
--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 tok_functions = _detalhes.ToKFunctions

--constants
local baseframe_strata = "LOW"
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\classic_skin]]
	
	--local COORDS_LEFT_BALL = {0.15673828125, 0.27978515625, 0.08251953125, 0.20556640625} -- 160 84 287 211 (updated)
	--local COORDS_LEFT_BALL = {0.15576171875, 0.27978515625, 0.08251953125, 0.20556640625} -- 160 84 287 211 (updated)
	local COORDS_LEFT_BALL = {0.15625, 0.2802734375, 0.08203125, 0.2060546875} -- 160 287 84 211
	
	--local COORDS_LEFT_CONNECTOR = {0.29541015625, 0.30126953125, 0.08251953125, 0.20556640625} --302 84 309 211 (updated)
	local COORDS_LEFT_CONNECTOR = {0.294921875, 0.3017578125, 0.08203125, 0.2060546875} --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_LEFT_CONNECTOR_NO_ICON = {0.587890625+0.00048828125, 0.5947265625, 0.08203125, 0.2060546875} -- 602 609 x 84 211

	--local COORDS_TOP_BACKGROUND = {0.15673828125, 0.65478515625, 0.22314453125, 0.34619140625} -- 160 228 671 355 (updated)
	local COORDS_TOP_BACKGROUND = {0.15625, 0.6552734375, 0.22265625, 0.3466796875} -- 160 671 x 228 355
	
	--local COORDS_RIGHT_BALL = {0.31591796875, 0.43994140625, 0.08251953125, 0.20556640625} --324 84 451 211 (updated)
	--local COORDS_RIGHT_BALL = {0.3154296875+0.00048828125, 0.439453125+0.00048828125, 0.08203125, 0.2060546875-0.00048828125} --323 84 450 211 (updated)
	local COORDS_RIGHT_BALL = {0.3154296875, 0.439453125, 0.08203125, 0.2060546875} -- 323 450 x 84 211
	
	--local COORDS_LEFT_BALL_NO_ICON = {0.44970703125, 0.57275390625, 0.08251953125, 0.20556640625} --460 84 587 211 (updated)
	--local COORDS_LEFT_BALL_NO_ICON = {0.44921875, 0.57421875, 0.08203125, 0.20703125} --460 84 588 212 (updated)
	--local COORDS_LEFT_BALL_NO_ICON = {0.44970703125, 0.57275390625, 0.08251953125, 0.20556640625} --460 84 587 211 (updated) 588 212
	local COORDS_LEFT_BALL_NO_ICON = {0.44921875, 0.5732421875, 0.08203125, 0.2060546875} -- 460 587 84 211

	--local COORDS_LEFT_SIDE_BAR = {0.76611328125, 0.82763671875, 0.00244140625, 0.50146484375} -- 784 2 848 514 (updated)
	local COORDS_LEFT_SIDE_BAR = {0.765625, 0.828125, 0.001953125, 0.501953125} -- 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_RIGHT_SIDE_BAR = {0.7001953125, 0.763671875, 0.00244140625, 0.50146484375} -- 717 2 781 514 (updated)
	--local COORDS_RIGHT_SIDE_BAR = {0.7001953125+0.00048828125, 0.76171875, 0.001953125, 0.5009765625} -- --717 2 780 513
	local COORDS_RIGHT_SIDE_BAR = {0.7001953125, 0.7626953125, 0.001953125, 0.501953125} -- --717 2 781 513
	
	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_STRETCH = {0.0009765625, 0.03125, 0.2138671875, 0.228515625} -- 1 32 219 234
	
	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)

	instancia.is_interacting = false
	instancia:SetMenuAlpha (nil, nil, nil, nil, true)
	instancia:SetAutoHideMenu (nil, nil, true)
	
	if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then

		--> resizes, lock and ungroup buttons
		if (not _detalhes.disable_lock_ungroup_buttons) then
			instancia.baseframe.resize_direita:SetAlpha (0)
			instancia.baseframe.resize_esquerda:SetAlpha (0)
			instancia.baseframe.lock_button:SetAlpha (0)
			instancia.break_snap_button:SetAlpha (0)
		end
		
