191 lines
7.6 KiB
Lua
191 lines
7.6 KiB
Lua
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local Details = _G.Details
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local DF = _G.DetailsFramework
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local Loc = _G.LibStub("AceLocale-3.0"):GetLocale("Details")
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--> config class colors
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function Details:OpenClassColorsConfig()
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if (not _G.DetailsClassColorManager) then
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DF:CreateSimplePanel (UIParent, 300, 425, Loc ["STRING_OPTIONS_CLASSCOLOR_MODIFY"], "DetailsClassColorManager")
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local panel = _G.DetailsClassColorManager
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DF:ApplyStandardBackdrop (panel)
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local upper_panel = CreateFrame ("frame", nil, panel,"BackdropTemplate")
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upper_panel:SetAllPoints (panel)
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upper_panel:SetFrameLevel (panel:GetFrameLevel()+3)
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local y = -50
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local callback = function (button, r, g, b, a, self)
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self.MyObject.my_texture:SetVertexColor (r, g, b)
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Details.class_colors [self.MyObject.my_class][1] = r
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Details.class_colors [self.MyObject.my_class][2] = g
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Details.class_colors [self.MyObject.my_class][3] = b
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Details:RefreshMainWindow (-1, true)
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end
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local set_color = function (self, button, class, index)
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local current_class_color = Details.class_colors [class]
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local r, g, b = unpack (current_class_color)
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DF:ColorPick (self, r, g, b, 1, callback)
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end
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local reset_color = function (self, button, class, index)
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local color_table = RAID_CLASS_COLORS [class]
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local r, g, b = color_table.r, color_table.g, color_table.b
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self.MyObject.my_texture:SetVertexColor (r, g, b)
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Details.class_colors [self.MyObject.my_class][1] = r
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Details.class_colors [self.MyObject.my_class][2] = g
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Details.class_colors [self.MyObject.my_class][3] = b
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Details:RefreshMainWindow (-1, true)
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end
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local on_enter = function (self, capsule)
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--Details:CooltipPreset (1)
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--GameCooltip:AddLine ("right click to reset")
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--GameCooltip:Show (self)
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end
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local on_leave = function (self, capsule)
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--GameCooltip:Hide()
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end
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local reset = DF:NewLabel (panel, panel, nil, nil, "|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:" .. 20 .. ":" .. 20 .. ":0:1:512:512:8:70:328:409|t " .. Loc ["STRING_OPTIONS_CLASSCOLOR_RESET"])
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reset:SetPoint ("bottomright", panel, "bottomright", -23, 08)
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local reset_texture = DF:CreateImage (panel, [[Interface\MONEYFRAME\UI-MONEYFRAME-BORDER]], 138, 45, "border")
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reset_texture:SetPoint ("center", reset, "center", 0, -7)
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reset_texture:SetDesaturated (true)
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panel.buttons = {}
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for index, class_name in ipairs (CLASS_SORT_ORDER) do
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local icon = DF:CreateImage (upper_panel, [[Interface\Glues\CHARACTERCREATE\UI-CHARACTERCREATE-CLASSES]], 32, 32, nil, CLASS_ICON_TCOORDS [class_name], "icon_" .. class_name)
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if (index%2 ~= 0) then
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icon:SetPoint (10, y)
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else
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icon:SetPoint (150, y)
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y = y - 33
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end
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local bg_texture = DF:CreateImage (panel, [[Interface\AddOns\Details\images\bar_skyline]], 135, 30, "artwork")
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bg_texture:SetPoint ("left", icon, "right", -32, 0)
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local button = DF:CreateButton (panel, set_color, 135, 30, "set color", class_name, index)
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button:SetPoint ("left", icon, "right", -32, 0)
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button:InstallCustomTexture (nil, nil, nil, nil, true)
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button:SetFrameLevel (panel:GetFrameLevel()+1)
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button.my_icon = icon
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button.my_texture = bg_texture
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button.my_class = class_name
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button:SetHook ("OnEnter", on_enter)
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button:SetHook ("OnLeave", on_leave)
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button:SetClickFunction (reset_color, nil, nil, "RightClick")
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panel.buttons [class_name] = button
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end
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--make color options for death log bars
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local function hex (num)
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local hexstr = '0123456789abcdef'
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local s = ''
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while num > 0 do
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local mod = math.fmod(num, 16)
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s = string.sub(hexstr, mod+1, mod+1) .. s
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num = math.floor(num / 16)
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end
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if s == '' then s = '00' end
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if (string.len (s) == 1) then
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s = "0"..s
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end
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return s
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end
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local function sort_color (t1, t2)
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return t1[1][3] > t2[1][3]
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end
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local colorSelected = function(self, fixParam, value)
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local colorName, barType = value:match("^(%w+)@(%w+)")
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Details.death_log_colors[barType] = colorName
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end
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local buildColorList = function(barType)
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--all colors
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local allColors = {}
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for colorName, colorTable in pairs(DF:GetDefaultColorList()) do
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tinsert(allColors, {colorTable, colorName, hex(colorTable[1]*255) .. hex(colorTable[2]*255) .. hex(colorTable[3]*255)})
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end
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table.sort(allColors, sort_color)
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local result = {}
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for index, colorTable in ipairs(allColors) do
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local colortable = colorTable[1]
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local colorname = colorTable[2]
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local value = colorname .. "@" .. barType
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tinsert (result, {label = colorname, value = value, color = colortable, onclick = colorSelected})
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end
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return result
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end
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local deathLogOptions = {
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{--damage
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type = "select",
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get = function() return Details.death_log_colors.damage end,
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values = function()
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return buildColorList("damage")
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end,
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name = "Damage",
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desc = "Damage",
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},
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{--heal
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type = "select",
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get = function() return Details.death_log_colors.heal end,
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values = function()
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return buildColorList("heal")
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end,
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name = "Heal",
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desc = "Heal",
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},
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{--friendlyfire
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type = "select",
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get = function() return Details.death_log_colors.friendlyfire end,
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values = function()
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return buildColorList("friendlyfire")
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end,
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name = "Friendly Fire",
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desc = "Friendly Fire",
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},
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{--cooldown
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type = "select",
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get = function() return Details.death_log_colors.cooldown end,
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values = function()
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return buildColorList("cooldown")
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end,
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name = "Cooldown",
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desc = "Cooldown",
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},
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{--debuff
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type = "select",
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get = function() return Details.death_log_colors.debuff end,
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values = function()
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return buildColorList("debuff")
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end,
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name = "Debuff",
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desc = "Debuff",
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},
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}
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DetailsFramework:BuildMenu(panel, deathLogOptions, 5, -285, 700, true)
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local deathLogColorsLabel = DF:CreateLabel(panel, "Colors on Death Log:", 12, "yellow")
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deathLogColorsLabel:SetPoint("topleft", panel, "topleft", 5, -265)
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end
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for class, button in pairs (_G.DetailsClassColorManager.buttons) do
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button.my_texture:SetVertexColor (unpack (Details.class_colors [class]))
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end
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_G.DetailsClassColorManager:Show()
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end |