Files
coa-details/gumps/janela_principal.lua
T
terciob19 af5288840a updates
2014-02-04 16:18:48 -02:00

4891 lines
172 KiB
Lua

--note: this file need a major clean up especially on function creation.
local _detalhes = _G._detalhes
local Loc = LibStub ("AceLocale-3.0"):GetLocale ( "Details" )
local _
local gump = _detalhes.gump
local SharedMedia = LibStub:GetLibrary ("LibSharedMedia-3.0")
local atributos = _detalhes.atributos
local sub_atributos = _detalhes.sub_atributos
local segmentos = _detalhes.segmentos
--lua locals
local _cstr = tostring
local _math_ceil = math.ceil
local _math_floor = math.floor
local _ipairs = ipairs
local _pairs = pairs
local _string_lower = string.lower
local _unpack = unpack
--api locals
local CreateFrame = CreateFrame
local _GetTime = GetTime
local _GetCursorPosition = GetCursorPosition
local _GameTooltip = GameTooltip
local _UIParent = UIParent
local _GetScreenWidth = GetScreenWidth
local _GetScreenHeight = GetScreenHeight
local _IsAltKeyDown = IsAltKeyDown
local _IsShiftKeyDown = IsShiftKeyDown
local _IsControlKeyDown = IsControlKeyDown
local modo_raid = _detalhes._detalhes_props["MODO_RAID"]
local modo_alone = _detalhes._detalhes_props["MODO_ALONE"]
local modo_grupo = _detalhes._detalhes_props["MODO_GROUP"]
local modo_all = _detalhes._detalhes_props["MODO_ALL"]
local gump_fundo_backdrop = {
bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16,
insets = {left = 0, right = 0, top = 0, bottom = 0}}
function _detalhes:ScheduleUpdate (instancia)
instancia.barraS = {nil, nil}
instancia.update = true
if (instancia.showing) then
instancia.atributo = instancia.atributo or 1
if (not instancia.showing [instancia.atributo]) then --> unknow very rare bug where showing transforms into a clean table
instancia.showing = _detalhes.tabela_vigente
end
instancia.showing [instancia.atributo].need_refresh = true
end
end
--> skins TCoords
-- 0.00048828125
local DEFAULT_SKIN = [[Interface\AddOns\Details\images\skins\default_skin]]
local COORDS_LEFT_BALL = {0.15673828125, 0.27978515625, 0.08251953125, 0.20556640625} -- 160 84 287 211 (updated)
local COORDS_LEFT_CONNECTOR = {0.29541015625, 0.30126953125, 0.08251953125, 0.20556640625} --302 84 309 211 (updated)
local COORDS_LEFT_CONNECTOR_NO_ICON = {0.58837890625, 0.59423828125, 0.08251953125, 0.20556640625} -- 602 84 609 211 (updated)
local COORDS_TOP_BACKGROUND = {0.15673828125, 0.65478515625, 0.22314453125, 0.34619140625} -- 160 228 671 355 (updated)
local COORDS_RIGHT_BALL = {0.31591796875, 0.43994140625, 0.08251953125, 0.20556640625} --324 84 451 211 (updated)
local COORDS_LEFT_BALL_NO_ICON = {0.44970703125, 0.57275390625, 0.08251953125, 0.20556640625} --460 84 587 211 (updated)
local COORDS_LEFT_SIDE_BAR = {0.76611328125, 0.82763671875, 0.00244140625, 0.50146484375} -- 784 2 848 514 (updated)
local COORDS_RIGHT_SIDE_BAR = {0.70068359375, 0.76220703125, 0.00244140625, 0.50146484375} -- 717 2 781 514 (updated)
local COORDS_BOTTOM_SIDE_BAR = {0.32861328125, 0.82666015625, 0.50537109375, 0.56494140625} -- 336 517 847 579 (updated)
local COORDS_SLIDER_TOP = {0.00146484375, 0.03076171875, 0.00244140625, 0.03173828125} -- 1 2 32 33 -ok
local COORDS_SLIDER_MIDDLE = {0.00146484375, 0.03076171875, 0.03955078125, 0.10009765625} -- 1 40 32 103 -ok
local COORDS_SLIDER_DOWN = {0.00146484375, 0.03076171875, 0.10986328125, 0.13916015625} -- 1 112 32 143 -ok
local COORDS_STRETCH = {0.00146484375, 0.03076171875, 0.21435546875, 0.22802734375} -- 1 219 32 234 -ok
local COORDS_RESIZE_RIGHT = {0.00146484375, 0.01513671875, 0.24560546875, 0.25927734375} -- 1 251 16 266 -ok
local COORDS_RESIZE_LEFT = {0.02001953125, 0.03173828125, 0.24560546875, 0.25927734375} -- 20 251 33 266 -ok
local COORDS_UNLOCK_BUTTON = {0.00146484375, 0.01513671875, 0.27197265625, 0.28564453125} -- 1 278 16 293 -ok
local COORDS_BOTTOM_BACKGROUND = {0.15673828125, 0.65478515625, 0.35400390625, 0.47705078125} -- 160 362 671 489 -ok
local COORDS_PIN_LEFT = {0.00146484375, 0.03076171875, 0.30126953125, 0.33056640625} -- 1 308 32 339 -ok
local COORDS_PIN_RIGHT = {0.03564453125, 0.06494140625, 0.30126953125, 0.33056640625} -- 36 308 67 339 -ok
-- icones: 365 = 0.35693359375 // 397 = 0.38720703125
function _detalhes:AtualizarScrollBar (x)
local cabe = self.rows_fit_in_window --> quantas barras cabem na janela
if (not self.barraS[1]) then --primeira vez que as barras estão aparecendo
self.barraS[1] = 1 --primeira barra
if (cabe < x) then --se a quantidade a ser mostrada for maior que o que pode ser mostrado
self.barraS[2] = cabe -- B = o que pode ser mostrado
else
self.barraS[2] = x -- contrário B = o que esta sendo mostrado
end
end
if (not self.rolagem) then
if (x > cabe) then --> Ligar a ScrollBar
self.rows_showing = x
if (not self.baseframe.isStretching) then
self:MostrarScrollBar()
end
self.need_rolagem = true
self.barraS[2] = cabe --> B é o total que cabe na barra
else --> Do contrário B é o total de barras
self.rows_showing = x
self.barraS[2] = x
end
else
if (x > self.rows_showing) then --> tem mais barras mostrando agora do que na última atualização
self.rows_showing = x
local nao_mostradas = self.rows_showing - self.rows_fit_in_window
local slider_height = nao_mostradas*self.row_height
self.scroll.scrollMax = slider_height
self.scroll:SetMinMaxValues (0, slider_height)
else --> diminuiu a quantidade, acontece depois de uma coleta de lixo
self.rows_showing = x
local nao_mostradas = self.rows_showing - self.rows_fit_in_window
if (nao_mostradas < 1) then --> se estiver mostrando menos do que realmente cabe não precisa scrollbar
self:EsconderScrollBar()
else
--> contrário, basta atualizar o tamanho da scroll
local slider_height = nao_mostradas*self.row_height
self.scroll.scrollMax = slider_height
self.scroll:SetMinMaxValues (0, slider_height)
end
end
end
if (self.update) then
self.update = false
self.v_barras = true
return _detalhes:EsconderBarrasNaoUsadas (self)
end
end
--> self é a janela das barras
local function move_barras (self, elapsed)
self._move_func.time = self._move_func.time+elapsed
if (self._move_func.time > 0.01) then
if (self._move_func.instancia.bgdisplay_loc == self._move_func._end) then --> se o tamanho atual é igual ao final declarado
self:SetScript ("OnUpdate", nil)
self._move_func = nil
else
self._move_func.time = 0
self._move_func.instancia.bgdisplay_loc = self._move_func.instancia.bgdisplay_loc + self._move_func.inc --> inc é -1 ou 1 e irá crescer ou diminuir a janela
for index = 1, self._move_func.instancia.rows_fit_in_window do
self._move_func.instancia.barras [index]:SetWidth (self:GetWidth()+self._move_func.instancia.bgdisplay_loc-3)
end
self._move_func.instancia.bgdisplay:SetPoint ("bottomright", self, "bottomright", self._move_func.instancia.bgdisplay_loc, 0)
self._move_func.instancia.bar_mod = self._move_func.instancia.bgdisplay_loc+(-3)
--> verifica o tamanho do text
for i = 1, #self._move_func.instancia.barras do
local esta_barra = self._move_func.instancia.barras [i]
_detalhes:name_space (esta_barra)
end
end
end
end
--> self é a instância
function _detalhes:MoveBarrasTo (destino)
local janela = self.baseframe
janela._move_func = {
window = self.baseframe,
instancia = self,
time = 0
}
if (destino > self.bgdisplay_loc) then
janela._move_func.inc = 1
else
janela._move_func.inc = -1
end
janela._move_func._end = destino
janela:SetScript ("OnUpdate", move_barras)
end
function _detalhes:MostrarScrollBar (sem_animacao)
if (self.rolagem) then
return
end
if (not _detalhes.use_scroll) then
self.baseframe:EnableMouseWheel (true)
self.scroll:Enable()
self.scroll:SetValue (0)
self.rolagem = true
return
end
local main = self.baseframe
local mover_para = self.largura_scroll*-1
if (not sem_animacao and _detalhes.animate_scroll) then
self:MoveBarrasTo (mover_para)
else
--> set size of rows
for index = 1, self.rows_fit_in_window do
self.barras [index]:SetWidth (self.baseframe:GetWidth()+mover_para -3) --> -3 distance between row end and scroll start
end
--> move the semi-background to the left (which moves the scroll)
self.bgdisplay:SetPoint ("bottomright", self.baseframe, "bottomright", mover_para, 0)
self.bar_mod = mover_para + (-3)
self.bgdisplay_loc = mover_para
--> cancel movement if any
if (self.baseframe:GetScript ("OnUpdate") and self.baseframe:GetScript ("OnUpdate") == move_barras) then
self.baseframe:SetScript ("OnUpdate", nil)
end
end
local nao_mostradas = self.rows_showing - self.rows_fit_in_window
local slider_height = nao_mostradas*self.row_height
self.scroll.scrollMax = slider_height
self.scroll:SetMinMaxValues (0, slider_height)
self.rolagem = true
self.scroll:Enable()
main:EnableMouseWheel (true)
self.scroll:SetValue (0) --> set value pode chamar o atualizador
self.baseframe.button_down:Enable()
main.resize_direita:SetPoint ("bottomright", main, "bottomright", self.largura_scroll*-1, 0)
if (main.isLocked) then
main.lock_button:SetPoint ("bottomright", main, "bottomright", self.largura_scroll*-1, 0)
end
end
function _detalhes:EsconderScrollBar (sem_animacao, force)
if (not self.rolagem) then
return
end
if (not _detalhes.use_scroll and not force) then
self.scroll:Disable()
self.baseframe:EnableMouseWheel (false)
self.rolagem = false
return
end
local main = self.baseframe
if (not sem_animacao and _detalhes.animate_scroll) then
self:MoveBarrasTo (self.row_info.space.right + 3) -->
else
for index = 1, self.rows_fit_in_window do
self.barras [index]:SetWidth (self.baseframe:GetWidth() - 5) --> -5 space between row end and window right border
end
self.bgdisplay:SetPoint ("bottomright", self.baseframe, "bottomright", 0, 0) -- voltar o background na pocição inicial
self.bar_mod = 0 -- zera o bar mod, uma vez que as barras vão estar na pocisão inicial
self.bgdisplay_loc = -2
if (self.baseframe:GetScript ("OnUpdate") and self.baseframe:GetScript ("OnUpdate") == move_barras) then
self.baseframe:SetScript ("OnUpdate", nil)
end
end
self.rolagem = false
self.scroll:Disable()
main:EnableMouseWheel (false)
main.resize_direita:SetPoint ("bottomright", main, "bottomright", 0, 0)
if (main.isLocked) then
main.lock_button:SetPoint ("bottomright", main, "bottomright", 0, 0)
end
end
local function OnLeaveMainWindow (instancia, self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then
--> resizes and lock button
instancia.baseframe.resize_direita:SetAlpha (0)
instancia.baseframe.resize_esquerda:SetAlpha (0)
gump:Fade (instancia.baseframe.lock_button, 1)
--> stretch button
--gump:Fade (instancia.baseframe.button_stretch, -1)
gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0)
--> snaps
instancia.botao_separar:SetAlpha (0)
elseif (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and instancia.baseframe.isLocked) then
gump:Fade (instancia.baseframe.lock_button, 1)
gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0)
instancia.botao_separar:SetAlpha (0)
end
end
_detalhes.OnLeaveMainWindow = OnLeaveMainWindow
local function OnEnterMainWindow (instancia, self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then
--> resizes and lock button
instancia.baseframe.resize_direita:SetAlpha (1)
instancia.baseframe.resize_esquerda:SetAlpha (1)
gump:Fade (instancia.baseframe.lock_button, 0)
--> stretch button
gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0.6)
--> snaps
for _, instancia_id in _pairs (instancia.snap) do
if (instancia_id) then
instancia.botao_separar:SetAlpha (1)
break
end
end
elseif (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and instancia.baseframe.isLocked) then
gump:Fade (instancia.baseframe.lock_button, 0)
gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0.6)
--> snaps
for _, instancia_id in _pairs (instancia.snap) do
if (instancia_id) then
instancia.botao_separar:SetAlpha (1)
break
end
end
end
end
_detalhes.OnEnterMainWindow = OnEnterMainWindow
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 tempo_movendo, precisa_ativar, instancia_alvo, tempo_fades, nao_anexados
local movement_onupdate = function (self, elapsed)
if (tempo_movendo and tempo_movendo < 0) then
if (precisa_ativar) then --> se a instância estiver fechada
gump:Fade (instancia_alvo.baseframe, "ALPHA", 0.2)
gump:Fade (instancia_alvo.baseframe.cabecalho.ball, "ALPHA", 0.2)
gump:Fade (instancia_alvo.baseframe.cabecalho.atributo_icon, "ALPHA", 0.2)
instancia_alvo:SaveMainWindowPosition()
instancia_alvo:RestoreMainWindowPosition()
precisa_ativar = false
elseif (tempo_fades) then
for lado, livre in _ipairs (nao_anexados) do
if (livre) then
if (lado == 1) then
instancia_alvo.h_esquerda:Flash (tempo_fades, tempo_fades, 2.0, false, 0, 0)
elseif (lado == 2) then
instancia_alvo.h_baixo:Flash (tempo_fades, tempo_fades, 2.0, false, 0, 0)
elseif (lado == 3) then
instancia_alvo.h_direita:Flash (tempo_fades, tempo_fades, 2.0, false, 0, 0)
elseif (lado == 4) then
instancia_alvo.h_cima:Flash (tempo_fades, tempo_fades, 2.0, false, 0, 0)
end
end
end
tempo_movendo = 1
else
self:SetScript ("OnUpdate", nil)
tempo_movendo = 1
end
else
tempo_movendo = tempo_movendo - elapsed
end
end
local function move_janela (baseframe, iniciando, instancia)
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 = 0
end
if (ClampBottom == 0) then
ClampBottom = 0
end
baseframe:SetClampRectInsets (-ClampLeft, ClampRight, ClampTop, -ClampBottom)
if (instancia_alvo) then
tempo_fades = 1.0
nao_anexados = {true, true, true, true}
tempo_movendo = 1
for lado, snap_to in _pairs (instancia_alvo.snap) do
if (snap_to) then
if (snap_to == instancia.meu_id) then
tempo_fades = nil
break
end
nao_anexados [lado] = false
end
end
for lado = 1, 4 do
if (instancia_alvo.horizontalSnap and instancia.verticalSnap) then
nao_anexados [lado] = false
elseif (instancia_alvo.horizontalSnap and lado == 2) then
nao_anexados [lado] = false
elseif (instancia_alvo.horizontalSnap and lado == 4) then
nao_anexados [lado] = false
elseif (instancia_alvo.verticalSnap and lado == 1) then
nao_anexados [lado] = false
elseif (instancia_alvo.verticalSnap and lado == 3) then
nao_anexados [lado] = false
end
end
local need_start = not instancia_alvo.iniciada
precisa_ativar = not instancia_alvo.ativa
if (need_start) then --> se a instância não tiver sido aberta ainda
instancia_alvo:RestauraJanela (instancia_alvo.meu_id, true)
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", movement_onupdate)
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)
OnEnterMainWindow (instancia, self)
end)
BG:SetScript("OnLeave", function (self)
OnLeaveMainWindow (instancia, self)
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)
OnEnterMainWindow (instancia, self)
end)
baseframe:SetScript("OnLeave", function (self)
OnLeaveMainWindow (instancia, self)
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)
OnEnterMainWindow (instancia, self)
end)
backgrounddisplay:SetScript ("OnLeave", function (self)
OnLeaveMainWindow (instancia, self)
end)
end
local function instancias_horizontais (instancia, largura, esquerda, direita)
if (esquerda) then
for lado, esta_instancia in _pairs (instancia.snap) do
if (lado == 1) then --> movendo para esquerda
local instancia = _detalhes.tabela_instancias [esta_instancia]
instancia.baseframe:SetWidth (largura)
instancia.auto_resize = true
