GameCooltip
--> SELEÇÃO DO MODO ----------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.cabecalho.modo_selecao = gump:NewDetailsButton (BaseFrame, _, instancia, instancia.AlteraModo, instancia, -2, 16, 16,
"Interface\\GossipFrame\\HealerGossipIcon")
BaseFrame.cabecalho.modo_selecao:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
BaseFrame.cabecalho.modo_selecao:SetPoint ("BOTTOMLEFT", BaseFrame.cabecalho.ball, "BOTTOMRIGHT", 0, 2)
--> Generating Cooltip menu from table template
local modeMenuTable = {
{text = Loc ["STRING_MODE_SELF"]},
{func = instancia.AlteraModo, param1 = 1},
{icon = "Interface\\AddOns\\Details\\images\\modo_icones", l = 0, r = 32/256, t = 0, b = 1, width = 20, height = 20},
{text = Loc ["STRING_MODE_GROUP"]},
{func = instancia.AlteraModo, param1 = 2},
{icon = "Interface\\AddOns\\Details\\images\\modo_icones", l = 32/256, r = 32/256*2, t = 0, b = 1, width = 20, height = 20},
{text = Loc ["STRING_MODE_ALL"]},
{func = instancia.AlteraModo, param1 = 3},
{icon = "Interface\\AddOns\\Details\\images\\modo_icones", l = 32/256*2, r = 32/256*3, t = 0, b = 1, width = 20, height = 20},
{text = Loc ["STRING_MODE_RAID"]},
{func = instancia.AlteraModo, param1 = 4},
{icon = "Interface\\AddOns\\Details\\images\\modo_icones", l = 32/256*3, r = 32/256*4, t = 0, b = 1, width = 20, height = 20},
{text = Loc ["STRING_OPTIONS_WINDOW"]},
{func = _detalhes.OpenOptionsWindow},
{icon = "Interface\\AddOns\\Details\\images\\modo_icones", l = 32/256*4, r = 32/256*5, t = 0, b = 1, width = 20, height = 20},
--{icon = "Interface\\HELPFRAME\\OpenTicketIcon", width = 24, height = 20}
}
--> Cooltip raw method for enter/leave show/hide
BaseFrame.cabecalho.modo_selecao:SetScript ("OnEnter", function (self)
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
_detalhes.popup.buttonOver = true
BaseFrame.cabecalho.button_mouse_over = true
local passou = 0
if (_detalhes.popup.active) then
passou = 0.3
end
local checked = instancia.modo or 2
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
self:SetScript ("OnUpdate", nil)
CoolTip:Reset()
CoolTip:SetType ("menu")
CoolTip:AddFromTable (modeMenuTable)
CoolTip:SetLastSelected ("main", checked)
CoolTip:SetFixedParameter (instancia)
CoolTip:SetColor ("main", "transparent")
CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus)
CoolTip:SetOption ("ButtonHeightMod", -5)
CoolTip:SetOption ("ButtonsYMod", -5)
CoolTip:SetOption ("YSpacingMod", 1)
CoolTip:SetOption ("FixedHeight", 106)
if (instancia.consolidate) then
CoolTip:SetOwner (self, "topleft", "topright", 3)
else
CoolTip:SetOwner (self)
end
CoolTip:ShowCooltip()
end
end)
end)
BaseFrame.cabecalho.modo_selecao:SetScript ("OnLeave", function (self)
gump:Fade (BaseFrame.button_stretch, -1)
_detalhes.popup.buttonOver = false
BaseFrame.cabecalho.button_mouse_over = false
if (_detalhes.popup.active) then
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not _detalhes.popup.mouseOver and not _detalhes.popup.buttonOver) then
_detalhes.popup:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end)
else
self:SetScript ("OnUpdate", nil)
end
end)
--> SELECIONAR O SEGMENTO ----------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.cabecalho.segmento = gump:NewDetailsButton (BaseFrame, _, instancia, instancia.TrocaTabela, instancia, -2, 16, 16, "Interface\\GossipFrame\\TrainerGossipIcon")
BaseFrame.cabecalho.segmento:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