		--> stretch button
		gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0)
	
	elseif (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and instancia.baseframe.isLocked) then
	
		--> resizes, lock and ungroup buttons
		if (not _detalhes.disable_lock_ungroup_buttons) then
			instancia.baseframe.lock_button:SetAlpha (0)
			instancia.break_snap_button:SetAlpha (0)
		end
		
		gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0)
		
	end
end
_detalhes.OnLeaveMainWindow = OnLeaveMainWindow

local function OnEnterMainWindow (instancia, self)

	instancia.is_interacting = true
	instancia:SetMenuAlpha (nil, nil, nil, nil, true)
	instancia:SetAutoHideMenu (nil, nil, true)
	instancia.last_interaction = _detalhes._tempo or time()

	if (instancia.baseframe:GetFrameLevel() > instancia.rowframe:GetFrameLevel()) then
		instancia.rowframe:SetFrameLevel (instancia.baseframe:GetFrameLevel())
	end
	
	if (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not instancia.baseframe.isLocked) then

		--> resize, lock and ungroup buttons
		if (not _detalhes.disable_lock_ungroup_buttons) then
			instancia.baseframe.resize_direita:SetAlpha (1)
			instancia.baseframe.resize_esquerda:SetAlpha (1)
			instancia.baseframe.lock_button:SetAlpha (1)
			
			--> ungroup
			for _, instancia_id in _pairs (instancia.snap) do
				if (instancia_id) then
					instancia.break_snap_button:SetAlpha (1)
					break
				end
			end
		end
		
		--> stretch button
		if (not _detalhes.disable_stretch_button) then
			gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0.6)
		end
		
	elseif (instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and instancia.baseframe.isLocked) then
	
		if (not _detalhes.disable_lock_ungroup_buttons) then
			instancia.baseframe.lock_button:SetAlpha (1)

			--> ungroup
			for _, instancia_id in _pairs (instancia.snap) do
				if (instancia_id) then
					instancia.break_snap_button:Show()
					instancia.break_snap_button:SetAlpha (1)
					break
				end
			end
		end
		
		if (not _detalhes.disable_stretch_button) then
			gump:Fade (instancia.baseframe.button_stretch, "ALPHA", 0.6)
		end
	end
end
_detalhes.OnEnterMainWindow = OnEnterMainWindow

local function VPL (instancia, esta_instancia)
	--> conferir esquerda
	if (instancia.ponto4.x-0.5 < 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 + 100 and instancia.ponto4.y > esta_instancia.ponto1.y - 100) 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 * instancia.window_scale) < esta_instancia.ponto2.y - (16 * esta_instancia.window_scale)) then --> a janela esta em baixo
		if (instancia.ponto1.x > esta_instancia.ponto2.x-100 and instancia.ponto1.x < esta_instancia.ponto2.x+100) then --> a janela esta a 20 pixels de distância para a esquerda ou para a direita
			if (instancia.ponto1.y+(20 * instancia.window_scale) > esta_instancia.ponto2.y - (36 * esta_instancia.window_scale)) 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+0.5 > 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 + 100 and instancia.ponto2.y > esta_instancia.ponto3.y - 100) 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 * instancia.window_scale) > esta_instancia.ponto4.y + (20 * esta_instancia.window_scale)) then --> a janela esta em cima
		if (instancia.ponto3.x > esta_instancia.ponto4.x-100 and instancia.ponto3.x < esta_instancia.ponto4.x+100) then --> a janela esta a 20 pixels de distância para a esquerda ou para a direita
			if (esta_instancia.ponto4.y+(40 * esta_instancia.window_scale) > instancia.ponto3.y - (16 * instancia.window_scale)) then
				return 4
			end
		end
	end
	return nil
end