instancia:ReajustaGump()
instancia.auto_resize = false
instancias_horizontais (instancia, largura, true, false)
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia)
end
end
end
if (direita) then
for lado, esta_instancia in _pairs (instancia.snap) do
if (lado == 3) then --> movendo para esquerda
local instancia = _detalhes.tabela_instancias [esta_instancia]
instancia.baseframe:SetWidth (largura)
instancia.auto_resize = true
instancia:ReajustaGump()
instancia.auto_resize = false
instancias_horizontais (instancia, largura, false, true)
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia)
end
end
end
end
local function instancias_verticais (instancia, altura, esquerda, direita)
if (esquerda) then
for lado, esta_instancia in _pairs (instancia.snap) do
if (lado == 1) then --> movendo para esquerda
local instancia = _detalhes.tabela_instancias [esta_instancia]
instancia.baseframe:SetHeight (altura)
instancia.auto_resize = true
instancia:ReajustaGump()
instancia.auto_resize = false
instancias_verticais (instancia, altura, true, false)
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia)
end
end
end
if (direita) then
for lado, esta_instancia in _pairs (instancia.snap) do
if (lado == 3) then --> movendo para esquerda
local instancia = _detalhes.tabela_instancias [esta_instancia]
instancia.baseframe:SetHeight (altura)
instancia.auto_resize = true
instancia:ReajustaGump()
instancia.auto_resize = false
instancias_verticais (instancia, altura, false, true)
_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, instancia)
end
end
end
end
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, baseframe)
resizer:SetScript ("OnMouseDown", function (self, button)
_G.GameCooltip: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
resizer:SetPoint ("bottomleft", baseframe, "bottomleft", -1, -1)
resizer.afundado = true
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
if (instancia.rolagem and _detalhes.use_scroll) then
resizer:SetPoint ("bottomright", baseframe, "bottomright", (instancia.largura_scroll*-1) + 1, -1)
else
resizer:SetPoint ("bottomright", baseframe, "bottomright", 1, -1)
end
resizer.afundado = true
end
_detalhes:SendEvent ("DETAILS_INSTANCE_STARTRESIZE", nil, instancia)
end
end)
resizer:SetScript ("OnMouseUp", function (self,button)
if (resizer.afundado) then
resizer.afundado = false
if (resizer.side == 2) then
if (instancia.rolagem and _detalhes.use_scroll) then
resizer:SetPoint ("bottomright", baseframe, "bottomright", instancia.largura_scroll*-1, 0)
else
resizer:SetPoint ("bottomright", baseframe, "bottomright", 0, 0)
end
else
resizer:SetPoint ("bottomleft", baseframe, "bottomleft", 0, 0)
end
end
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 ("OnHide", function (self)
if (self.going_hide) then
_G.GameCooltip:ShowMe (false)
self.going_hide = nil
end
end)
resizer:SetScript ("OnEnter", function (self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked and not self.mostrando) then
OnEnterMainWindow (instancia, self)
self.texture:SetBlendMode ("ADD")
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 (self.mostrando) then
resizer.going_hide = true
if (not self.movendo) then
OnLeaveMainWindow (instancia, self)
end
self.texture:SetBlendMode ("BLEND")
self.mostrando = false
_G.GameCooltip:ShowMe (false)
end
end)
end
local function lock_button_scripts (button, instancia)
button:SetScript ("OnEnter", function (self)
OnEnterMainWindow (instancia, self)
if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then
self.label:SetTextColor (1, 1, 1, .6)
self.mostrando = true
end
end)
button:SetScript ("OnLeave", function (self)
OnLeaveMainWindow (instancia, self)
self.label:SetTextColor (.3, .3, .3, .6)
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)
baseframe.resize_direita:SetAlpha (1)
baseframe.resize_esquerda:SetAlpha (1)
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)
baseframe.resize_direita:SetAlpha (0)
baseframe.resize_esquerda:SetAlpha (0)
end
end
_detalhes.lock_instance_function = lockFunctionOnClick
local function bota_separar_script (botao, instancia)
botao:SetScript ("OnEnter", function (self)
OnEnterMainWindow (instancia, self)
self.mostrando = true
end)
botao:SetScript ("OnLeave", function (self)
OnLeaveMainWindow (instancia, self)
self.mostrando = false
end)
end
local function barra_scripts (esta_barra, instancia, i)
esta_barra:SetScript ("OnEnter", function (self)
self.mouse_over = true
OnEnterMainWindow (instancia, esta_barra)
instancia:MontaTooltip (self, i)
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
OnLeaveMainWindow (instancia, self)
_GameTooltip:Hide()
_G.GameCooltip: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 == "RightButton") then
return _detalhes.switch:ShowMe (instancia)
end
esta_barra.texto_esquerdo:SetPoint ("left", esta_barra.icone_classe, "right", 4, -1)
esta_barra.texto_direita:SetPoint ("right", esta_barra.statusbar, "right", 1, -1)
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
GameCooltip:Hide() --> fecha o tooltip
move_janela (parent, true, instancia) --> novo movedor da janela
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 (self, i)) then
GameCooltip:Show (esta_barra, 1)
end
end
esta_barra.texto_esquerdo:SetPoint ("left", esta_barra.icone_classe, "right", 3, 0)
esta_barra.texto_direita:SetPoint ("right", esta_barra.statusbar, "right")
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)
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, "ALPHA", 1)
end)
button:SetScript ("OnLeave", function (self)
self.mouse_over = false
gump:Fade (self, "ALPHA", 0)
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
if (instancia.stretch_button_side == 1) then
baseframe:StartSizing ("top")
elseif (instancia.stretch_button_side == 2) then
baseframe:StartSizing ("bottom")
end
local linha_horizontal = {}
local checking = instancia
for i = instancia.meu_id-1, 1, -1 do
local esta_instancia = _detalhes.tabela_instancias [i]
if ((esta_instancia.snap[1] and esta_instancia.snap[1] == checking.meu_id) or (esta_instancia.snap[3] and esta_instancia.snap[3] == checking.meu_id)) then
linha_horizontal [#linha_horizontal+1] = esta_instancia
checking = esta_instancia
else
break
end
end
checking = instancia
for i = instancia.meu_id+1, #_detalhes.tabela_instancias do
local esta_instancia = _detalhes.tabela_instancias [i]
if ((esta_instancia.snap[1] and esta_instancia.snap[1] == checking.meu_id) or (esta_instancia.snap[3] and esta_instancia.snap[3] == checking.meu_id)) then
linha_horizontal [#linha_horizontal+1] = esta_instancia
checking = esta_instancia
else
break
end
end
instancia.stretchToo = linha_horizontal
if (#instancia.stretchToo > 0) then
for _, esta_instancia in ipairs (instancia.stretchToo) do
esta_instancia:EsconderScrollBar (true)
esta_instancia.baseframe._place = esta_instancia:SaveMainWindowPosition()
esta_instancia.baseframe.isResizing = true
esta_instancia.baseframe.isStretching = true
esta_instancia.baseframe:SetFrameStrata ("TOOLTIP")
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, instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha, 0.5)
if (esta_instancia.wallpaper.enabled) then
_r, _g, _b = esta_instancia.baseframe.wallpaper:GetVertexColor()
_a = esta_instancia.baseframe.wallpaper:GetAlpha()
gump:GradientEffect (esta_instancia.baseframe.wallpaper, "texture", _r, _g, _b, _a, _r, _g, _b, esta_instancia.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, instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha, 0.5)
if (instancia.wallpaper.enabled) then
_r, _g, _b = baseframe.wallpaper:GetVertexColor()
_a = baseframe.wallpaper:GetAlpha()
gump:GradientEffect (baseframe.wallpaper, "texture", _r, _g, _b, _a, _r, _g, _b, instancia.wallpaper.alpha, 1.0)
end
baseframe:SetFrameStrata ("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.rows_showing) then
scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height)
end
self.precionado = true
self.last_up = -0.3
self:SetScript ("OnUpdate", function(self, elapsed)
self.last_up = self.last_up + elapsed
if (self.last_up > 0.03) then
self.last_up = 0
B = instancia.barraS[2]
if (B < instancia.rows_showing) then
scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height)
else
self:Disable()
end
end
end)
end)
main_frame.button_down:SetScript ("OnMouseUp", function (self)
self.precionado = false
self:SetScript ("OnUpdate", nil)
end)
end
local function button_up_scripts (main_frame, backgrounddisplay, instancia, scrollbar)
main_frame.button_up:SetScript ("OnMouseDown", function(self)
if (not scrollbar:IsEnabled()) then
return
end
local A = instancia.barraS[1]
if (A > 1) then
scrollbar:SetValue (scrollbar:GetValue() - instancia.row_height)
end
self.precionado = true
self.last_up = -0.3
self:SetScript ("OnUpdate", function (self, elapsed)
self.last_up = self.last_up + elapsed
if (self.last_up > 0.03) then
self.last_up = 0
A = instancia.barraS[1]
if (A > 1) then
scrollbar:SetValue (scrollbar:GetValue() - instancia.row_height)
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.row_height)
else
scrollbar:SetValue (0)
scrollbar.ultimo = 0
baseframe.button_up:Disable()
end
elseif (delta < 0) then --> rolou pra baixo
local B = instancia.barraS[2]
if (B < instancia.rows_showing) then
scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height)
else
local _, maxValue = scrollbar:GetMinMaxValues()
scrollbar:SetValue (maxValue)
scrollbar.ultimo = maxValue
baseframe.button_down:Disable()
end
end
end)
scrollbar:SetScript ("OnValueChanged", function (self)
local ultimo = self.ultimo
local meu_valor = self:GetValue()
if (ultimo == meu_valor) then --> não mudou
return
end
--> shortcut
local minValue, maxValue = scrollbar:GetMinMaxValues()
if (minValue == meu_valor) then
instancia.barraS[1] = 1
instancia.barraS[2] = instancia.rows_fit_in_window
instancia:AtualizaGumpPrincipal (instancia, true)
self.ultimo = meu_valor
baseframe.button_up:Disable()
return
elseif (maxValue == meu_valor) then
local min = instancia.rows_showing -instancia.rows_fit_in_window
min = min+1
if (min < 1) then
min = 1
end
instancia.barraS[1] = min
instancia.barraS[2] = instancia.rows_showing
instancia:AtualizaGumpPrincipal (instancia, true)
self.ultimo = meu_valor
baseframe.button_down:Disable()
return
end
if (not baseframe.button_up:IsEnabled()) then
baseframe.button_up:Enable()
end
if (not baseframe.button_down:IsEnabled()) then
baseframe.button_down:Enable()
end
if (meu_valor > ultimo) then --> scroll down
local B = instancia.barraS[2]
if (B < instancia.rows_showing) then --> se o valor maximo não for o máximo de barras a serem mostradas
local precisa_passar = ((B+1) * instancia.row_height) - (instancia.row_height*instancia.rows_fit_in_window)
if (meu_valor > precisa_passar) then --> o valor atual passou o valor que precisa passar pra locomover
local diff = meu_valor - ultimo --> pega a diferença de H
diff = diff / instancia.row_height --> calcula quantas barras ele pulou
diff = _math_ceil (diff) --> arredonda para cima
if (instancia.barraS[2]+diff > instancia.rows_showing and ultimo > 0) then
instancia.barraS[1] = instancia.rows_showing - (instancia.rows_fit_in_window-1)
instancia.barraS[2] = instancia.rows_showing
else
instancia.barraS[2] = instancia.barraS[2]+diff
instancia.barraS[1] = instancia.barraS[1]+diff
end
instancia:AtualizaGumpPrincipal (instancia, true)
end
end
else --> scroll up
local A = instancia.barraS[1]
if (A > 1) then
local precisa_passar = (A-1) * instancia.row_height
if (meu_valor < precisa_passar) then
--> calcula quantas barras passou
local diff = ultimo - meu_valor
diff = diff / instancia.row_height
diff = _math_ceil (diff)
if (instancia.barraS[1]-diff < 1) then
instancia.barraS[2] = instancia.rows_fit_in_window
instancia.barraS[1] = 1
else
instancia.barraS[2] = instancia.barraS[2]-diff
instancia.barraS[1] = instancia.barraS[1]-diff
end
instancia:AtualizaGumpPrincipal (instancia, true)
end
end
end
self.ultimo = meu_valor
end)
end
function _detalhes:HaveInstanceAlert()
return self.alert:IsShown()
end
function _detalhes:InstanceAlertTime (instance)
instance.alert:Hide()
instance.alert.rotate:Stop()
instance.alert_time = nil
end
function _detalhes:InstanceAlert (msg, icon, time, clickfunc)
if (not self.meu_id) then
local lower = _detalhes:GetLowerInstanceNumber()
if (lower) then
self = _detalhes:GetInstance (lower)
else
return
end
end
if (type (msg) == "boolean" and not msg) then
self.alert:Hide()
self.alert.rotate:Stop()
self.alert_time = nil
return
end
if (msg) then
self.alert.text:SetText (msg)
else
self.alert.text:SetText ("")
end
if (icon) then
if (type (icon) == "table") then
local texture, w, h, animate, l, r, t, b = unpack (icon)
self.alert.icon:SetTexture (texture)
self.alert.icon:SetWidth (w or 14)
self.alert.icon:SetHeight (h or 14)
if (l and r and t and b) then
self.alert.icon:SetTexCoord (l, r, t, b)
end
if (animate) then
self.alert.rotate:Play()
end
else
self.alert.icon:SetWidth (14)
self.alert.icon:SetHeight (14)
self.alert.icon:SetTexture (icon)
self.alert.icon:SetTexCoord (0, 1, 0, 1)
end
else
self.alert.icon:SetTexture (nil)
end
if (clickfunc) then
self.alert.button:SetClickFunction (unpack (clickfunc))
else
self.alert.button.clickfunction = nil
end
if (time) then
self.alert_time = time
_detalhes:ScheduleTimer ("InstanceAlertTime", time, self)
end
self.alert:Show()
end
function CreateAlertFrame (baseframe, instancia)
local alert_bg = CreateFrame ("frame", nil, baseframe)
alert_bg:SetPoint ("bottom", baseframe, "bottom")
alert_bg:SetPoint ("left", baseframe, "left", 3, 0)
alert_bg:SetPoint ("right", baseframe, "right", -3, 0)
alert_bg:SetHeight (12)
alert_bg:SetBackdrop ({bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16,
insets = {left = 0, right = 0, top = 0, bottom = 0}})
alert_bg:SetBackdropColor (.1, .1, .1, 1)
alert_bg:SetFrameStrata ("HIGH")
alert_bg:SetFrameLevel (baseframe:GetFrameLevel() + 6)
alert_bg:Hide()
local toptexture = alert_bg:CreateTexture (nil, "background")
toptexture:SetTexture ([[Interface\Challenges\challenges-main]])
--toptexture:SetTexCoord (0.1921484375, 0.523671875, 0.234375, 0.160859375)
toptexture:SetTexCoord (0.231171875, 0.4846484375, 0.0703125, 0.072265625)
toptexture:SetPoint ("left", alert_bg, "left")
toptexture:SetPoint ("right", alert_bg, "right")
toptexture:SetPoint ("bottom", alert_bg, "top", 0, 0)
toptexture:SetHeight (1)
local text = alert_bg:CreateFontString (nil, "overlay", "GameFontNormal")
text:SetPoint ("right", alert_bg, "right", -14, 0)
_detalhes:SetFontSize (text, 10)
text:SetTextColor (1, 1, 1, 1)
local rotate_frame = CreateFrame ("frame", nil, alert_bg)
rotate_frame:SetWidth (12)
rotate_frame:SetPoint ("right", alert_bg, "right", -2, 0)
rotate_frame:SetHeight (alert_bg:GetWidth())
local icon = rotate_frame:CreateTexture (nil, "overlay")
icon:SetPoint ("center", rotate_frame, "center")
icon:SetWidth (14)
icon:SetHeight (14)
local button = gump:NewButton (alert_bg, nil, "DetailsInstance"..instancia.meu_id.."AlertButton", nil, 1, 1)
button:SetAllPoints()
button:SetHook ("OnMouseUp", function() alert_bg:Hide() end)
local RotateAnimGroup = rotate_frame:CreateAnimationGroup()