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)
_detalhes.popup.buttonOver = true
BaseFrame.cabecalho.button_mouse_over = true
local passou = 0
if (_detalhes.popup.active) then
passou = 0.3
end
local checked = instancia.segmento+2
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
--> here we are using normal Add calls
CoolTip:Reset()
CoolTip:SetType ("menu")
CoolTip:SetFixedParameter (instancia)
CoolTip:SetColor ("main", "transparent")
----------- overall
CoolTip:AddLine (segmentos.overall_standard, _, 1, "white")
CoolTip:AddMenu (1, instancia.TrocaTabela, -1)
CoolTip:AddIcon ("Interface\\QUESTFRAME\\UI-Quest-BulletPoint", "main", "left", 16, 16)
CoolTip:AddLine ("Enemy:", "--x--x--", 2, "white", "white")--localize-me
if (not _detalhes.tabela_overall.end_time) then
if (_detalhes.in_combat) then
local decorrido = _detalhes._tempo - _detalhes.tabela_overall.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine ("Time:", minutos.."m "..segundos.."s", 2, "white", "white") --localize-me
else
CoolTip:AddLine ("Time:", "--x--x--", 2, "white", "white") --localize-me
end
else
local decorrido = (_detalhes.tabela_overall.end_time) - _detalhes.tabela_overall.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine ("Time:", minutos.."m "..segundos.."s", 2, "white", "white") --localize-me
end
local earlyFight = ""
for i = _detalhes.segments_amount, 1, -1 do
if (_detalhes.tabela_historico.tabelas [i]) then
earlyFight = _detalhes.tabela_historico.tabelas [i].data_inicio
break
end
end
CoolTip:AddLine ("Start:", earlyFight, 2, "white", "white")--localize-me
local lastFight = ""
for i = 1, _detalhes.segments_amount do
if (_detalhes.tabela_historico.tabelas [i] and _detalhes.tabela_historico.tabelas [i].data_fim ~= 0) then
lastFight = _detalhes.tabela_historico.tabelas [i].data_fim
break
end
end
CoolTip:AddLine ("End:", lastFight, 2, "white", "white")--localize-me
----------- 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)
local enemy = _detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.is_boss.name or _detalhes.tabela_vigente.enemy or "--x--x--"
CoolTip:AddLine ("Enemy:", enemy, 2, "white", "white")--localize-me
if (not _detalhes.tabela_vigente.end_time) then
if (_detalhes.in_combat) then
local decorrido = _detalhes._tempo - _detalhes.tabela_vigente.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine ("Time:", minutos.."m "..segundos.."s", 2, "white", "white") --localize-me
else
CoolTip:AddLine ("Time:", "--x--x--", 2, "white", "white") --localize-me
end
else
local decorrido = (_detalhes.tabela_vigente.end_time) - _detalhes.tabela_vigente.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine ("Time:", minutos.."m "..segundos.."s", 2, "white", "white") --localize-me
end
CoolTip:AddLine ("Start:", _detalhes.tabela_vigente.data_inicio, 2, "white", "white")--localize-me
CoolTip:AddLine ("End:", _detalhes.tabela_vigente.data_fim or "in progress", 2, "white", "white") --localize-me
----------- segments
for i = 1, _detalhes.segments_amount do
CoolTip:AddLine (segmentos.past..i, _, 1, "white")
CoolTip:AddMenu (1, instancia.TrocaTabela, i)
CoolTip:AddIcon ("Interface\\QUESTFRAME\\UI-Quest-BulletPoint", "main", "left", 16, 16)
local thisCombat = _detalhes.tabela_historico.tabelas [i]
if (thisCombat) then
local enemy = thisCombat.is_boss and thisCombat.is_boss.name or thisCombat.enemy or "--x--x--"
CoolTip:AddLine ("Enemy:", enemy, 2, "white", "white")--localize-me