_detalhes.VPT, _detalhes.VPR, _detalhes.VPB, _detalhes.VPL = VPT, VPR, VPB, VPL

local color_red = {1, 0.2, 0.2}
local color_green = {0.2, 1, 0.2}

local update_line = function (self, target_frame)

	--> based on weak auras frame movement code
	--local selfX, selfY = target_frame:GetCenter()
	local selfX, selfY = target_frame.instance:GetPositionOnScreen()
	--local anchorX, anchorY = self:GetCenter()
	local anchorX, anchorY = self.instance:GetPositionOnScreen()
	
	selfX, selfY = selfX or 0, selfY or 0
	anchorX, anchorY = anchorX or 0, anchorY or 0
	
	local dX = selfX - anchorX
	local dY = selfY - anchorY
	local distance = sqrt (dX^2 + dY^2)

	local angle = atan2(dY, dX)
	local numInterim = floor(distance/40)
    
	local guide_balls = _detalhes.guide_balls
	if (not guide_balls) then
		_detalhes.guide_balls = {}
		guide_balls = _detalhes.guide_balls
	end
    
	for index, ball in ipairs (guide_balls) do
		ball:Hide()
	end
	
	self.instance:AtualizaPontos()
	target_frame.instance:AtualizaPontos()
	
	local color = color_red
	local _R, _T, _L, _B = VPL (self.instance, target_frame.instance), VPB (self.instance, target_frame.instance), VPR (self.instance, target_frame.instance), VPT (self.instance, target_frame.instance)
	if (_R or _T or _L or _B) then
		color = color_green
	end

	for i = 0, numInterim do
		local x = (distance - (i * 40)) * cos (angle)
		local y = (distance - (i * 40)) * sin (angle)

		local ball = guide_balls [i]
		if (not ball) then
			ball = _detalhes.overlay_frame:CreateTexture (nil, "Overlay")
			ball:SetTexture ([[Interface\AddOns\Details\images\icons]])
			ball:SetSize (16, 16)
			ball:SetAlpha (0.3)
			ball:SetTexCoord (410/512, 426/512, 2/512, 18/512)
			tinsert (guide_balls, ball)
		end
		
		ball:ClearAllPoints()
		ball:SetPoint("CENTER", self, "CENTER", x, y) --baseframse center
		ball:Show()
		ball:SetVertexColor (unpack (color))
	end

end

local show_instance_ids = function()

	for id, instance in _detalhes:ListInstances() do
		if (instance:IsEnabled()) then
			local id_texture1 = instance.baseframe.id_texture1
			if (not id_texture1) then
				instance.baseframe.id_texture1 = instance.baseframe:CreateTexture (nil, "overlay")
				instance.baseframe.id_texture2 = instance.baseframe:CreateTexture (nil, "overlay")
				instance.baseframe.id_texture1:SetTexture ([[Interface\Timer\BigTimerNumbers]])
				instance.baseframe.id_texture2:SetTexture ([[Interface\Timer\BigTimerNumbers]])
			end
			
			local h = instance.baseframe:GetHeight() * 0.80
			instance.baseframe.id_texture1:SetSize (h, h)
			instance.baseframe.id_texture2:SetSize (h, h)
			
			local id = instance:GetId()
			
			local first, second = _math_floor (id/10), _math_floor (id%10)
			
			if (id >= 10) then
				instance.baseframe.id_texture1:SetPoint ("center", instance.baseframe, "center", -h/2/2, 0)
				instance.baseframe.id_texture2:SetPoint ("left", instance.baseframe.id_texture1, "right", -h/2, 0)
				
				first = first + 1
				local line = _math_ceil (first / 4)
				local x = ( first - ( (line-1) * 4 ) )  / 4
				local l, r, t, b = x-0.25, x, 0.33 * (line-1), 0.33 * line
				instance.baseframe.id_texture1:SetTexCoord (l, r, t, b)
				