local rotate = RotateAnimGroup:CreateAnimation ("Rotation")
rotate:SetDegrees (360)
rotate:SetDuration (6)
RotateAnimGroup:SetLooping ("repeat")
alert_bg:Hide()
alert_bg.text = text
alert_bg.icon = icon
alert_bg.button = button
alert_bg.rotate = RotateAnimGroup
instancia.alert = alert_bg
return alert_bg
end
function _detalhes:InstanceMsg (text, icon, textcolor, icontexture, iconcoords, iconcolor)
if (not text) then
self.freeze_icon:Hide()
return self.freeze_texto:Hide()
end
self.freeze_texto:SetText (text)
self.freeze_icon:SetTexture (icon)
self.freeze_icon:Show()
self.freeze_texto:Show()
if (textcolor) then
local r, g, b, a = gump:ParseColors (textcolor)
self.freeze_texto:SetTextColor (r, g, b, a)
else
self.freeze_texto:SetTextColor (1, 1, 1, 1)
end
if (icontexture) then
self.freeze_icon:SetTexture (icontexture)
else
self.freeze_icon:SetTexture ([[Interface\CHARACTERFRAME\Disconnect-Icon]])
end
if (iconcoords and type (iconcoords) == "table") then
self.freeze_icon:SetTexCoord (_unpack (iconcoords))
else
self.freeze_icon:SetTexCoord (0, 1, 0, 1)
end
if (iconcolor) then
local r, g, b, a = gump:ParseColors (iconcolor)
self.freeze_icon:SetVertexColor (r, g, b, a)
else
self.freeze_icon:SetVertexColor (1, 1, 1, 1)
end
end
--> inicio
function gump:CriaJanelaPrincipal (ID, instancia, criando)
-- main frames -----------------------------------------------------------------------------------------------------------------------------------------------
local baseframe = CreateFrame ("scrollframe", "DetailsBaseFrame"..ID, _UIParent) --> main frame
baseframe.instance = instancia
baseframe:SetFrameStrata ("LOW")
baseframe:SetFrameLevel (2)
local backgroundframe = CreateFrame ("scrollframe", "Details_WindowFrame"..ID, baseframe) --> main window
local backgrounddisplay = CreateFrame ("frame", "Details_GumpFrame"..ID, backgroundframe) --> background window
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)
-- scroll bar -----------------------------------------------------------------------------------------------------------------------------------------------
local scrollbar = CreateFrame ("slider", "Details_ScrollBar"..ID, backgrounddisplay) --> scroll
--> scroll image-node up
baseframe.scroll_up = backgrounddisplay:CreateTexture (nil, "background")
baseframe.scroll_up:SetPoint ("topleft", backgrounddisplay, "topright", 0, 0)
baseframe.scroll_up:SetTexture (DEFAULT_SKIN)
baseframe.scroll_up:SetTexCoord (unpack (COORDS_SLIDER_TOP))
baseframe.scroll_up:SetWidth (32)
baseframe.scroll_up:SetHeight (32)
--> scroll image-node down
baseframe.scroll_down = backgrounddisplay:CreateTexture (nil, "background")
baseframe.scroll_down:SetPoint ("bottomleft", backgrounddisplay, "bottomright", 0, 0)
baseframe.scroll_down:SetTexture (DEFAULT_SKIN)
baseframe.scroll_down:SetTexCoord (unpack (COORDS_SLIDER_DOWN))
baseframe.scroll_down:SetWidth (32)
baseframe.scroll_down:SetHeight (32)
--> scroll image-node middle
baseframe.scroll_middle = backgrounddisplay:CreateTexture (nil, "background")
baseframe.scroll_middle:SetPoint ("top", baseframe.scroll_up, "bottom", 0, 8)
baseframe.scroll_middle:SetPoint ("bottom", baseframe.scroll_down, "top", 0, -11)
baseframe.scroll_middle:SetTexture (DEFAULT_SKIN)
baseframe.scroll_middle:SetTexCoord (unpack (COORDS_SLIDER_MIDDLE))
baseframe.scroll_middle:SetWidth (32)
baseframe.scroll_middle:SetHeight (64)
--> scroll widgets
baseframe.button_up = CreateFrame ("button", nil, backgrounddisplay)
baseframe.button_down = CreateFrame ("button", nil, backgrounddisplay)
baseframe.button_up:SetWidth (29)
baseframe.button_up:SetHeight (32)
baseframe.button_up:SetNormalTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollUpButton-Up]])
baseframe.button_up:SetPushedTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollUpButton-Down]])
baseframe.button_up:SetDisabledTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollUpButton-Disabled]])
baseframe.button_up:Disable()
baseframe.button_down:SetWidth (29)
baseframe.button_down:SetHeight (32)
baseframe.button_down:SetNormalTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollDownButton-Up]])
baseframe.button_down:SetPushedTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollDownButton-Down]])
baseframe.button_down:SetDisabledTexture ([[Interface\BUTTONS\UI-ScrollBar-ScrollDownButton-Disabled]])
baseframe.button_down:Disable()
baseframe.button_up:SetPoint ("topright", baseframe.scroll_up, "topright", -4, 3)
baseframe.button_down:SetPoint ("bottomright", baseframe.scroll_down, "bottomright", -4, -6)
scrollbar:SetPoint ("top", baseframe.button_up, "bottom", 0, 12)
scrollbar:SetPoint ("bottom", baseframe.button_down, "top", 0, -12)
scrollbar:SetPoint ("left", backgrounddisplay, "right", 3, 0)
scrollbar:Show()
--> config set
scrollbar:SetOrientation ("VERTICAL")
scrollbar.scrollMax = 0 --default - tamanho da janela de fundo
scrollbar:SetMinMaxValues (0, 0)
scrollbar:SetValue (0)
scrollbar.ultimo = 0
--> thumb
scrollbar.thumb = scrollbar:CreateTexture (nil, "overlay")
scrollbar.thumb:SetTexture ([[Interface\Buttons\UI-ScrollBar-Knob]])
scrollbar.thumb:SetSize (29, 30)
scrollbar:SetThumbTexture (scrollbar.thumb)
--> scripts
button_down_scripts (baseframe, backgrounddisplay, instancia, scrollbar)
button_up_scripts (baseframe, backgrounddisplay, instancia, scrollbar)
-- stretch button -----------------------------------------------------------------------------------------------------------------------------------------------
baseframe.button_stretch = CreateFrame ("button", 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")
local stretch_texture = baseframe.button_stretch:CreateTexture (nil, "overlay")
stretch_texture:SetTexture (DEFAULT_SKIN)
stretch_texture:SetTexCoord (unpack (COORDS_STRETCH))
stretch_texture:SetWidth (32)
stretch_texture:SetHeight (16)
stretch_texture:SetAllPoints (baseframe.button_stretch)
baseframe.button_stretch.texture = stretch_texture
baseframe.button_stretch:SetWidth (32)
baseframe.button_stretch:SetHeight (16)
baseframe.button_stretch:Show()
gump:Fade (baseframe.button_stretch, "ALPHA", 0)
button_stretch_scripts (baseframe, backgrounddisplay, instancia)
-- main window config -------------------------------------------------------------------------------------------------------------------------------------------------
baseframe:SetClampedToScreen (true)
--baseframe:SetClampRectInsets (unpack (_detalhes.window_clamp))
baseframe:SetSize (_detalhes.new_window_size.width, _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 (instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha)
-- background window config -------------------------------------------------------------------------------------------------------------------------------------------------
backgroundframe:SetAllPoints (baseframe)
backgroundframe:SetScrollChild (backgrounddisplay)
backgrounddisplay:SetResizable (true)
backgrounddisplay:SetPoint ("topleft", baseframe, "topleft")
backgrounddisplay:SetPoint ("bottomright", baseframe, "bottomright")
backgrounddisplay:SetBackdrop (gump_fundo_backdrop)
backgrounddisplay:SetBackdropColor (instancia.bg_r, instancia.bg_g, instancia.bg_b, instancia.bg_alpha)
-- instance mini widgets -------------------------------------------------------------------------------------------------------------------------------------------------
--> freeze icon
instancia.freeze_icon = backgrounddisplay:CreateTexture (nil, "overlay")
instancia.freeze_icon:SetWidth (64)
instancia.freeze_icon:SetHeight (64)
instancia.freeze_icon:SetPoint ("center", backgrounddisplay, "center")
instancia.freeze_icon:SetPoint ("left", backgrounddisplay, "left")
instancia.freeze_icon:Hide()
instancia.freeze_texto = backgrounddisplay:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
instancia.freeze_texto:SetHeight (64)
instancia.freeze_texto:SetPoint ("left", instancia.freeze_icon, "right", -18, 0)
instancia.freeze_texto:SetTextColor (1, 1, 1)
instancia.freeze_texto:Hide()
--> details version
instancia._version = baseframe:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
instancia._version:SetPoint ("left", backgrounddisplay, "left", 20, 0)
instancia._version:SetTextColor (1, 1, 1)
instancia._version:SetText ("this is a alpha version of Details\nyou can help us sending bug reports\nuse the blue button.")
if (not _detalhes.initializing) then
instancia._version:Hide()
end
--> wallpaper
baseframe.wallpaper = backgrounddisplay:CreateTexture (nil, "overlay")
baseframe.wallpaper:Hide()
--> alert frame
baseframe.alert = CreateAlertFrame (baseframe, instancia)
-- resizers & lock button ------------------------------------------------------------------------------------------------------------------------------------------------------------
--> right resizer
baseframe.resize_direita = CreateFrame ("button", "Details_Resize_Direita"..ID, baseframe)
local resize_direita_texture = baseframe.resize_direita:CreateTexture (nil, "overlay")
resize_direita_texture:SetWidth (16)
resize_direita_texture:SetHeight (16)
resize_direita_texture:SetTexture (DEFAULT_SKIN)
resize_direita_texture:SetTexCoord (unpack (COORDS_RESIZE_RIGHT))
resize_direita_texture:SetAllPoints (baseframe.resize_direita)
baseframe.resize_direita.texture = resize_direita_texture
baseframe.resize_direita:SetWidth (16)
baseframe.resize_direita:SetHeight (16)
baseframe.resize_direita:SetPoint ("bottomright", baseframe, "bottomright", 0, 0)
baseframe.resize_direita:EnableMouse (true)
baseframe.resize_direita:SetFrameLevel (baseframe:GetFrameLevel() + 6)
baseframe.resize_direita:SetFrameStrata ("HIGH")
baseframe.resize_direita.side = 2
--> lock window button
baseframe.lock_button = CreateFrame ("button", "Details_Lock_Button"..ID, baseframe)
baseframe.lock_button:SetPoint ("right", baseframe.resize_direita, "left", -1, 1.5)
baseframe.lock_button:SetFrameLevel (baseframe:GetFrameLevel() + 6)
baseframe.lock_button:SetWidth (40)
baseframe.lock_button:SetHeight (16)
baseframe.lock_button.label = baseframe.lock_button:CreateFontString (nil, "overlay", "GameFontNormal")
baseframe.lock_button.label:SetPoint ("right", baseframe.lock_button, "right")
baseframe.lock_button.label:SetTextColor (.3, .3, .3, .6)
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)
--> left resizer
baseframe.resize_esquerda = CreateFrame ("button", "Details_Resize_Esquerda"..ID, baseframe)
local resize_esquerda_texture = baseframe.resize_esquerda:CreateTexture (nil, "overlay")
resize_esquerda_texture:SetWidth (16)
resize_esquerda_texture:SetHeight (16)
resize_esquerda_texture:SetTexture (DEFAULT_SKIN)
resize_esquerda_texture:SetTexCoord (unpack (COORDS_RESIZE_LEFT))
resize_esquerda_texture:SetAllPoints (baseframe.resize_esquerda)
baseframe.resize_esquerda.texture = resize_esquerda_texture
baseframe.resize_esquerda:SetWidth (16)
baseframe.resize_esquerda:SetHeight (16)
baseframe.resize_esquerda:SetPoint ("bottomleft", baseframe, "bottomleft", 0, 0)
baseframe.resize_esquerda:EnableMouse (true)
baseframe.resize_esquerda:SetFrameLevel (baseframe:GetFrameLevel() + 6)
baseframe.resize_esquerda:SetFrameStrata ("HIGH")
baseframe.resize_esquerda:SetAlpha (0)
baseframe.resize_direita:SetAlpha (0)
if (instancia.isLocked) then
instancia.isLocked = not instancia.isLocked
lockFunctionOnClick (baseframe.lock_button)
end
gump:Fade (baseframe.lock_button, -1, 3.0)
-- scripts ------------------------------------------------------------------------------------------------------------------------------------------------------------
BFrame_scripts (baseframe, instancia)
BGFrame_scripts (switchbutton, baseframe, instancia)
BGFrame_scripts (backgrounddisplay, baseframe, instancia)
iterate_scroll_scripts (backgrounddisplay, backgroundframe, baseframe, scrollbar, instancia)
-- create toolbar ----------------------------------------------------------------------------------------------------------------------------------------------------------
gump:CriaCabecalho (baseframe, instancia)
-- create statusbar ----------------------------------------------------------------------------------------------------------------------------------------------------------
gump:CriaRodape (baseframe, instancia)
-- left and right side bars ------------------------------------------------------------------------------------------------------------------------------------------------------------
--> left
baseframe.barra_esquerda = baseframe.cabecalho.fechar:CreateTexture (nil, "artwork")
baseframe.barra_esquerda:SetTexture (DEFAULT_SKIN)
baseframe.barra_esquerda:SetTexCoord (unpack (COORDS_LEFT_SIDE_BAR))
baseframe.barra_esquerda:SetWidth (64)
baseframe.barra_esquerda:SetHeight (512)
baseframe.barra_esquerda:SetPoint ("topleft", baseframe, "topleft", -56, 0)
baseframe.barra_esquerda:SetPoint ("bottomleft", baseframe, "bottomleft", -56, -14)
--> right
baseframe.barra_direita = baseframe.cabecalho.fechar:CreateTexture (nil, "artwork")
baseframe.barra_direita:SetTexture (DEFAULT_SKIN)
baseframe.barra_direita:SetTexCoord (unpack (COORDS_RIGHT_SIDE_BAR))
baseframe.barra_direita:SetWidth (64)
baseframe.barra_direita:SetHeight (512)
baseframe.barra_direita:SetPoint ("topright", baseframe, "topright", 56, 0)
baseframe.barra_direita:SetPoint ("bottomright", baseframe, "bottomright", 56, -14)
--> bottom
baseframe.barra_fundo = baseframe.cabecalho.fechar:CreateTexture (nil, "artwork")
baseframe.barra_fundo:SetTexture (DEFAULT_SKIN)
baseframe.barra_fundo:SetTexCoord (unpack (COORDS_BOTTOM_SIDE_BAR))
baseframe.barra_fundo:SetWidth (512)
baseframe.barra_fundo:SetHeight (64)
baseframe.barra_fundo:SetPoint ("bottomleft", baseframe, "bottomleft", 0, -56)
baseframe.barra_fundo:SetPoint ("bottomright", baseframe, "bottomright", 0, -56)
-- break snap button ----------------------------------------------------------------------------------------------------------------------------------------------------------
instancia.botao_separar = CreateFrame ("button", "DetailsBreakSnapButton" .. ID, baseframe.cabecalho.fechar)
instancia.botao_separar:SetPoint ("bottom", baseframe.resize_direita, "top", -1, 0)
instancia.botao_separar:SetFrameLevel (baseframe:GetFrameLevel() + 5)
instancia.botao_separar:SetSize (13, 13)
instancia.botao_separar:SetScript ("OnClick", function()
instancia:Desagrupar (-1)
end)
instancia.botao_separar:SetNormalTexture (DEFAULT_SKIN)
instancia.botao_separar:SetDisabledTexture (DEFAULT_SKIN)
instancia.botao_separar:SetHighlightTexture (DEFAULT_SKIN, "ADD")
instancia.botao_separar:SetPushedTexture (DEFAULT_SKIN)
instancia.botao_separar:GetNormalTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
instancia.botao_separar:GetDisabledTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
instancia.botao_separar:GetHighlightTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
instancia.botao_separar:GetPushedTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
instancia.botao_separar:SetAlpha (0)
-- scripts ------------------------------------------------------------------------------------------------------------------------------------------------------------