local decorrido = (thisCombat.end_time or _detalhes._tempo) - thisCombat.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine ("Time:", minutos.."m "..segundos.."s", 2, "white", "white")--localize-me
CoolTip:AddLine ("Start:", thisCombat.data_inicio, 2, "white", "white")--localize-me
CoolTip:AddLine ("End:", thisCombat.data_fim or "in progress", 2, "white", "white") --localize-me
else
CoolTip:AddLine ("Waiting a combat...", _, 2)--localize-me
end
end
CoolTip:SetLastSelected ("main", checked)
if (instancia.consolidate) then
CoolTip:SetOwner (self, "topleft", "topright", 3)
else
CoolTip:SetOwner (self)
end
CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus)
CoolTip:SetOption ("SubMenuIsTooltip", true)
CoolTip:SetOption ("ButtonHeightMod", -4)
CoolTip:SetOption ("ButtonsYMod", -4)
CoolTip:SetOption ("YSpacingMod", 4)
CoolTip:SetOption ("ButtonHeightModSub", 4)
CoolTip:SetOption ("ButtonsYModSub", 0)
CoolTip:SetOption ("YSpacingModSub", -4)
CoolTip:ShowCooltip()
self:SetScript ("OnUpdate", nil)
end
end)
end)
--> Cooltip raw method
BaseFrame.cabecalho.segmento:SetScript ("OnLeave", function (self)
gump:Fade (BaseFrame.button_stretch, -1)
_detalhes.popup.buttonOver = false
BaseFrame.cabecalho.button_mouse_over = false
if (_detalhes.popup.active) then
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not _detalhes.popup.mouseOver and not _detalhes.popup.buttonOver) then
_detalhes.popup:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end)
else
self:SetScript ("OnUpdate", nil)
end
end)
--> SELECIONAR O ATRIBUTO ----------------------------------------------------------------------------------------------------------------------------------------------------
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, "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
return _detalhes:MontaSoloOption (instancia)
elseif (_detalhes.raid and _detalhes.raid == instancia.meu_id) then
return _detalhes:MontaRaidOption (instancia)
else
return _detalhes:MontaAtributosOption (instancia)
end
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() BaseFrame.cabecalho.button_mouse_over = true; gump:Fade (BaseFrame.button_stretch, "alpha", 0.3) end,
OnLeaveFunc = function() BaseFrame.cabecalho.button_mouse_over = false; gump:Fade (BaseFrame.button_stretch, -1) end,
FixedValue = instancia,
Options = function()
if (instancia.consolidate) then
return {Anchor = instancia.consolidateFrame, MyAnchor = "topleft", RelativeAnchor = "topright", TextSize = _detalhes.font_sizes.menus}
else
return {TextSize = _detalhes.font_sizes.menus}
end
end}
--> install cooltip
_detalhes.popup:CoolTipInject (BaseFrame.cabecalho.atributo)
--> REPORTAR ----------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.cabecalho.report = gump:NewDetailsButton (BaseFrame, _, instancia, _detalhes.Reportar, instancia, nil, 16, 16,
"Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "Interface\\COMMON\\VOICECHAT-ON", "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()
_detalhes.popup.button_over = true
BaseFrame.cabecalho.button_mouse_over = true
end)
BaseFrame.cabecalho.report:SetScript ("OnLeave", function()
_detalhes.popup.button_over = false
BaseFrame.cabecalho.button_mouse_over = false
end)
--> BOSS INFO ----------------------------------------------------------------------------------------------------------------------------------------------------
--BaseFrame.cabecalho.boss_info = gump:NewDetailsButton (BaseFrame, BaseFrame, instancia, _detalhes.AbrirEncounterWindow, instancia, nil, 16, 16,
--"Interface\\COMMON\\help-i", "Interface\\COMMON\\help-i", "Interface\\COMMON\\help-i", "Interface\\COMMON\\help-i")
--BaseFrame.cabecalho.boss_info:SetPoint ("left", BaseFrame.cabecalho.report, "right", 1, 0)
--BaseFrame.cabecalho.boss_info:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
--> NOVA INSTANCIA ----------------------------------------------------------------------------------------------------------------------------------------------------
BaseFrame.cabecalho.novo = _CreateFrame ("Button", nil, BaseFrame, "OptionsButtonTemplate")
BaseFrame.cabecalho.novo:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
BaseFrame.cabecalho.novo:SetWidth (30)
BaseFrame.cabecalho.novo:SetHeight (15)
BaseFrame.cabecalho.novo:SetPoint ("RIGHT", BaseFrame.cabecalho.fechar, "LEFT", 1, 0)
BaseFrame.cabecalho.novo:SetScript ("OnClick", function() _detalhes:CriarInstancia(_, true); _detalhes.popup:ShowMe (false) end)
BaseFrame.cabecalho.novo:SetText ("#"..instancia.meu_id)
--> cooltip through inject
--> OnClick Function [1] caller [2] fixed param [3] param1 [4] param2
local OnClickNovoMenu = function (_, _, id)
_detalhes.CriarInstancia (_, _, id)
_detalhes.popup:ExecFunc (BaseFrame.cabecalho.novo)
end
--> Build Menu Function
local BuildClosedInstanceMenu = function()
local ClosedInstances = {}
for index = 1, #_detalhes.tabela_instancias, 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
if (atributo == 5) then --> custom
local CustomObject = _detalhes.custom [sub_atributo]
--> as addmenu dont support textcoords we need to add in parts, first adding text and menu, after we add the icon
--> text and menu can be added in one call if doesnt need more details like color or right text
CoolTip:AddMenu (1, OnClickNovoMenu, index, nil, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. CustomObject.name, _, true)
CoolTip:AddIcon (CustomObject.icon, 1, 1, 20, 20, 0, 1, 0, 1)
else
local modo = _this_instance.modo
if (modo == 1) then --alone
atributo = _detalhes.SoloTables.Mode or 1
local SoloInfo = _detalhes.SoloTables.Menu [atributo]
CoolTip:AddMenu (1, OnClickNovoMenu, index, nil, nil, "#".. index .. " " .. SoloInfo [1], _, true)
CoolTip:AddIcon (SoloInfo [2], 1, 1, 20, 20, 0, 1, 0, 1)
elseif (modo == 4) then --raid
atributo = _detalhes.RaidTables.Mode or 1
local RaidInfo = _detalhes.RaidTables.Menu [atributo]
CoolTip:AddMenu (1, OnClickNovoMenu, index, nil, nil, "#".. index .. " " .. RaidInfo [1], _, true)
CoolTip:AddIcon (RaidInfo [2], 1, 1, 20, 20, 0, 1, 0, 1)
else
CoolTip:AddMenu (1, OnClickNovoMenu, index, nil, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true)
CoolTip:AddIcon (_detalhes.sub_atributos [atributo].icones[sub_atributo] [1], 1, 1, 20, 20, unpack (_detalhes.sub_atributos [atributo].icones[sub_atributo] [2]))
end
end
end
end
return ClosedInstances
end
--> Inject Options Table
BaseFrame.cabecalho.novo.CoolTip = {
--> cooltip type "menu" "tooltip" "tooltipbars"
Type = "menu",
--> will call for build menu
BuildFunc = BuildClosedInstanceMenu,
--> a hook for OnEnterScript
OnEnterFunc = function() gump:Fade (BaseFrame.button_stretch, "alpha", 0.3) end,
--> a hook for OnLeaveScript
OnLeaveFunc = function() gump:Fade (BaseFrame.button_stretch, -1) end,
--> instancia is the first parameter sent after click, before parameters