resize_scripts (baseframe.resize_direita, instancia, scrollbar, ">", baseframe)
resize_scripts (baseframe.resize_esquerda, instancia, scrollbar, "<", baseframe)
lock_button_scripts (baseframe.lock_button, instancia)
bota_separar_script (instancia.botao_separar, instancia)
-- side bars highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------
--> top
local fcima = CreateFrame ("frame", nil, baseframe.cabecalho.fechar)
fcima:SetPoint ("topleft", baseframe.cabecalho.top_bg, "bottomleft", -10, 37)
fcima:SetPoint ("topright", baseframe.cabecalho.ball_r, "bottomright", -33, 37)
gump:CreateFlashAnimation (fcima)
fcima:Hide()
instancia.h_cima = fcima:CreateTexture (nil, "overlay")
instancia.h_cima:SetTexture ([[Interface\AddOns\Details\images\highlight_updown]])
instancia.h_cima:SetTexCoord (0, 1, 0.5, 1)
instancia.h_cima:SetPoint ("topleft", baseframe.cabecalho.top_bg, "bottomleft", -10, 37)
instancia.h_cima:SetPoint ("topright", baseframe.cabecalho.ball_r, "bottomright", -97, 37)
instancia.h_cima = fcima
--> bottom
local fbaixo = CreateFrame ("frame", nil, baseframe.cabecalho.fechar)
fbaixo:SetPoint ("topleft", baseframe.rodape.esquerdo, "bottomleft", 16, 17)
fbaixo:SetPoint ("topright", baseframe.rodape.direita, "bottomright", -16, 17)
gump:CreateFlashAnimation (fbaixo)
fbaixo:Hide()
instancia.h_baixo = fbaixo:CreateTexture (nil, "overlay")
instancia.h_baixo:SetTexture ([[Interface\AddOns\Details\images\highlight_updown]])
instancia.h_baixo:SetTexCoord (0, 1, 0, 0.5)
instancia.h_baixo:SetPoint ("topleft", baseframe.rodape.esquerdo, "bottomleft", 16, 17)
instancia.h_baixo:SetPoint ("topright", baseframe.rodape.direita, "bottomright", -16, 17)
instancia.h_baixo = fbaixo
--> left
local fesquerda = CreateFrame ("frame", nil, baseframe.cabecalho.fechar)
fesquerda:SetPoint ("topleft", baseframe.barra_esquerda, "topleft", -8, 0)
fesquerda:SetPoint ("bottomleft", baseframe.barra_esquerda, "bottomleft", -8, 0)
gump:CreateFlashAnimation (fesquerda)
fesquerda:Hide()
instancia.h_esquerda = fesquerda:CreateTexture (nil, "overlay")
instancia.h_esquerda:SetTexture ([[Interface\AddOns\Details\images\highlight_leftright]])
instancia.h_esquerda:SetTexCoord (0.5, 1, 0, 1)
instancia.h_esquerda:SetPoint ("topleft", baseframe.barra_esquerda, "topleft", 40, 0)
instancia.h_esquerda:SetPoint ("bottomleft", baseframe.barra_esquerda, "bottomleft", 40, 0)
instancia.h_esquerda = fesquerda
--> right
local fdireita = CreateFrame ("frame", nil, baseframe.cabecalho.fechar)
fdireita:SetPoint ("topleft", baseframe.barra_direita, "topleft", 8, 18)
fdireita:SetPoint ("bottomleft", baseframe.barra_direita, "bottomleft", 8, 0)
gump:CreateFlashAnimation (fdireita)
fdireita:Hide()
instancia.h_direita = fdireita:CreateTexture (nil, "overlay")
instancia.h_direita:SetTexture ([[Interface\AddOns\Details\images\highlight_leftright]])
instancia.h_direita:SetTexCoord (0, 0.5, 1, 0)
instancia.h_direita:SetPoint ("topleft", baseframe.barra_direita, "topleft", 8, 18)
instancia.h_direita:SetPoint ("bottomleft", baseframe.barra_direita, "bottomleft", 8, 0)
instancia.h_direita = fdireita
--> done
if (criando) then
local CProps = {
["altura"] = 100,
["largura"] = 200,
["barras"] = 50,
["barrasvisiveis"] = 0,
["x"] = 0,
["y"] = 0,
["w"] = 0,
["h"] = 0
}
instancia.locs = CProps
end
return baseframe, backgroundframe, backgrounddisplay, scrollbar
end
function _detalhes:SetBarGrowDirection (direction)
if (not direction) then
direction = self.bars_grow_direction
end
self.bars_grow_direction = direction
local x = self.row_info.space.left
if (direction == 1) then --> top to bottom
for index, row in _ipairs (self.barras) do
local y = self.row_height * (index - 1)
y = y * -1
row:ClearAllPoints()
row:SetPoint ("topleft", self.baseframe, "topleft", x, y)
end
elseif (direction == 2) then --> bottom to top
for index, row in _ipairs (self.barras) do
local y = self.row_height * (index - 1)
row:ClearAllPoints()
row:SetPoint ("bottomleft", self.baseframe, "bottomleft", x, y + 2)
end
end
end
--> Alias
function gump:NewRow (instancia, index)
return gump:CriaNovaBarra (instancia, index)
end
_detalhes.barras_criadas = 0
--> search key: ~row ~barra
function gump:CriaNovaBarra (instancia, index)
local baseframe = instancia.baseframe
local esta_barra = CreateFrame ("button", "DetailsBarra_"..instancia.meu_id.."_"..index, baseframe)
esta_barra.row_id = index
local y = instancia.row_height*(index-1)
if (instancia.bars_grow_direction == 1) then
y = y*-1
esta_barra:SetPoint ("topleft", baseframe, "topleft", instancia.row_info.space.left, y)
elseif (instancia.bars_grow_direction == 2) then
--y = y*-1
esta_barra:SetPoint ("bottomleft", baseframe, "bottomleft", instancia.row_info.space.left, y + 2)
end
esta_barra:SetHeight (instancia.row_info.height) --> altura determinada pela instância
esta_barra:SetWidth (baseframe:GetWidth()+instancia.row_info.space.right)
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.row_info.texture_file)
esta_barra.background = esta_barra:CreateTexture (nil, "background")
esta_barra.background:SetTexture()
esta_barra.background:SetAllPoints (esta_barra)
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:SetHeight (instancia.row_info.height)
icone_classe:SetWidth (instancia.row_info.height)
icone_classe:SetTexture ([[Interface\AddOns\Details\images\classes_small]])
icone_classe:SetTexCoord (.75, 1, .75, 1)
esta_barra.icone_classe = icone_classe
icone_classe:SetPoint ("left", esta_barra, "left")
esta_barra.statusbar:SetPoint ("topleft", icone_classe, "topright")
esta_barra.statusbar:SetPoint ("bottomright", esta_barra, "bottomright")
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)
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.row_info.font_size)
instancia:SetFontFace (esta_barra.texto_esquerdo, instancia.row_info.font_face_file)
_detalhes.font_pool:add (esta_barra.texto_esquerdo)
instancia:SetFontSize (esta_barra.texto_direita, instancia.row_info.font_size)
instancia:SetFontFace (esta_barra.texto_direita, instancia.row_info.font_face_file)
_detalhes.font_pool:add (esta_barra.texto_direita)
if (instancia.row_info.textL_outline) then
instancia:SetFontOutline (esta_barra.texto_esquerdo, instancia.row_info.textL_outline)
end
if (instancia.row_info.textR_outline) then
instancia:SetFontOutline (esta_barra.texto_direita, instancia.row_info.textR_outline)
end
if (not instancia.row_info.texture_class_colors) then
esta_barra.textura:SetVertexColor (_unpack (instancia.row_info.fixed_texture_color))
end
if (not instancia.row_info.textL_class_colors) then
esta_barra.texto_esquerdo:SetTextColor (_unpack (instancia.row_info.fixed_text_color))
end
if (not instancia.row_info.textR_class_colors) then
esta_barra.texto_direita:SetTextColor (_unpack (instancia.row_info.fixed_text_color))
end
--> 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:SetBarTextSettings (size, font, fixedcolor, leftcolorbyclass, rightcolorbyclass, leftoutline, rightoutline)
--> size
if (size) then
self.row_info.font_size = size
end
--> font
if (font) then
self.row_info.font_face = font
self.row_info.font_face_file = SharedMedia:Fetch ("font", font)
end
--> fixed color
if (fixedcolor) then
local red, green, blue, alpha = gump:ParseColors (fixedcolor)
local c = self.row_info.fixed_text_color
c[1], c[2], c[3], c[4] = red, green, blue, alpha
end
--> left color by class
if (type (leftcolorbyclass) == "boolean") then
self.row_info.textL_class_colors = leftcolorbyclass
end
--> right color by class
if (type (rightcolorbyclass) == "boolean") then
self.row_info.textR_class_colors = rightcolorbyclass
end
--> left text outline
if (type (leftoutline) == "boolean") then
self.row_info.textL_outline = leftoutline
end
--> right text outline
if (type (rightoutline) == "boolean") then
self.row_info.textR_outline = rightoutline
end
self:InstanceReset()
self:InstanceRefreshRows()
end
function _detalhes:SetBarSettings (height, texture, colorclass, fixedcolor, backgroundtexture, backgroundcolorclass, backgroundfixedcolor)
--> height
if (height) then
self.row_info.height = height
self.row_height = height + self.row_info.space.between
end
--> texture
if (texture) then
self.row_info.texture = texture
self.row_info.texture_file = SharedMedia:Fetch ("statusbar", texture)
end
--> color by class
if (type (colorclass) == "boolean") then
self.row_info.texture_class_colors = colorclass
end
--> fixed color
if (fixedcolor) then
local red, green, blue, alpha = gump:ParseColors (fixedcolor)
local c = self.row_info.fixed_texture_color
c[1], c[2], c[3], c[4] = red, green, blue, alpha
end
--> background texture
if (backgroundtexture) then
self.row_info.texture_background = backgroundtexture
self.row_info.texture_background_file = SharedMedia:Fetch ("statusbar", backgroundtexture)
end
--> background color by class
if (type (backgroundcolorclass) == "boolean") then
self.row_info.texture_background_class_color = backgroundcolorclass
end
--> background fixed color
if (backgroundfixedcolor) then
local red, green, blue, alpha = gump:ParseColors (backgroundfixedcolor)
local c = self.row_info.fixed_texture_background_color
c [1], c [2], c [3], c [4] = red, green, blue, alpha
end
self:InstanceReset()
self:InstanceRefreshRows()
self:ReajustaGump()
end
-- search key: ~row
function _detalhes:InstanceRefreshRows (instancia)
if (instancia) then
self = instancia
end
if (not self.barras or not self.barras[1]) then
return
end
--> outline values
local left_text_outline = self.row_info.textL_outline
local right_text_outline = self.row_info.textR_outline
--> texture color values
local texture_class_color = self.row_info.texture_class_colors
local texture_r, texture_g, texture_b
if (not texture_class_color) then
texture_r, texture_g, texture_b = _unpack (self.row_info.fixed_texture_color)
end
--text color
local left_text_class_color = self.row_info.textL_class_colors
local right_text_class_color = self.row_info.textR_class_colors
local text_r, text_g, text_b
if (not left_text_class_color or not right_text_class_color) then
text_r, text_g, text_b = _unpack (self.row_info.fixed_text_color)
end
local height = self.row_info.height
-- do it
for _, row in _ipairs (self.barras) do
--> positioning and size
row:SetHeight (height)
row.icone_classe:SetHeight (height)
row.icone_classe:SetWidth (height)
if (not self.row_info.texture_background_class_color) then
local c = self.row_info.fixed_texture_background_color
row.background:SetVertexColor (c[1], c[2], c[3], c[4])
else
local c = self.row_info.fixed_texture_background_color
local r, g, b = row.background:GetVertexColor()
row.background:SetVertexColor (r, g, b, c[4])
end
--> outline
if (left_text_outline) then
_detalhes:SetFontOutline (row.texto_esquerdo, left_text_outline)
else
_detalhes:SetFontOutline (row.texto_esquerdo, nil)
end
if (right_text_outline) then
self:SetFontOutline (row.texto_direita, right_text_outline)
else
self:SetFontOutline (row.texto_direita, nil)
end
--> texture:
row.textura:SetTexture (self.row_info.texture_file)
row.background:SetTexture (self.row_info.texture_background_file)
--> texture class color: if true color changes on the fly through class refresh
if (not texture_class_color) then
row.textura:SetVertexColor (texture_r, texture_g, texture_b)
end
--> text class color: if true color changes on the fly through class refresh
if (not left_text_class_color) then
row.texto_esquerdo:SetTextColor (text_r, text_g, text_b)
end
if (not right_text_class_color) then
row.texto_direita:SetTextColor (text_r, text_g, text_b)
end
--> text size
_detalhes:SetFontSize (row.texto_esquerdo, self.row_info.font_size or height * 0.75)
_detalhes:SetFontSize (row.texto_direita, self.row_info.font_size or height * 0.75)
--> text font
_detalhes:SetFontFace (row.texto_esquerdo, self.row_info.font_face_file or "GameFontHighlight")
_detalhes:SetFontFace (row.texto_direita, self.row_info.font_face_file or "GameFontHighlight")
end
self:SetBarGrowDirection()
end
-- search key: ~wallpaper
function _detalhes:InstanceWallpaper (texture, anchor, alpha, texcoord, width, height, overlay)
local wallpaper = self.wallpaper
if (type (texture) == "boolean" and texture) then
texture, anchor, alpha, texcoord, width, height, overlay = wallpaper.texture, wallpaper.anchor, wallpaper.alpha, wallpaper.texcoord, wallpaper.width, wallpaper.height, wallpaper.overlay
elseif (type (texture) == "boolean" and not texture) then
self.wallpaper.enabled = false
return gump:Fade (self.baseframe.wallpaper, "in")
elseif (type (texture) == "table") then
anchor = texture.anchor or wallpaper.anchor
alpha = texture.alpha or wallpaper.alpha
if (texture.texcoord) then
texcoord = {unpack (texture.texcoord)}
else
texcoord = wallpaper.texcoord
end
width = texture.width or wallpaper.width
height = texture.height or wallpaper.height
if (texture.overlay) then
overlay = {unpack (texture.overlay)}
else
overlay = wallpaper.overlay
end
if (type (texture.enabled) == "boolean") then
if (not texture.enabled) then
wallpaper.enabled = false
wallpaper.texture = texture.texture or wallpaper.texture
wallpaper.anchor = anchor
wallpaper.alpha = alpha
wallpaper.texcoord = texcoord
wallpaper.width = width
wallpaper.height = height
wallpaper.overlay = overlay
return self:InstanceWallpaper (false)
end
end
texture = texture.texture or wallpaper.texture
else
texture = texture or wallpaper.texture
anchor = anchor or wallpaper.anchor
alpha = alpha or wallpaper.alpha
texcoord = texcoord or wallpaper.texcoord
width = width or wallpaper.width
height = height or wallpaper.height
overlay = overlay or wallpaper.overlay
end
if (not wallpaper.texture and not texture) then
local spec = GetSpecialization()
if (spec) then
local _, _, _, _, _background = GetSpecializationInfo (spec)
if (_background) then
texture = "Interface\\TALENTFRAME\\".._background
end
end
texcoord = {0, 1, 0, 0.7}
alpha = 0.5
width, height = self:GetSize()
anchor = "all"
end
local t = self.baseframe.wallpaper
t:ClearAllPoints()
if (anchor == "all") then
t:SetPoint ("topleft", self.baseframe, "topleft")
t:SetPoint ("bottomright", self.baseframe, "bottomright")
elseif (anchor == "center") then
t:SetPoint ("center", self.baseframe, "center", 0, 4)
elseif (anchor == "stretchLR") then
t:SetPoint ("center", self.baseframe, "center")
t:SetPoint ("left", self.baseframe, "left")
t:SetPoint ("right", self.baseframe, "right")
elseif (anchor == "stretchTB") then
t:SetPoint ("center", self.baseframe, "center")
t:SetPoint ("top", self.baseframe, "top")
t:SetPoint ("bottom", self.baseframe, "bottom")
else
t:SetPoint (anchor, self.baseframe, anchor)
end
t:SetTexture (texture)
t: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 (not red) then
red, green, blue, alpha = unpack (self.color)
end
if (type (red) ~= "number") then
red, green, blue, alpha = gump:ParseColors (red)
end
self.color [1] = red
self.color [2] = green
self.color [3] = blue
self.color [4] = alpha
local skin = _detalhes.skins [self.skin]
self.baseframe.rodape.esquerdo:SetVertexColor (red, green, blue)
self.baseframe.rodape.esquerdo:SetAlpha (alpha)
self.baseframe.rodape.direita:SetVertexColor (red, green, blue)
self.baseframe.rodape.direita:SetAlpha (alpha)