FixedValue = instancia,
Options = {TextSize = 10, NoLastSelectedBar = true}}
--> Inject
_detalhes.popup:CoolTipInject (BaseFrame.cabecalho.novo)
--> RESETAR HISTORICO ----------------------------------------------------------------------------------------------------------------------------------------------------
if (not _detalhes.ResetButton) then
_detalhes.ResetButtonInstance = instancia.meu_id
_detalhes.ResetButtonMode = 1
function _detalhes:ResetButtonSnapTo (instancia)
if (type (instancia) == "number") then
instancia = _detalhes:GetInstance (instancia)
end
if (instancia.baseframe:GetWidth() < 215) then
_detalhes.ResetButtonMode = 2
else
_detalhes.ResetButtonMode = 1
end
_detalhes.ResetButton:SetParent (instancia.baseframe)
_detalhes.ResetButton2:SetParent (instancia.baseframe)
_detalhes.ResetButton:SetPoint ("RIGHT", instancia.baseframe.cabecalho.novo, "LEFT")
_detalhes.ResetButton2:SetPoint ("RIGHT", instancia.baseframe.cabecalho.novo, "LEFT", 3, 0)
_detalhes.ResetButton:SetFrameLevel (instancia.baseframe.UPFrame:GetFrameLevel()+1)
_detalhes.ResetButton2:SetFrameLevel (instancia.baseframe.UPFrame:GetFrameLevel()+1)
if (_detalhes.ResetButtonMode == 1) then
gump:Fade (_detalhes.ResetButton, 0)
gump:Fade (_detalhes.ResetButton2, 1)
else
gump:Fade (_detalhes.ResetButton, 1)
gump:Fade (_detalhes.ResetButton2, 0)
end
end
-----------------> big button
_detalhes.ResetButton = _CreateFrame ("Button", nil, BaseFrame, "OptionsButtonTemplate")
_detalhes.ResetButton:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
_detalhes.ResetButton:SetWidth (50)
_detalhes.ResetButton:SetHeight (15)
_detalhes.ResetButton:SetPoint ("RIGHT", BaseFrame.cabecalho.novo, "LEFT")
_detalhes.ResetButton:SetText (Loc ["STRING_ERASE"])
_detalhes.ResetButton:SetScript ("OnClick", function() _detalhes.tabela_historico:resetar() end)
_detalhes.ResetButton:SetScript ("OnEnter", function (self)
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
end)
_detalhes.ResetButton:SetScript ("OnLeave", function (self)
gump:Fade (BaseFrame.button_stretch, -1)
if (_detalhes.popup.active) then
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not _detalhes.popup.mouse_over and not _detalhes.popup.button_over) then
_detalhes.popup:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end)
else
self:SetScript ("OnUpdate", nil)
end
end)
----------------> small button
_detalhes.ResetButton2 = _CreateFrame ("Button", nil, BaseFrame, "OptionsButtonTemplate")
_detalhes.ResetButton2:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
_detalhes.ResetButton2:SetWidth (22)
_detalhes.ResetButton2:SetHeight (15)
_detalhes.ResetButton2:SetPoint ("RIGHT", BaseFrame.cabecalho.novo, "LEFT", 2, 0)
local text = _detalhes.ResetButton2:CreateFontString (nil, "overlay", "GameFont_Gigantic")
text:SetText ("-")
_detalhes.ResetButton2:SetFontString (text)
_detalhes.ResetButton2:SetNormalFontObject ("GameFont_Gigantic")
_detalhes.ResetButton2:SetHighlightFontObject ("GameFont_Gigantic")
_detalhes.ResetButton2:SetScript ("OnClick", function() _detalhes.tabela_historico:resetar() end)
_detalhes.ResetButton2:SetScript ("OnEnter", function (self)
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
end)
_detalhes.ResetButton2:SetScript ("OnLeave", function (self)
gump:Fade (BaseFrame.button_stretch, -1)
if (_detalhes.popup.active) then
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not _detalhes.popup.mouse_over and not _detalhes.popup.button_over) then