self.baseframe.rodape.top_bg:SetVertexColor (red, green, blue)
self.baseframe.rodape.top_bg:SetAlpha (alpha)
self.baseframe.cabecalho.ball_r:SetVertexColor (red, green, blue)
self.baseframe.cabecalho.ball_r:SetAlpha (alpha)
self.baseframe.cabecalho.ball:SetVertexColor (red, green, blue)
if (skin.can_change_alpha_head) then
self.baseframe.cabecalho.ball:SetAlpha (alpha)
end
self.baseframe.cabecalho.emenda:SetVertexColor (red, green, blue)
self.baseframe.cabecalho.emenda:SetAlpha (alpha)
self.baseframe.cabecalho.top_bg:SetVertexColor (red, green, blue)
self.baseframe.cabecalho.top_bg:SetAlpha (alpha)
self.baseframe.barra_esquerda:SetVertexColor (red, green, blue)
self.baseframe.barra_esquerda:SetAlpha (alpha)
self.baseframe.barra_direita:SetVertexColor (red, green, blue)
self.baseframe.barra_direita:SetAlpha (alpha)
self.baseframe.barra_fundo:SetVertexColor (red, green, blue)
self.baseframe.barra_fundo:SetAlpha (alpha)
self.color[1], self.color[2], self.color[3], self.color[4] = red, green, blue, alpha
end
function _detalhes:StatusBarAlertTime (instance)
instance.baseframe.statusbar:Hide()
end
function _detalhes:StatusBarAlert (text, icon, color, time)
local statusbar = self.baseframe.statusbar
if (text) then
if (type (text) == "table") then
if (text.color) then
statusbar.text:SetTextColor (gump:ParseColors (text.color))
else
statusbar.text:SetTextColor (1, 1, 1, 1)
end
statusbar.text:SetText (text.text or "")
if (text.size) then
_detalhes:SetFontSize (statusbar.text, text.size)
else
_detalhes:SetFontSize (statusbar.text, 9)
end
else
statusbar.text:SetText (text)
statusbar.text:SetTextColor (1, 1, 1, 1)
_detalhes:SetFontSize (statusbar.text, 9)
end
else
statusbar.text:SetText ("")
end
if (icon) then
if (type (icon) == "table") then
local texture, w, h, l, r, t, b = unpack (icon)
statusbar.icon:SetTexture (texture)
statusbar.icon:SetWidth (w or 14)
statusbar.icon:SetHeight (h or 14)
if (l and r and t and b) then
statusbar.icon:SetTexCoord (l, r, t, b)
end
else
statusbar.icon:SetTexture (icon)
statusbar.icon:SetWidth (14)
statusbar.icon:SetHeight (14)
statusbar.icon:SetTexCoord (0, 1, 0, 1)
end
else
statusbar.icon:SetTexture (nil)
end
if (color) then
statusbar:SetBackdropColor (gump:ParseColors (color))
else
statusbar:SetBackdropColor (0, 0, 0, 1)
end
if (icon or text) then
statusbar:Show()
if (time) then
_detalhes:ScheduleTimer ("StatusBarAlertTime", time, self)
end
else
statusbar:Hide()
end
end
function _detalhes:SetCloseButtonSettings (overlaycolor)
if (overlaycolor == "reset") then
overlaycolor = {1, 1, 1, 1}
end
if (overlaycolor) then
local r, g, b, a = gump:ParseColors (overlaycolor)
self.closebutton_info.color_overlay [1] = r
self.closebutton_info.color_overlay [2] = g
self.closebutton_info.color_overlay [3] = b
self.closebutton_info.color_overlay [4] = a
end
local r, g, b, a = unpack (self.closebutton_info.color_overlay)
self.baseframe.cabecalho.fechar:GetNormalTexture():SetVertexColor (r, g, b, a)
self.baseframe.cabecalho.fechar:GetPushedTexture():SetVertexColor (r, g, b, a)
self.baseframe.cabecalho.fechar:GetHighlightTexture():SetVertexColor (r, g, b, a)
end
function _detalhes:SetInstanceButtonSettings (textfont, textsize, textcolor, overlaycolor)
if (textfont == "reset") then
textfont = "Friz Quadrata TT"
textsize = 12
textcolor = {1, 0.81, 0, 1}
overlaycolor = {1, 1, 1, 1}
end
--> text color
if (textcolor) then
local r, g, b, a = gump:ParseColors (textcolor)
self.instancebutton_info.text_color [1] = r
self.instancebutton_info.text_color [2] = g
self.instancebutton_info.text_color [3] = b
self.instancebutton_info.text_color [4] = a
end
_G [self.baseframe.cabecalho.novo:GetName().."Text"]:SetTextColor (unpack (self.instancebutton_info.text_color))
--> text font
if (textfont) then
self.instancebutton_info.text_face = textfont
end
local font = SharedMedia:Fetch ("font", self.instancebutton_info.text_face)
_detalhes:SetFontFace (_G [self.baseframe.cabecalho.novo:GetName().."Text"], font)
--> text size
if (textsize) then
self.instancebutton_info.text_size = textsize
end
_detalhes:SetFontSize (_G [self.baseframe.cabecalho.novo:GetName().."Text"], self.instancebutton_info.text_size)
--> overlay color
if (overlaycolor) then
local r, g, b, a = gump:ParseColors (overlaycolor)
self.instancebutton_info.color_overlay [1] = r
self.instancebutton_info.color_overlay [2] = g
self.instancebutton_info.color_overlay [3] = b
self.instancebutton_info.color_overlay [4] = a
end
local r, g, b, a = unpack (self.instancebutton_info.color_overlay)
self.baseframe.cabecalho.novo.Left:SetVertexColor (r, g, b, a)
self.baseframe.cabecalho.novo.Middle:SetVertexColor (r, g, b, a)
self.baseframe.cabecalho.novo.Right:SetVertexColor (r, g, b, a)
end
function _detalhes:SetDeleteButtonSettings (textfont, textsize, textcolor, overlaycolor, alwaysminimized)
if (textfont == "reset") then
--print ("text color:", _G.DetailsResetButton1Text:GetTextColor())
--print ("text font:", _detalhes:GetFontFace (_G.DetailsResetButton1Text))
--print ("text size:", _detalhes:GetFontSize (_G.DetailsResetButton1Text))
--print ("vertex color", _detalhes.ResetButton.Left:GetVertexColor())
textfont = "Friz Quadrata TT"
textsize = 12
textcolor = {1, 0.81, 0, 1}
overlaycolor = {1, 1, 1, 1}
alwaysminimized = false
end
--> text color
if (textcolor) then
local r, g, b, a = gump:ParseColors (textcolor)
self.resetbutton_info.text_color [1] = r
self.resetbutton_info.text_color [2] = g
self.resetbutton_info.text_color [3] = b
self.resetbutton_info.text_color [4] = a
end
if (_detalhes.ResetButtonInstance == self.meu_id) then
_G.DetailsResetButton1Text:SetTextColor (unpack (self.resetbutton_info.text_color))
_G.DetailsResetButton2Text2:SetTextColor (unpack (self.resetbutton_info.text_color))
end
--> text font
if (textfont) then
self.resetbutton_info.text_face = textfont
end
local font = SharedMedia:Fetch ("font", self.resetbutton_info.text_face)
_detalhes:SetFontFace (_G.DetailsResetButton1Text, font)
_detalhes:SetFontFace (_G.DetailsResetButton2Text2, font)
--> text size
if (textsize) then
self.resetbutton_info.text_size = textsize
end
_detalhes:SetFontSize (_G.DetailsResetButton1Text, self.resetbutton_info.text_size)
_detalhes:SetFontSize (_G.DetailsResetButton2Text2, self.resetbutton_info.text_size)
--> overlay color
if (overlaycolor) then
local r, g, b, a = gump:ParseColors (overlaycolor)
self.resetbutton_info.color_overlay [1] = r
self.resetbutton_info.color_overlay [2] = g
self.resetbutton_info.color_overlay [3] = b
self.resetbutton_info.color_overlay [4] = a
end
if (_detalhes.ResetButtonInstance == self.meu_id) then
local r, g, b, a = unpack (self.resetbutton_info.color_overlay)
_detalhes.ResetButton.Left:SetVertexColor (r, g, b, a)
_detalhes.ResetButton.Middle:SetVertexColor (r, g, b, a)
_detalhes.ResetButton.Right:SetVertexColor (r, g, b, a)
_detalhes.ResetButton2.Left:SetVertexColor (r, g, b, a)
_detalhes.ResetButton2.Middle:SetVertexColor (r, g, b, a)
_detalhes.ResetButton2.Right:SetVertexColor (r, g, b, a)
end
--> always minimized
if (type (alwaysminimized) == "boolean") then
self.resetbutton_info.always_small = alwaysminimized
end
self:ReajustaGump()
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", 16, 0)
baseframe.rodape.esquerdo:SetTexture (DEFAULT_SKIN)
baseframe.rodape.esquerdo:SetTexCoord (unpack (COORDS_PIN_LEFT))
baseframe.rodape.esquerdo:SetWidth (32)
baseframe.rodape.esquerdo:SetHeight (32)
--> direito
baseframe.rodape.direita = baseframe.cabecalho.fechar:CreateTexture (nil, "overlay")
baseframe.rodape.direita:SetPoint ("topleft", baseframe, "bottomright", -16, 0)
baseframe.rodape.direita:SetTexture (DEFAULT_SKIN)
baseframe.rodape.direita:SetTexCoord (unpack (COORDS_PIN_RIGHT))
baseframe.rodape.direita:SetWidth (32)
baseframe.rodape.direita:SetHeight (32)
--> barra centro
baseframe.rodape.top_bg = baseframe:CreateTexture (nil, "background")
baseframe.rodape.top_bg:SetTexture (DEFAULT_SKIN)
baseframe.rodape.top_bg:SetTexCoord (unpack (COORDS_BOTTOM_BACKGROUND))
baseframe.rodape.top_bg:SetWidth (512)
baseframe.rodape.top_bg:SetHeight (128)
baseframe.rodape.top_bg:SetPoint ("left", baseframe.rodape.esquerdo, "right", -16, -48)
baseframe.rodape.top_bg:SetPoint ("right", baseframe.rodape.direita, "left", 16, -48)
local StatusBarLeftAnchor = CreateFrame ("frame", nil, baseframe)
StatusBarLeftAnchor:SetPoint ("left", baseframe.rodape.top_bg, "left", 5, 57)
StatusBarLeftAnchor:SetWidth (1)
StatusBarLeftAnchor:SetHeight (1)
baseframe.rodape.StatusBarLeftAnchor = StatusBarLeftAnchor
local StatusBarCenterAnchor = CreateFrame ("frame", nil, baseframe)
StatusBarCenterAnchor:SetPoint ("center", baseframe.rodape.top_bg, "center", 0, 57)
StatusBarCenterAnchor:SetWidth (1)
StatusBarCenterAnchor:SetHeight (1)
baseframe.rodape.StatusBarCenterAnchor = StatusBarCenterAnchor
--> display frame
baseframe.statusbar = CreateFrame ("frame", nil, baseframe.cabecalho.fechar)
baseframe.statusbar:SetFrameLevel (baseframe.cabecalho.fechar:GetFrameLevel()+2)
baseframe.statusbar:SetPoint ("left", baseframe.rodape.esquerdo, "right", -13, 10)
baseframe.statusbar:SetPoint ("right", baseframe.rodape.direita, "left", 13, 10)
baseframe.statusbar:SetHeight (14)
local statusbar_icon = baseframe.statusbar:CreateTexture (nil, "overlay")
statusbar_icon:SetWidth (14)
statusbar_icon:SetHeight (14)
statusbar_icon:SetPoint ("left", baseframe.statusbar, "left")
local statusbar_text = baseframe.statusbar:CreateFontString (nil, "overlay", "GameFontNormal")
statusbar_text:SetPoint ("left", statusbar_icon, "right", 2, 0)
baseframe.statusbar:SetBackdrop ({
bgFile = [[Interface\AddOns\Details\images\background]], tile = true, tileSize = 16,
insets = {left = 0, right = 0, top = 0, bottom = 0}})
baseframe.statusbar:SetBackdropColor (0, 0, 0, 1)
baseframe.statusbar.icon = statusbar_icon
baseframe.statusbar.text = statusbar_text
baseframe.statusbar.instancia = instancia
baseframe.statusbar:Hide()
--> frame invisível
baseframe.DOWNFrame = CreateFrame ("frame", 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()
self:DefaultIcons()
return self:MenuAnchor()
end
function _detalhes:UnConsolidateIcons()
self.consolidate = false
if (not self.consolidateButton) then
return self:DefaultIcons()
end
self.consolidateButton:Hide()
self:DefaultIcons()
return self:MenuAnchor()
end
--> search key: ~icon
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", anchors[index][1] + self.menu_anchor [1], anchors[index][2] + self.menu_anchor [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.widget or _thisIcon2, "bottomleft", anchors[index][1], anchors[index][2]-2)
_thisIcon:SetParent (self.consolidateFrame)
else
_thisIcon:SetPoint ("left", _thisIcon2.widget or _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
local parameters_table = {}
local on_leave_menu = function (self, elapsed)
parameters_table[2] = parameters_table[2] + elapsed
if (parameters_table[2] > 0.3) then
if (not _G.GameCooltip.mouseOver and not _G.GameCooltip.buttonOver) then
_G.GameCooltip:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end
local build_mode_list = function (self, elapsed)
local CoolTip = GameCooltip
local instancia = parameters_table [1]
parameters_table[2] = parameters_table[2] + elapsed
if (parameters_table[2] > 0.15) then
self:SetScript ("OnUpdate", nil)
CoolTip:Reset()
CoolTip:SetType ("menu")
CoolTip:AddFromTable (parameters_table [4])
CoolTip:SetLastSelected ("main", parameters_table [3])
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)
--CoolTip:SetOption ("FixedWidth", 138)
CoolTip:SetOption ("FixedWidthSub", 146)
CoolTip:SetOption ("SubMenuIsTooltip", true)
if (_detalhes.tutorial.logons > 9) then
CoolTip:SetOption ("IgnoreSubMenu", true)
end
if (instancia.consolidate) then
CoolTip:SetOwner (self, "topleft", "topright", 3)
else
if (instancia.toolbar_side == 1) then
CoolTip:SetOwner (self)
elseif (instancia.toolbar_side == 2) then --> bottom
CoolTip:SetOwner (self, "bottom", "top", 0, -7)
end
end
CoolTip:ShowCooltip()
end
end
local segments_used = 0
local segments_filled = 0
local empty_segment_color = {1, 1, 1, .4}
-- search key: ~segments
local build_segment_list = function (self, elapsed)
local CoolTip = GameCooltip
local instancia = parameters_table [1]
parameters_table[2] = parameters_table[2] + elapsed
if (parameters_table[2] > 0.15) then
self:SetScript ("OnUpdate", nil)
--> here we are using normal Add calls
CoolTip:Reset()
CoolTip:SetType ("menu")
CoolTip:SetFixedParameter (instancia)
CoolTip:SetColor ("main", "transparent")
----------- segments
local menuIndex = 0
_detalhes.segments_amount = math.floor (_detalhes.segments_amount)
local fight_amount = 0
local filled_segments = 0
for i = 1, _detalhes.segments_amount do
if (_detalhes.tabela_historico.tabelas [i]) then
filled_segments = filled_segments + 1
else
break
end
end
filled_segments = _detalhes.segments_amount - filled_segments - 2
local fill = math.abs (filled_segments - _detalhes.segments_amount)
segments_used = 0
segments_filled = fill
for i = _detalhes.segments_amount, 1, -1 do
if (i <= fill) then
local thisCombat = _detalhes.tabela_historico.tabelas [i]
if (thisCombat) then
local enemy = thisCombat.is_boss and thisCombat.is_boss.name
segments_used = segments_used + 1
if (thisCombat.is_boss and thisCombat.is_boss.name) then
if (thisCombat.is_boss.killed) then
CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, "lime")
else
CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, "red")
end
local portrait = _detalhes:GetBossPortrait (thisCombat.is_boss.mapid, thisCombat.is_boss.index)
if (portrait) then
CoolTip:AddIcon (portrait, 2, "top", 128, 64)
end
CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 16, 0.96875, 1, 0, 0.03125)
else
enemy = thisCombat.enemy
if (enemy) then
CoolTip:AddLine (thisCombat.enemy .." (#"..i..")", _, 1, "yellow")
else
CoolTip:AddLine (segmentos.past..i, _, 1, "silver")
end
if (thisCombat.is_trash) then
CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 12, 0.02734375, 0.11328125, 0.19140625, 0.3125)
else
CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16)
end
end
CoolTip:AddMenu (1, instancia.TrocaTabela, i)
CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy, 2, "white", "white")
local decorrido = (thisCombat.end_time or _detalhes._tempo) - thisCombat.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white")
CoolTip:AddLine (Loc ["STRING_SEGMENT_START"] .. ":", thisCombat.data_inicio, 2, "white", "white")
CoolTip:AddLine (Loc ["STRING_SEGMENT_END"] .. ":", thisCombat.data_fim or "in progress", 2, "white", "white")
fight_amount = fight_amount + 1
else
CoolTip:AddLine (Loc ["STRING_SEGMENT_LOWER"] .. " #" .. i, _, 1, "gray")
CoolTip:AddMenu (1, instancia.TrocaTabela, i)
CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16, nil, nil, nil, nil, empty_segment_color)
CoolTip:AddLine (Loc ["STRING_SEGMENT_EMPTY"], _, 2)
end
if (menuIndex) then
menuIndex = menuIndex + 1
if (instancia.segmento == i) then
CoolTip:SetLastSelected ("main", menuIndex);
menuIndex = nil
end
end
end
end
----------- current
CoolTip:AddLine (segmentos.current_standard, _, 1, "white")
CoolTip:AddMenu (1, instancia.TrocaTabela, 0)
CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16, nil, nil, nil, nil, "orange")
local enemy = _detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.is_boss.name or _detalhes.tabela_vigente.enemy or "--x--x--"
if (_detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.is_boss.name) then
local portrait = _detalhes:GetBossPortrait (_detalhes.tabela_vigente.is_boss.mapid, _detalhes.tabela_vigente.is_boss.index)
if (portrait) then
CoolTip:AddIcon (portrait, 2, "top", 128, 64)
end
end
CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy, 2, "white", "white")
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 (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white")
else
CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", "--x--x--", 2, "white", "white")
end
else
local decorrido = (_detalhes.tabela_vigente.end_time) - _detalhes.tabela_vigente.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white")
end
CoolTip:AddLine (Loc ["STRING_SEGMENT_START"] .. ":", _detalhes.tabela_vigente.data_inicio, 2, "white", "white")
CoolTip:AddLine (Loc ["STRING_SEGMENT_END"] .. ":", _detalhes.tabela_vigente.data_fim or "in progress", 2, "white", "white")
--> fill é a quantidade de menu que esta sendo mostrada
if (instancia.segmento == 0) then
if (fill - 2 == menuIndex) then
CoolTip:SetLastSelected ("main", fill - 1)
elseif (fill - 1 == menuIndex) then
CoolTip:SetLastSelected ("main", fill)
else
CoolTip:SetLastSelected ("main", fill + 1)
end
menuIndex = nil
end
----------- overall
--CoolTip:AddLine (segmentos.overall_standard, _, 1, "white") Loc ["STRING_REPORT_LAST"] .. " " .. fight_amount .. " " .. Loc ["STRING_REPORT_FIGHTS"]
CoolTip:AddLine (Loc ["STRING_SEGMENT_OVERALL"], _, 1, "white")
CoolTip:AddMenu (1, instancia.TrocaTabela, -1)
CoolTip:AddIcon ([[Interface\QUESTFRAME\UI-Quest-BulletPoint]], "main", "left", 16, 16, nil, nil, nil, nil, "orange")
CoolTip:AddLine (Loc ["STRING_SEGMENT_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 (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white")
else
CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", "--x--x--", 2, "white", "white")
end
else
local decorrido = (_detalhes.tabela_overall.end_time) - _detalhes.tabela_overall.start_time
local minutos, segundos = _math_floor (decorrido/60), _math_floor (decorrido%60)
CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white")
end
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 (Loc ["STRING_SEGMENT_START"] .. ":", earlyFight, 2, "white", "white")
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 (Loc ["STRING_SEGMENT_END"] .. ":", lastFight, 2, "white", "white")
--> fill é a quantidade de menu que esta sendo mostrada
if (instancia.segmento == -1) then
if (fill - 2 == menuIndex) then
CoolTip:SetLastSelected ("main", fill)
elseif (fill - 1 == menuIndex) then
CoolTip:SetLastSelected ("main", fill+1)
else
CoolTip:SetLastSelected ("main", fill + 2)
end
menuIndex = nil
end
---------------------------------------------
if (instancia.consolidate) then
CoolTip:SetOwner (self, "topleft", "topright", 3)
else
if (instancia.toolbar_side == 1) then
CoolTip:SetOwner (self)
elseif (instancia.toolbar_side == 2) then --> bottom
CoolTip:SetOwner (self, "bottom", "top", 0, -7)
end
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
function _detalhes:DisableUIPanelButton (button)
button.Right:Hide()
button.Middle:Hide()
button:SetScript ("OnMouseDown", function()
button.Left:SetPoint ("topleft", button, "topleft", 1, -1)
button.Left:SetPoint ("bottomleft", button, "bottomleft", 1, -1)
end)
button:SetScript ("OnMouseUp", function()
button.Left:SetPoint ("topleft", button, "topleft")
button.Left:SetPoint ("bottomleft", button, "bottomleft")
end)
button:SetScript ("OnShow", function()end)
button:SetScript ("OnDisable", function()end)
button:SetScript ("OnEnable", function()end)
end
function _detalhes:RestoreUIPanelButton (button)
--> restaura o botão
button.Left:SetTexture ([[Interface\Buttons\UI-Panel-Button-Down]])
button.Left:SetTexCoord (0, 0.0937, 0, 0.6875)
button.Left:SetSize (12, 22)
button.Right:Show()
button.Middle:Show()
button:SetScript ("OnMouseDown", function (self)
if ( self:IsEnabled() ) then
self.Left:SetTexture([[Interface\Buttons\UI-Panel-Button-Down]]);
self.Middle:SetTexture([[Interface\Buttons\UI-Panel-Button-Down]]);
self.Right:SetTexture([[Interface\Buttons\UI-Panel-Button-Down]]);
end
end)
button:SetScript ("OnMouseUp", function (self)
if ( self:IsEnabled() ) then
self.Left:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
self.Middle:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
self.Right:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
end
end)
button:SetScript ("OnShow", function (self)
if ( self:IsEnabled() ) then
self.Left:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
self.Middle:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
self.Right:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
end
end)
button:SetScript ("OnDisable", function (self)
self.Left:SetTexture([[Interface\Buttons\UI-Panel-Button-Disabled]]);
self.Middle:SetTexture([[Interface\Buttons\UI-Panel-Button-Disabled]]);
self.Right:SetTexture([[Interface\Buttons\UI-Panel-Button-Disabled]]);
end)
button:SetScript ("OnEnable", function (self)
self.Left:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
self.Middle:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
self.Right:SetTexture([[Interface\Buttons\UI-Panel-Button-Up]]);
end)
end
local botao_fechar_on_enter = function (self)
OnEnterMainWindow (self.instancia, self, 3)
end
local botao_fechar_on_leave = function (self)
OnLeaveMainWindow (self.instancia, self, 3)
end
-- ~skin
function _detalhes:ChangeSkin (skin_name)
if (not skin_name) then
skin_name = self.skin
end
local this_skin = _detalhes.skins [skin_name]
if (not this_skin) then
return false --> throw a msg
end
local just_updating = false
if (self.skin == skin_name) then
just_updating = true
end
if (not just_updating) then
--> reset all config
self:ResetInstanceConfig()
--> overwrites
local overwrite_cprops = this_skin.instance_cprops
if (overwrite_cprops) then
for cprop, value in _pairs (overwrite_cprops) do
self [cprop] = value
end
end
--> reset micro frames
_detalhes.StatusBar:Reset (self)
--> reset instance button
self:SetInstanceButtonSettings ("reset")
--> reset delete button
if (_detalhes.ResetButtonInstance == self.meu_id) then
self:SetDeleteButtonSettings ("reset")
end
--> reset close button
self:SetCloseButtonSettings ("reset")
end
self.skin = skin_name
local skin_file = this_skin.file
--> set textures
self.baseframe.cabecalho.ball:SetTexture (skin_file) --> bola esquerda
self.baseframe.cabecalho.emenda:SetTexture (skin_file) --> emenda que liga a bola a textura do centro
self.baseframe.cabecalho.ball_r:SetTexture (skin_file) --> bola direita onde fica o botão de fechar
self.baseframe.cabecalho.top_bg:SetTexture (skin_file) --> top background
self.baseframe.barra_esquerda:SetTexture (skin_file) --> barra lateral
self.baseframe.barra_direita:SetTexture (skin_file) --> barra lateral
self.baseframe.scroll_up:SetTexture (skin_file) --> scrollbar parte de cima
self.baseframe.scroll_down:SetTexture (skin_file) --> scrollbar parte de baixo
self.baseframe.scroll_middle:SetTexture (skin_file) --> scrollbar parte do meio
self.baseframe.rodape.top_bg:SetTexture (skin_file) --> rodape top background
self.baseframe.rodape.esquerdo:SetTexture (skin_file) --> rodape esquerdo
self.baseframe.rodape.direita:SetTexture (skin_file) --> rodape direito
self.baseframe.button_stretch.texture:SetTexture (skin_file) --> botão de esticar a janela
self.baseframe.resize_direita.texture:SetTexture (skin_file) --> botão de redimencionar da direita
self.baseframe.resize_esquerda.texture:SetTexture (skin_file) --> botão de redimencionar da esquerda
self.botao_separar:SetNormalTexture (skin_file) --> cadeado
self.botao_separar:SetDisabledTexture (skin_file)
self.botao_separar:SetHighlightTexture (skin_file, "ADD")
self.botao_separar:SetPushedTexture (skin_file)
----------> custom reset button
if (this_skin.reset_button_coords) then
if (_detalhes.ResetButtonInstance == self.meu_id) then
--> seta o botão
_detalhes.ResetButton.Left:SetTexture (skin_file)
_detalhes.ResetButton.Left:SetTexCoord (unpack (this_skin.reset_button_coords))
_detalhes.ResetButton.Left:SetSize (_detalhes.ResetButton:GetSize())
_detalhes.ResetButton2.Left:SetTexture (skin_file)
_detalhes.ResetButton2.Left:SetTexCoord (unpack (this_skin.reset_button_small_coords or this_skin.reset_button_coords))
_detalhes.ResetButton2.Left:SetSize (_detalhes.ResetButton2:GetSize())
--> remove propriedades do botão da blizzard
_detalhes:DisableUIPanelButton (_detalhes.ResetButton)
_detalhes:DisableUIPanelButton (_detalhes.ResetButton2)
end
else
_detalhes:RestoreUIPanelButton (_detalhes.ResetButton)
_detalhes:RestoreUIPanelButton (_detalhes.ResetButton2)
end
----------> custom instance button
if (this_skin.instance_button_coords) then
--> seta o botão
self.baseframe.cabecalho.novo:SetHeight (12)
self.baseframe.cabecalho.novo.Left:SetTexture (skin_file)
self.baseframe.cabecalho.novo.Left:SetTexCoord (unpack (this_skin.instance_button_coords))
self.baseframe.cabecalho.novo.Left:SetSize (self.baseframe.cabecalho.novo:GetSize())
--> remove propriedades do botão da blizzard
_detalhes:DisableUIPanelButton (self.baseframe.cabecalho.novo)
else
self.baseframe.cabecalho.novo:SetHeight (15)
_detalhes:RestoreUIPanelButton (self.baseframe.cabecalho.novo)
end
----------> custom close button
if (this_skin.close_button_coords) then
--> textures
self.baseframe.cabecalho.fechar:SetDisabledTexture (skin_file)
self.baseframe.cabecalho.fechar:SetNormalTexture (skin_file)
self.baseframe.cabecalho.fechar:SetPushedTexture (skin_file)
self.baseframe.cabecalho.fechar:SetHighlightTexture (skin_file)
--> texcoords
self.baseframe.cabecalho.fechar:GetDisabledTexture():SetTexCoord (unpack (this_skin.close_button_coords))
self.baseframe.cabecalho.fechar:GetNormalTexture():SetTexCoord (unpack (this_skin.close_button_coords))
self.baseframe.cabecalho.fechar:GetPushedTexture():SetTexCoord (unpack (this_skin.close_button_coords))
self.baseframe.cabecalho.fechar:GetHighlightTexture():SetTexCoord (unpack (this_skin.close_button_coords))
--> if the custom close button have a specified size
if (this_skin.close_button_size) then
self.baseframe.cabecalho.fechar:SetSize (unpack (this_skin.close_button_size))
else
self.baseframe.cabecalho.fechar:SetSize (18, 18)
end
self.baseframe.cabecalho.fechar:SetScript ("OnMouseDown", function()
self.baseframe.cabecalho.fechar:SetPoint ("bottomright", self.baseframe, "topright", this_skin.close_button_anchor[1]+1, this_skin.close_button_anchor[2]-1)
end)
self.baseframe.cabecalho.fechar:SetScript ("OnMouseUp", function()
self.baseframe.cabecalho.fechar:SetPoint ("bottomright", self.baseframe, "topright", this_skin.close_button_anchor[1], this_skin.close_button_anchor[2])
end)
else
self.baseframe.cabecalho.fechar:SetDisabledTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Disabled]])
self.baseframe.cabecalho.fechar:SetNormalTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]])
self.baseframe.cabecalho.fechar:SetPushedTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Down]])
self.baseframe.cabecalho.fechar:SetHighlightTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Highlight]])
self.baseframe.cabecalho.fechar:GetDisabledTexture():SetTexCoord (0, 1, 0, 1)
self.baseframe.cabecalho.fechar:GetNormalTexture():SetTexCoord (0, 1, 0, 1)
self.baseframe.cabecalho.fechar:GetPushedTexture():SetTexCoord (0, 1, 0, 1)
self.baseframe.cabecalho.fechar:GetHighlightTexture():SetTexCoord (0, 1, 0, 1)
self.baseframe.cabecalho.fechar:SetScript ("OnMouseDown", nil)
self.baseframe.cabecalho.fechar:SetScript ("OnMouseUp", nil)
self.baseframe.cabecalho.fechar:SetSize (32, 32)
end
----------> customize micro frames
if (this_skin.micro_frames) then
if (this_skin.micro_frames.color) then
_detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textcolor", this_skin.micro_frames.color)
_detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textcolor", this_skin.micro_frames.color)
_detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textcolor", this_skin.micro_frames.color)
end
if (this_skin.micro_frames.font) then
_detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textface", this_skin.micro_frames.font)
_detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textface", this_skin.micro_frames.font)
_detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textface", this_skin.micro_frames.font)
end
if (this_skin.micro_frames.size) then
_detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textsize", this_skin.micro_frames.size)
_detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textsize", this_skin.micro_frames.size)
_detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textsize", this_skin.micro_frames.size)
end
end
----------> icon anchor and size
if (self.modo == 1 or self.modo == 4 or self.atributo == 5) then -- alone e raid
local icon_anchor = this_skin.icon_anchor_plugins
self.baseframe.cabecalho.atributo_icon:SetPoint ("topright", self.baseframe.cabecalho.ball_point, "topright", icon_anchor[1], icon_anchor[2])
if (self.modo == 1) then
if (_detalhes.SoloTables.Plugins [1] and _detalhes.SoloTables.Mode) then
local plugin_index = _detalhes.SoloTables.Mode
if (plugin_index > 0 and _detalhes.SoloTables.Menu [plugin_index]) then
self:ChangeIcon (_detalhes.SoloTables.Menu [plugin_index] [2])
end
end
elseif (self.modo == 4) then
if (_detalhes.RaidTables.Plugins [1] and _detalhes.RaidTables.Mode) then
local plugin_index = _detalhes.RaidTables.Mode
if (plugin_index and _detalhes.RaidTables.Menu [plugin_index]) then
self:ChangeIcon (_detalhes.RaidTables.Menu [plugin_index] [2])
end
end
end
else
local icon_anchor = this_skin.icon_anchor_main --> ancora do icone do canto direito superior
self.baseframe.cabecalho.atributo_icon:SetPoint ("topright", self.baseframe.cabecalho.ball_point, "topright", icon_anchor[1], icon_anchor[2])
self:ChangeIcon()
end
----------> lock alpha head
if (not this_skin.can_change_alpha_head) then
self.baseframe.cabecalho.ball:SetAlpha (100)
else
self.baseframe.cabecalho.ball:SetAlpha (self.color[4])
end
----------> call widgets handlers
--> refresh instance button
self:SetInstanceButtonSettings()
--> refresh delete button
if (_detalhes.ResetButtonInstance == self.meu_id) then
self:SetDeleteButtonSettings()
end
--> refresh close button
self:SetCloseButtonSettings()
--> update toolbar
self:ToolbarSide()
--> update stretch button
self:StretchButtonAnchor()
--> update side bars
if (self.show_sidebars) then
self:ShowSideBars()
else
self:HideSideBars()
end
--> update statusbar
if (self.show_statusbar) then
self:ShowStatusBar()
else
self:HideStatusBar()
end
--> update wallpaper
if (self.wallpaper.enabled) then
self:InstanceWallpaper (true)
end
--> update instance color
self:InstanceColor()
self:SetBackgroundColor()
self:SetBackgroundAlpha()
--> refresh all bars
self:InstanceRefreshRows()
--> refresh options panel if opened
if (_G.DetailsOptionsWindow and _G.DetailsOptionsWindow:IsShown()) then
_detalhes:OpenOptionsWindow (self)
end
end
function _detalhes:ToolbarSide (side)
if (not side) then
side = self.toolbar_side
end
self.toolbar_side = side
local skin = _detalhes.skins [self.skin]
if (side == 1) then --> top
--> ball point
self.baseframe.cabecalho.ball_point:ClearAllPoints()
self.baseframe.cabecalho.ball_point:SetPoint ("bottomleft", self.baseframe, "topleft", unpack (skin.icon_point_anchor))
--> ball
self.baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL))
self.baseframe.cabecalho.ball:ClearAllPoints()
self.baseframe.cabecalho.ball:SetPoint ("bottomleft", self.baseframe, "topleft", unpack (skin.left_corner_anchor))
--> botão fechar
self.baseframe.cabecalho.fechar:ClearAllPoints()
self.baseframe.cabecalho.fechar:SetPoint ("bottomright", self.baseframe, "topright", unpack (skin.close_button_anchor))
--> ball r
self.baseframe.cabecalho.ball_r:SetTexCoord (unpack (COORDS_RIGHT_BALL))
self.baseframe.cabecalho.ball_r:ClearAllPoints()
self.baseframe.cabecalho.ball_r:SetPoint ("bottomright", self.baseframe, "topright", unpack (skin.right_corner_anchor))
--> instance
self:InstanceButtonAnchor()
--> tex coords
self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR))
self.baseframe.cabecalho.top_bg:SetTexCoord (unpack (COORDS_TOP_BACKGROUND))
--> menu
self:MenuAnchor()
else --> bottom
local y = 0
if (self.show_statusbar) then
y = -14
end
--> ball point
self.baseframe.cabecalho.ball_point:ClearAllPoints()
local _x, _y = unpack (skin.icon_point_anchor_bottom)
self.baseframe.cabecalho.ball_point:SetPoint ("topleft", self.baseframe, "bottomleft", _x, _y + y)
--> ball
self.baseframe.cabecalho.ball:ClearAllPoints()
local _x, _y = unpack (skin.left_corner_anchor_bottom)
self.baseframe.cabecalho.ball:SetPoint ("topleft", self.baseframe, "bottomleft", _x, _y + y)
local l, r, t, b = unpack (COORDS_LEFT_BALL)
self.baseframe.cabecalho.ball:SetTexCoord (l, r, b, t)
--> botão fechar
self.baseframe.cabecalho.fechar:ClearAllPoints()
local _x, _y = unpack (skin.close_button_anchor_bottom)
self.baseframe.cabecalho.fechar:SetPoint ("topright", self.baseframe, "bottomright", _x, _y + y)
--> ball r
self.baseframe.cabecalho.ball_r:ClearAllPoints()
local _x, _y = unpack (skin.right_corner_anchor_bottom)
self.baseframe.cabecalho.ball_r:SetPoint ("topright", self.baseframe, "bottomright", _x, _y + y)
local l, r, t, b = unpack (COORDS_RIGHT_BALL)
self.baseframe.cabecalho.ball_r:SetTexCoord (l, r, b, t)
--> tex coords
local l, r, t, b = unpack (COORDS_LEFT_CONNECTOR)
self.baseframe.cabecalho.emenda:SetTexCoord (l, r, b, t)
local l, r, t, b = unpack (COORDS_TOP_BACKGROUND)
self.baseframe.cabecalho.top_bg:SetTexCoord (l, r, b, t)
--> instance button
self:InstanceButtonAnchor()
--> menu buttons
self:MenuAnchor()
end
self:StretchButtonAnchor()
self:HideMainIcon()
if (self.show_sidebars) then
self:ShowSideBars()
end
end
function _detalhes:StretchButtonAnchor (side)
if (not side) then
side = self.stretch_button_side
end
if (side == 1 or string.lower (side) == "top") then
self.baseframe.button_stretch:ClearAllPoints()
local y = 0
if (self.toolbar_side == 2) then --bottom
y = -20
end
self.baseframe.button_stretch:SetPoint ("bottom", self.baseframe, "top", 0, 20 + y)
self.baseframe.button_stretch:SetPoint ("right", self.baseframe, "right", -27, 0)
self.baseframe.button_stretch.texture:SetTexCoord (unpack (COORDS_STRETCH))
self.stretch_button_side = 1
elseif (side == 2 or string.lower (side) == "bottom") then
self.baseframe.button_stretch:ClearAllPoints()
local y = 0
if (self.toolbar_side == 2) then --bottom
y = y -20
end
if (self.show_statusbar) then
y = y -14
end
self.baseframe.button_stretch:SetPoint ("center", self.baseframe, "center")
self.baseframe.button_stretch:SetPoint ("top", self.baseframe, "bottom", 0, y)
local l, r, t, b = unpack (COORDS_STRETCH)
self.baseframe.button_stretch.texture:SetTexCoord (r, l, b, t)
self.stretch_button_side = 2
end
end
function _detalhes:InstanceButtonAnchor (x, y)
if (not x) then
x = self.instance_button_anchor [1]
end
if (not y) then
y = self.instance_button_anchor [2]
end
self.instance_button_anchor [1] = x
self.instance_button_anchor [2] = y
self.baseframe.cabecalho.novo:ClearAllPoints()
if (self.toolbar_side == 2) then --> bottom
local y_mod = 0
if (self.show_statusbar) then
y_mod = 14
end
self.baseframe.cabecalho.novo:SetPoint ("topright", self.baseframe, "bottomright", x, (y + y_mod) * -1)
else
self.baseframe.cabecalho.novo:SetPoint ("bottomright", self.baseframe, "topright", x, y)
end
end
function _detalhes:MenuAnchor (x, y)
if (not x) then
x = self.menu_anchor [1]
end
if (not y) then
y = self.menu_anchor [2]
end
self.menu_anchor [1] = x
self.menu_anchor [2] = y
if (self.consolidate) then
self.consolidateButton:ClearAllPoints()
if (self.toolbar_side == 1) then --> top
self.consolidateButton:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "bottomright", x, y)
else --> bottom
self.consolidateButton:SetPoint ("topleft", self.baseframe.cabecalho.ball, "topright", x, y*-1)
end
else --> not consolidated
self.baseframe.cabecalho.modo_selecao:ClearAllPoints()
if (self.toolbar_side == 1) then --> top
self.baseframe.cabecalho.modo_selecao:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "bottomright", x, y)
else --> bottom
self.baseframe.cabecalho.modo_selecao:SetPoint ("topleft", self.baseframe.cabecalho.ball, "topright", x, y*-1)
end
end
end
function _detalhes:HideMainIcon (value)
if (value == nil) then
value = self.hide_icon
end
if (value) then
self.hide_icon = true
self.baseframe.cabecalho.atributo_icon:Hide()
self.baseframe.cabecalho.ball:SetParent (self.baseframe)
if (self.toolbar_side == 1) then
self.baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL_NO_ICON))
self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR_NO_ICON))
elseif (self.toolbar_side == 2) then
local l, r, t, b = unpack (COORDS_LEFT_BALL_NO_ICON)
self.baseframe.cabecalho.ball:SetTexCoord (l, r, b, t)
local l, r, t, b = unpack (COORDS_LEFT_CONNECTOR_NO_ICON)
self.baseframe.cabecalho.emenda:SetTexCoord (l, r, b, t)
end
else
self.hide_icon = false
self.baseframe.cabecalho.atributo_icon:Show()
self.baseframe.cabecalho.ball:SetParent (_detalhes.listener)
if (self.toolbar_side == 1) then
self.baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL))
self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR))
elseif (self.toolbar_side == 2) then
local l, r, t, b = unpack (COORDS_LEFT_BALL)
self.baseframe.cabecalho.ball:SetTexCoord (l, r, b, t)
local l, r, t, b = unpack (COORDS_LEFT_CONNECTOR)
self.baseframe.cabecalho.emenda:SetTexCoord (l, r, b, t)
end
end
end
--> search key: ~desaturate
function _detalhes:DesaturateMenu (value)
if (value == nil) then
value = self.desaturated_menu
end
if (value) then
self.desaturated_menu = true
self.baseframe.cabecalho.modo_selecao:GetNormalTexture():SetDesaturated (true)
self.baseframe.cabecalho.segmento:GetNormalTexture():SetDesaturated (true)
self.baseframe.cabecalho.atributo:GetNormalTexture():SetDesaturated (true)
self.baseframe.cabecalho.report:GetNormalTexture():SetDesaturated (true)
if (self.meu_id == _detalhes:GetLowerInstanceNumber()) then
for _, button in _ipairs (_detalhes.ToolBar.AllButtons) do
button:GetNormalTexture():SetDesaturated (true)
end
end
else
self.desaturated_menu = false
self.baseframe.cabecalho.modo_selecao:GetNormalTexture():SetDesaturated (false)
self.baseframe.cabecalho.segmento:GetNormalTexture():SetDesaturated (false)
self.baseframe.cabecalho.atributo:GetNormalTexture():SetDesaturated (false)
self.baseframe.cabecalho.report:GetNormalTexture():SetDesaturated (false)
if (self.meu_id == _detalhes:GetLowerInstanceNumber()) then
for _, button in _ipairs (_detalhes.ToolBar.AllButtons) do
button:GetNormalTexture():SetDesaturated (false)
end
end
end
end
function _detalhes:ShowSideBars (instancia)
if (instancia) then
self = instancia
end
self.show_sidebars = true
self.baseframe.barra_esquerda:Show()
self.baseframe.barra_direita:Show()
if (self.show_statusbar) then
self.baseframe.barra_esquerda:SetPoint ("bottomleft", self.baseframe, "bottomleft", -56, -14)
self.baseframe.barra_direita:SetPoint ("bottomright", self.baseframe, "bottomright", 56, -14)
if (self.toolbar_side == 2) then
self.baseframe.barra_fundo:Show()
local l, r, t, b = unpack (COORDS_BOTTOM_SIDE_BAR)
self.baseframe.barra_fundo:SetTexCoord (l, r, b, t)
self.baseframe.barra_fundo:ClearAllPoints()
self.baseframe.barra_fundo:SetPoint ("bottomleft", self.baseframe, "topleft", -1, -6)
self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "topright", -1, -6)
else
self.baseframe.barra_fundo:Hide()
end
else
self.baseframe.barra_esquerda:SetPoint ("bottomleft", self.baseframe, "bottomleft", -56, 0)
self.baseframe.barra_direita:SetPoint ("bottomright", self.baseframe, "bottomright", 56, 0)
self.baseframe.barra_fundo:Show()
if (self.toolbar_side == 2) then --tooltbar on bottom
local l, r, t, b = unpack (COORDS_BOTTOM_SIDE_BAR)
self.baseframe.barra_fundo:SetTexCoord (l, r, b, t)
self.baseframe.barra_fundo:ClearAllPoints()
self.baseframe.barra_fundo:SetPoint ("bottomleft", self.baseframe, "topleft", -1, -6)
self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "topright", -1, -6)
else --tooltbar on top
self.baseframe.barra_fundo:SetTexCoord (unpack (COORDS_BOTTOM_SIDE_BAR))
self.baseframe.barra_fundo:ClearAllPoints()
self.baseframe.barra_fundo:SetPoint ("bottomleft", self.baseframe, "bottomleft", -1, -56)
self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "bottomright", -1, -56)
end
end
end
function _detalhes:HideSideBars (instancia)
if (instancia) then
self = instancia
end
self.show_sidebars = false
self.baseframe.barra_esquerda:Hide()
self.baseframe.barra_direita:Hide()
self.baseframe.barra_fundo:Hide()
end
function _detalhes:HideStatusBar (instancia)
if (instancia) then
self = instancia
end
self.show_statusbar = false
self.baseframe.rodape.esquerdo:Hide()
self.baseframe.rodape.direita:Hide()
self.baseframe.rodape.top_bg:Hide()
self.baseframe.rodape.StatusBarLeftAnchor:Hide()
self.baseframe.rodape.StatusBarCenterAnchor:Hide()
if (self.toolbar_side == 2) then
self:ToolbarSide()
end
if (self.show_sidebars) then
self:ShowSideBars()
end
self:StretchButtonAnchor()
_detalhes.StatusBar:Hide (self) --> mini displays widgets
end
function _detalhes:ShowStatusBar (instancia)
if (instancia) then
self = instancia
end
self.show_statusbar = true
self.baseframe.rodape.esquerdo:Show()
self.baseframe.rodape.direita:Show()
self.baseframe.rodape.top_bg:Show()
self.baseframe.rodape.StatusBarLeftAnchor:Show()
self.baseframe.rodape.StatusBarCenterAnchor:Show()
self:ToolbarSide()
self:StretchButtonAnchor()
_detalhes.StatusBar:Show (self) --> mini displays widgets
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:SetFrameLevel (5) --> altura mais alta que os demais frames
baseframe.cabecalho.fechar:SetPoint ("bottomright", baseframe, "topright", 5, -6) --> seta o ponto dele fixando no base frame
baseframe.cabecalho.fechar:SetScript ("OnClick", function()
baseframe.cabecalho.fechar:Disable()
instancia:DesativarInstancia()
--> não há mais instâncias abertas, então manda msg alertando
if (_detalhes.opened_windows == 0) then
print (Loc ["STRING_CLOSEALL"])
end
end)
baseframe.cabecalho.fechar.instancia = instancia
baseframe.cabecalho.fechar:SetText ("x")
baseframe.cabecalho.fechar:SetScript ("OnEnter", botao_fechar_on_enter)
baseframe.cabecalho.fechar:SetScript ("OnLeave", botao_fechar_on_leave)
--> bola do canto esquedo superior --> primeiro criar a armação para apoiar as texturas
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)
--> icone do atributo
baseframe.cabecalho.atributo_icon = _detalhes.listener:CreateTexture (nil, "artwork")
local icon_anchor = _detalhes.skins ["Default Skin"].icon_anchor_main
baseframe.cabecalho.atributo_icon:SetPoint ("topright", baseframe.cabecalho.ball_point, "topright", icon_anchor[1], icon_anchor[2])
baseframe.cabecalho.atributo_icon:SetTexture (DEFAULT_SKIN)
baseframe.cabecalho.atributo_icon:SetWidth (32)
baseframe.cabecalho.atributo_icon:SetHeight (32)
--> bola overlay
baseframe.cabecalho.ball = _detalhes.listener:CreateTexture (nil, "overlay")
baseframe.cabecalho.ball:SetPoint ("bottomleft", baseframe, "topleft", -107, 0)
baseframe.cabecalho.ball:SetWidth (128)
baseframe.cabecalho.ball:SetHeight (128)
baseframe.cabecalho.ball:SetTexture (DEFAULT_SKIN)
baseframe.cabecalho.ball:SetTexCoord (unpack (COORDS_LEFT_BALL))
--> emenda
baseframe.cabecalho.emenda = baseframe:CreateTexture (nil, "overlay")
baseframe.cabecalho.emenda:SetPoint ("bottomleft", baseframe.cabecalho.ball, "bottomright")
baseframe.cabecalho.emenda:SetWidth (8)
baseframe.cabecalho.emenda:SetHeight (128)
baseframe.cabecalho.emenda:SetTexture (DEFAULT_SKIN)
baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR))
baseframe.cabecalho.atributo_icon:Hide()
baseframe.cabecalho.ball:Hide()
--> bola do canto direito superior
baseframe.cabecalho.ball_r = baseframe:CreateTexture (nil, "background")
baseframe.cabecalho.ball_r:SetPoint ("bottomright", baseframe, "topright", 96, 0)
baseframe.cabecalho.ball_r:SetWidth (128)
baseframe.cabecalho.ball_r:SetHeight (128)
baseframe.cabecalho.ball_r:SetTexture (DEFAULT_SKIN)
baseframe.cabecalho.ball_r:SetTexCoord (unpack (COORDS_RIGHT_BALL))
--> barra centro
baseframe.cabecalho.top_bg = baseframe:CreateTexture (nil, "background")
baseframe.cabecalho.top_bg:SetPoint ("left", baseframe.cabecalho.emenda, "right", 0, 0)
baseframe.cabecalho.top_bg:SetPoint ("right", baseframe.cabecalho.ball_r, "left")
baseframe.cabecalho.top_bg:SetTexture (DEFAULT_SKIN)
baseframe.cabecalho.top_bg:SetTexCoord (unpack (COORDS_TOP_BACKGROUND))
baseframe.cabecalho.top_bg:SetWidth (512)
baseframe.cabecalho.top_bg:SetHeight (128)
--> frame invisível
baseframe.UPFrame = CreateFrame ("frame", nil, baseframe)
baseframe.UPFrame:SetPoint ("left", baseframe.cabecalho.ball, "right", 0, -53)
baseframe.UPFrame:SetPoint ("right", baseframe.cabecalho.ball_r, "left", 0, -53)
baseframe.UPFrame:SetHeight (20)
baseframe.UPFrame:Show()
baseframe.UPFrame:EnableMouse (true)
baseframe.UPFrame:SetMovable (true)
baseframe.UPFrame:SetResizable (true)
BGFrame_scripts (baseframe.UPFrame, baseframe, instancia)
-- botões
-------------------------------------------------------------------------------------------------------------------------------------------------
local CoolTip = _G.GameCooltip
--> SELEÇÃO DO MODO ----------------------------------------------------------------------------------------------------------------------------------------------------
baseframe.cabecalho.modo_selecao = gump:NewButton (baseframe, nil, "DetailsModeButton"..instancia.meu_id, nil, 16, 16, _detalhes.empty_function, nil, nil, [[Interface\GossipFrame\HealerGossipIcon]])
baseframe.cabecalho.modo_selecao:SetPoint ("bottomleft", baseframe.cabecalho.ball, "bottomright", instancia.menu_anchor [1], instancia.menu_anchor [2])
baseframe.cabecalho.modo_selecao:SetFrameLevel (baseframe:GetFrameLevel()+5)
--> Generating Cooltip menu from table template
local modeMenuTable = {