_detalhes.popup:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end)
else
self:SetScript ("OnUpdate", nil)
end
end)
end
--> fim botão reset
----------------------------------------------------------------------------------------------------------------------------------------------------
---------> consolidate frame
local consolidateFrame = CreateFrame ("frame", nil, _detalhes.listener)
consolidateFrame:SetWidth (21)
consolidateFrame:SetHeight (83)
consolidateFrame:SetFrameLevel (BaseFrame:GetFrameLevel()-1)
consolidateFrame:SetPoint ("BOTTOMLEFT", BaseFrame.cabecalho.ball, "BOTTOMRIGHT", 0, 20)
consolidateFrame:SetFrameStrata ("FULLSCREEN")
consolidateFrame:Hide()
instancia.consolidateFrame = consolidateFrame
---------> consolidate texture
local frameTexture = consolidateFrame:CreateTexture (nil, "background")
frameTexture:SetTexture ("Interface\\AddOns\\Details\\images\\consolidate_frame")
frameTexture:SetPoint ("top", consolidateFrame, "top", .5, 0)
frameTexture:SetWidth (32)
frameTexture:SetHeight (83)
frameTexture:SetTexCoord (0, 1, 0, 0.6484375)
---------> consolidate button
local consolidateButton = CreateFrame ("button", nil, BaseFrame)
consolidateButton:SetWidth (16)
consolidateButton:SetHeight (16)
consolidateButton:SetFrameLevel (BaseFrame.UPFrame:GetFrameLevel()+1)
consolidateButton:SetPoint ("BOTTOMLEFT", BaseFrame.cabecalho.ball, "BOTTOMRIGHT", -2, 2)
local normal_texture = consolidateButton:CreateTexture (nil, "overlay")
--normal_texture:SetTexture ("Interface\\AddOns\\Details\\images\\consolidate_frame")
normal_texture:SetTexture ("Interface\\GossipFrame\\HealerGossipIcon")
normal_texture:SetVertexColor (.9, .8, 0)
--normal_texture:SetTexCoord (0, .5, 0.875, 1)
--normal_texture:SetTexCoord (0, 0.375, 0.75, 0.875)
normal_texture:SetWidth (16)
normal_texture:SetHeight (16)
normal_texture:SetPoint ("center", consolidateButton, "center")
consolidateButton:Hide()
instancia.consolidateButton = consolidateButton
instancia.consolidateButtonTexture = normal_texture
---------> consolidate scripts
consolidateFrame:SetScript ("OnEnter", function (self)
consolidateFrame.mouse_over = true
self:SetScript ("OnUpdate", nil)
end)
consolidateFrame:SetScript ("OnLeave", function (self)
consolidateFrame.mouse_over = false
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.5) then
if (not _detalhes.popup.active and not BaseFrame.cabecalho.button_mouse_over) then
consolidateFrame:Hide()
--normal_texture:SetTexCoord (0, .5, 0.875, 1)
normal_texture:SetBlendMode ("BLEND")
self:SetScript ("OnUpdate", nil)
end
passou = 0
end
end)
end)
consolidateButton:SetScript ("OnEnter", function (self)
gump:Fade (BaseFrame.button_stretch, "alpha", 0.3)
local passou = 0
consolidateFrame:SetScript ("OnUpdate", nil)
--normal_texture:SetTexCoord (.5, 1, 0.875, 1)
normal_texture:SetBlendMode ("ADD")
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
consolidateFrame:Show()
self:SetScript ("OnUpdate", nil)
end
end)
end)
consolidateButton:SetScript ("OnLeave", function (self)
gump:Fade (BaseFrame.button_stretch, -1)
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not consolidateFrame.mouse_over and not BaseFrame.cabecalho.button_mouse_over and not _detalhes.popup.active) then
consolidateFrame:Hide()
normal_texture:SetBlendMode ("BLEND")
--normal_texture:SetTexCoord (0, .5, 0.875, 1)
end
self:SetScript ("OnUpdate", nil)
end
end)
end)
end