{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_HELP_MODEGROUP"], type = 2},
{icon = [[Interface\TUTORIALFRAME\TutorialFrame-QuestionMark]], type = 2, width = 16, height = 16, l = 8/64, r = 1 - (8/64), t = 8/64, b = 1 - (8/64)},
{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_HELP_MODEALL"], type = 2},
{icon = [[Interface\TUTORIALFRAME\TutorialFrame-QuestionMark]], type = 2, width = 16, height = 16, l = 8/64, r = 1 - (8/64), t = 8/64, b = 1 - (8/64)},
{text = Loc ["STRING_MODE_SELF"] .. " (|cffa0a0a0" .. Loc ["STRING_MODE_PLUGINS"] .. "|r)"},
{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_HELP_MODESELF"], type = 2},
{icon = [[Interface\TUTORIALFRAME\TutorialFrame-QuestionMark]], type = 2, width = 16, height = 16, l = 8/64, r = 1 - (8/64), t = 8/64, b = 1 - (8/64)},
{text = Loc ["STRING_MODE_RAID"] .. " (|cffa0a0a0" .. Loc ["STRING_MODE_PLUGINS"] .. "|r)"},
{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_HELP_MODERAID"], type = 2},
{icon = [[Interface\TUTORIALFRAME\TutorialFrame-QuestionMark]], type = 2, width = 16, height = 16, l = 8/64, r = 1 - (8/64), t = 8/64, b = 1 - (8/64)},
{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},
}
--> Cooltip raw method for enter/leave show/hide
baseframe.cabecalho.modo_selecao:SetScript ("OnEnter", function (self)
--gump:Fade (baseframe.button_stretch, "alpha", 0.3)
OnEnterMainWindow (instancia, self, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (false)
end
_G.GameCooltip.buttonOver = true
baseframe.cabecalho.button_mouse_over = true
local passou = 0
if (_G.GameCooltip.active) then
passou = 0.15
end
local checked
if (instancia.modo == 1) then
checked = 3
elseif (instancia.modo == 2) then
checked = 1
elseif (instancia.modo == 3) then
checked = 2
elseif (instancia.modo == 4) then
checked = 4
end
parameters_table [1] = instancia
parameters_table [2] = passou
parameters_table [3] = checked
parameters_table [4] = modeMenuTable
self:SetScript ("OnUpdate", build_mode_list)
end)
baseframe.cabecalho.modo_selecao:SetScript ("OnLeave", function (self)
OnLeaveMainWindow (instancia, self, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (true)
end
_G.GameCooltip.buttonOver = false
baseframe.cabecalho.button_mouse_over = false
if (_G.GameCooltip.active) then
parameters_table [2] = 0
self:SetScript ("OnUpdate", on_leave_menu)
else
self:SetScript ("OnUpdate", nil)
end
end)
--> SELECIONAR O SEGMENTO ----------------------------------------------------------------------------------------------------------------------------------------------------
baseframe.cabecalho.segmento = gump:NewButton (baseframe, nil, "DetailsSegmentButton"..instancia.meu_id, nil, 16, 16, _detalhes.empty_function, nil, nil, [[Interface\GossipFrame\TrainerGossipIcon]])
baseframe.cabecalho.segmento:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)
baseframe.cabecalho.segmento:SetHook ("OnMouseUp", function (button, buttontype)
if (buttontype == "LeftButton") then
local segmento_goal = instancia.segmento + 1
if (segmento_goal > segments_used) then
segmento_goal = -1
elseif (segmento_goal > _detalhes.segments_amount) then
segmento_goal = -1
end
local total_shown = segments_filled+2
local goal = segmento_goal+1
local select_ = math.abs (goal - total_shown)
GameCooltip:Select (1, select_)
return instancia:TrocaTabela (segmento_goal)
elseif (buttontype == "RightButton") then
local segmento_goal = instancia.segmento - 1
if (segmento_goal < -1) then
segmento_goal = segments_used
end
local total_shown = segments_filled+2
local goal = segmento_goal+1
local select_ = math.abs (goal - total_shown)
GameCooltip:Select (1, select_)
return instancia:TrocaTabela (segmento_goal)
elseif (buttontype == "MiddleButton") then
local segmento_goal = 0
local total_shown = segments_filled+2
local goal = segmento_goal+1
local select_ = math.abs (goal - total_shown)
GameCooltip:Select (1, select_)
return instancia:TrocaTabela (segmento_goal)
end
end)
baseframe.cabecalho.segmento:SetPoint ("left", baseframe.cabecalho.modo_selecao, "right", 0, 0)
--> Cooltip raw method for show/hide onenter/onhide
baseframe.cabecalho.segmento:SetScript ("OnEnter", function (self)
--gump:Fade (baseframe.button_stretch, "alpha", 0.3)
OnEnterMainWindow (instancia, self, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (false)
end
_G.GameCooltip.buttonOver = true
baseframe.cabecalho.button_mouse_over = true
local passou = 0
if (_G.GameCooltip.active) then
passou = 0.15
end
parameters_table [1] = instancia
parameters_table [2] = passou
self:SetScript ("OnUpdate", build_segment_list)
end)
--> Cooltip raw method
baseframe.cabecalho.segmento:SetScript ("OnLeave", function (self)
--gump:Fade (baseframe.button_stretch, -1)
OnLeaveMainWindow (instancia, self, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (true)
end
_G.GameCooltip.buttonOver = false
baseframe.cabecalho.button_mouse_over = false
if (_G.GameCooltip.active) then
parameters_table [2] = 0
self:SetScript ("OnUpdate", on_leave_menu)
else
self:SetScript ("OnUpdate", nil)
end
end)
--> SELECIONAR O ATRIBUTO ----------------------------------------------------------------------------------------------------------------------------------------------------
baseframe.cabecalho.atributo = gump:NewDetailsButton (baseframe, _, instancia, instancia.TrocaTabela, instancia, -3, 16, 16, [[Interface\AddOns\Details\images\sword]])
baseframe.cabecalho.atributo:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)
baseframe.cabecalho.atributo:SetPoint ("left", baseframe.cabecalho.segmento.widget, "right", 0, 0)
--> Cooltip automatic method through Injection
--> First we declare the function which will build the menu
local BuildAttributeMenu = function()
if (_detalhes.solo and _detalhes.solo == instancia.meu_id) then
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 (self)
baseframe.cabecalho.button_mouse_over = true;
OnEnterMainWindow (instancia, baseframe.cabecalho.atributo, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (false)
end
end,
OnLeaveFunc = function (self)
baseframe.cabecalho.button_mouse_over = false;
OnLeaveMainWindow (instancia, baseframe.cabecalho.atributo, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (true)
end
end,
FixedValue = instancia,
ShowSpeed = 0.15,
Options = function()
if (instancia.consolidate) then
return {Anchor = instancia.consolidateFrame, MyAnchor = "topleft", RelativeAnchor = "topright", TextSize = _detalhes.font_sizes.menus}
else
if (instancia.toolbar_side == 1) then --top
return {TextSize = _detalhes.font_sizes.menus}
elseif (instancia.toolbar_side == 2) then --bottom
return {TextSize = _detalhes.font_sizes.menus, HeightAnchorMod = -7}
end
end
end}
--> install cooltip
_G.GameCooltip:CoolTipInject (baseframe.cabecalho.atributo)
--> REPORTAR ----------------------------------------------------------------------------------------------------------------------------------------------------
baseframe.cabecalho.report = gump:NewDetailsButton (baseframe, _, instancia, _detalhes.Reportar, instancia, nil, 16, 16, [[Interface\COMMON\VOICECHAT-ON]])
baseframe.cabecalho.report:SetPoint ("left", baseframe.cabecalho.atributo, "right", -6, 0)
baseframe.cabecalho.report:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)
baseframe.cabecalho.report:SetScript ("OnEnter", function (self)
OnEnterMainWindow (instancia, self, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (false)
end
end)
baseframe.cabecalho.report:SetScript ("OnLeave", function (self)
OnLeaveMainWindow (instancia, self, 3)
if (instancia.desaturated_menu) then
self:GetNormalTexture():SetDesaturated (true)
end
end)
--> NOVA INSTANCIA ----------------------------------------------------------------------------------------------------------------------------------------------------
baseframe.cabecalho.novo = CreateFrame ("button", "DetailsInstanceButton"..instancia.meu_id, baseframe, "OptionsButtonTemplate")
baseframe.cabecalho.novo:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)
baseframe.cabecalho.novo:SetWidth (30)
baseframe.cabecalho.novo:SetHeight (15)
baseframe.cabecalho.novo:SetPoint ("bottomright", baseframe, "topright", instancia.instance_button_anchor [1], instancia.instance_button_anchor [2])
baseframe.cabecalho.novo:SetScript ("OnClick", function() _detalhes:CriarInstancia (_, true); _G.GameCooltip: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)
_G.GameCooltip: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]
if (SoloInfo) then
CoolTip:AddMenu (1, OnClickNovoMenu, index, nil, nil, "#".. index .. " " .. SoloInfo [1], _, true)
CoolTip:AddIcon (SoloInfo [2], 1, 1, 20, 20, 0, 1, 0, 1)
else
CoolTip:AddMenu (1, OnClickNovoMenu, index, nil, nil, "#".. index .. " Unknown Plugin", _, true)
end
elseif (modo == 4) then --raid
atributo = _detalhes.RaidTables.Mode or 1
local RaidInfo = _detalhes.RaidTables.Menu [atributo]
if (RaidInfo) then
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 .. " Unknown Plugin", _, true)
end
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",
--> how much time wait with mouse over the frame until cooltip show up
ShowSpeed = 0.15,
--> will call for build menu
BuildFunc = BuildClosedInstanceMenu,
--> a hook for OnEnterScript
OnEnterFunc = function() OnEnterMainWindow (instancia, baseframe.cabecalho.novo, 3) end,
--> a hook for OnLeaveScript
OnLeaveFunc = function() OnLeaveMainWindow (instancia, baseframe.cabecalho.novo, 3) end,
--> default message if there is no option avaliable
Default = Loc ["STRING_NOCLOSED_INSTANCES"],
--> instancia is the first parameter sent after click, before parameters
FixedValue = instancia,
Options = function()
if (instancia.toolbar_side == 1) then --top
return {TextSize = 10, NoLastSelectedBar = true}
elseif (instancia.toolbar_side == 2) then --bottom
return {HeightAnchorMod = -7, TextSize = 10, NoLastSelectedBar = true}
end
end
}
--> Inject
_G.GameCooltip: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
--print (instancia.baseframe, instancia.baseframe:GetObjectType())
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", "DetailsResetButton1", baseframe, "UIPanelButtonTemplate")
_detalhes.ResetButton:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)
_detalhes.ResetButton:SetWidth (50)
_detalhes.ResetButton:SetHeight (12)
_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)
local lower_instance = _detalhes:GetLowerInstanceNumber()
if (lower_instance) then
OnEnterMainWindow (_detalhes:GetInstance (lower_instance), self, 3)
end
end)
_detalhes.ResetButton:SetScript ("OnLeave", function (self)
local lower_instance = _detalhes:GetLowerInstanceNumber()
if (lower_instance) then
OnLeaveMainWindow (_detalhes:GetInstance (lower_instance), self, 3)
end
if (_G.GameCooltip.active) then
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not _G.GameCooltip.mouse_over and not _G.GameCooltip.button_over) then
_G.GameCooltip:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end)
else
self:SetScript ("OnUpdate", nil)
end
end)
----------------> small button
_detalhes.ResetButton2 = CreateFrame ("button", "DetailsResetButton2", 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 ("DetailsResetButton2Text2", "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)
local lower_instance = _detalhes:GetLowerInstanceNumber()
if (lower_instance) then
OnEnterMainWindow (_detalhes:GetInstance (lower_instance), self, 3)
end
end)
_detalhes.ResetButton2:SetScript ("OnLeave", function (self)
local lower_instance = _detalhes:GetLowerInstanceNumber()
if (lower_instance) then
OnLeaveMainWindow (_detalhes:GetInstance (lower_instance), self, 3)
end
if (_G.GameCooltip.active) then
local passou = 0
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
if (not _G.GameCooltip.mouse_over and not _G.GameCooltip.button_over) then
_G.GameCooltip:ShowMe (false)
end
self:SetScript ("OnUpdate", nil)
end
end)
else
self:SetScript ("OnUpdate", nil)
end
end)
end
--> fim botão reset
--> Botão de Ajuda ----------------------------------------------------------------------------------------------------------------------------------------------------
if (instancia.meu_id == 1 and _detalhes.tutorial.logons < 3) then
--> help button
local helpButton = CreateFrame ("button", "DetailsMainWindowHelpButton", baseframe, "MainHelpPlateButton")
helpButton:SetWidth (28)
helpButton:SetHeight (28)
helpButton.I:SetWidth (22)
helpButton.I:SetHeight (22)
helpButton.Ring:SetWidth (28)
helpButton.Ring:SetHeight (28)
helpButton.Ring:SetPoint ("center", 5, -6)
helpButton:SetPoint ("topright", baseframe, "topleft", 37, 37)
helpButton:SetFrameLevel (0)
helpButton:SetFrameStrata ("LOW")
local mainWindowHelp = {
FramePos = {x = 0, y = 10},
FrameSize = {width = 300, height = 85},
--> modo, segmento e atributo
[1] ={HighLightBox = {x = 25, y = 10, width = 60, height = 20},
ButtonPos = { x = 32, y = 40},
ToolTipDir = "right",
ToolTipText = Loc ["STRING_HELP_MENUS"]
},
--> delete
[2] ={HighLightBox = {x = 195, y = 10, width = 47, height = 20},
ButtonPos = { x = 197, y = 5},
ToolTipDir = "left",
ToolTipText = Loc ["STRING_HELP_ERASE"]
},
--> menu da instancia
[3] ={HighLightBox = {x = 244, y = 10, width = 30, height = 20},
ButtonPos = { x = 237, y = 5},
ToolTipDir = "right",
ToolTipText = Loc ["STRING_HELP_INSTANCE"]
},
--> stretch
[4] ={HighLightBox = {x = 244, y = 30, width = 30, height = 20},
ButtonPos = { x = 237, y = 57},
ToolTipDir = "right",
ToolTipText = Loc ["STRING_HELP_STRETCH"]
},
--> status bar
[5] ={HighLightBox = {x = 0, y = -101, width = 300, height = 20},
ButtonPos = { x = 126, y = -88},
ToolTipDir = "left",
ToolTipText = Loc ["STRING_HELP_STATUSBAR"]
},
--> switch menu
[6] ={HighLightBox = {x = 0, y = -10, width = 300, height = 95},
ButtonPos = { x = 127, y = -37},
ToolTipDir = "left",
ToolTipText = Loc ["STRING_HELP_SWITCH"]
},
--> resizer
[7] ={HighLightBox = {x = 250, y = -81, width = 50, height = 20},
ButtonPos = { x = 253, y = -52},
ToolTipDir = "right",
ToolTipText = Loc ["STRING_HELP_RESIZE"]
},
}
helpButton:SetScript ("OnClick", function()
if (not HelpPlate_IsShowing (mainWindowHelp)) then
instancia:SetSize (300, 95)
HelpPlate_Show (mainWindowHelp, baseframe, helpButton, true)
else
HelpPlate_Hide (true)
end
end)
end
---------> 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", 6, 2)
consolidateFrame:SetPoint ("bottom", consolidateButton, "top", 3, 0)
local normal_texture = consolidateButton:CreateTexture (nil, "overlay")
normal_texture:SetTexture ([[Interface\GossipFrame\HealerGossipIcon]])
normal_texture:SetVertexColor (.9, .8, 0)
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 _G.GameCooltip.active and not baseframe.cabecalho.button_mouse_over) then
consolidateFrame:Hide()
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:SetBlendMode ("ADD")
self:SetScript ("OnUpdate", function (self, elapsed)
passou = passou+elapsed
if (passou > 0.3) then
consolidateFrame:SetPoint ("bottom", self, "top", 3, 0)
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 _G.GameCooltip.active) then
consolidateFrame:Hide()
normal_texture:SetBlendMode ("BLEND")
end
self:SetScript ("OnUpdate", nil)
end
end)
end)
end