				second = second + 1
				local line = _math_ceil (second / 4)
				local x = ( second - ( (line-1) * 4 ) )  / 4
				local l, r, t, b = x-0.25, x, 0.33 * (line-1), 0.33 * line
				instance.baseframe.id_texture2:SetTexCoord (l, r, t, b)
				
				instance.baseframe.id_texture1:Show()
				instance.baseframe.id_texture2:Show()
			else
				instance.baseframe.id_texture1:SetPoint ("center", instance.baseframe, "center")
				
				second = second + 1
				local line = _math_ceil (second / 4)
				local x = ( second - ( (line-1) * 4 ) )  / 4
				local l, r, t, b = x-0.25, x, 0.33 * (line-1), 0.33 * line
				instance.baseframe.id_texture1:SetTexCoord (l, r, t, b)
				
				instance.baseframe.id_texture1:Show()
				instance.baseframe.id_texture2:Hide()
			end

		end
	end
	
end

local tempo_movendo, precisa_ativar, instancia_alvo, tempo_fades, nao_anexados, flash_bounce, start_draw_lines, instance_ids_shown, need_show_group_guide

local movement_onupdate = function (self, elapsed) 

		if (start_draw_lines and start_draw_lines > 0.95) then
			update_line (self, instancia_alvo.baseframe)
		elseif (start_draw_lines) then
			start_draw_lines = start_draw_lines + elapsed
		end

		if (instance_ids_shown and instance_ids_shown > 0.95) then
			show_instance_ids()
			instance_ids_shown = nil
			
			if (need_show_group_guide) then
				_detalhes.MicroButtonAlert.Text:SetText (Loc ["STRING_WINDOW1ATACH_DESC"])
				_detalhes.MicroButtonAlert:SetPoint ("bottom", need_show_group_guide.baseframe, "top", 0, 30)
				_detalhes.MicroButtonAlert:SetHeight (320)
				_detalhes.MicroButtonAlert:Show()
			
				need_show_group_guide = nil
			end
		elseif (instance_ids_shown) then
			instance_ids_shown = instance_ids_shown + elapsed
		end
		
		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
			
				if (flash_bounce == 0) then
				
					flash_bounce = 1

					local tem_livre = false
					
					for lado, livre in _ipairs (nao_anexados) do
						if (livre) then
							if (lado == 1) then
							
								local texture = instancia_alvo.h_esquerda.texture
								texture:ClearAllPoints()
								
								if (instancia_alvo.toolbar_side == 1) then
									if (instancia_alvo.show_statusbar) then
										texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 20)
										texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, -14)
									else
										texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 20)
										texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, 0)
									end
								else
									if (instancia_alvo.show_statusbar) then
										texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 0)
										texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, -34)
									else
										texture:SetPoint ("topright", instancia_alvo.baseframe, "topleft", 0, 0)
										texture:SetPoint ("bottomright", instancia_alvo.baseframe, "bottomleft", 0, -20)
									end
								end
							
								instancia_alvo.h_esquerda:Flash (1, 1, 2.0, false, 0, 0)
								tem_livre = true
								
							elseif (lado == 2) then
							
							
								local texture = instancia_alvo.h_baixo.texture
								texture:ClearAllPoints()
							
								if (instancia_alvo.toolbar_side == 1) then
									if (instancia_alvo.show_statusbar) then
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, -14)
										texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, -14)
									else
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, 0)
										texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, 0)
									end
								else
									if (instancia_alvo.show_statusbar) then
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, -34)
										texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, -34)
									else
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "bottomleft", 0, -20)
										texture:SetPoint ("topright", instancia_alvo.baseframe, "bottomright", 0, -20)
									end
								end
							
								instancia_alvo.h_baixo:Flash (1, 1, 2.0, false, 0, 0)
								tem_livre = true
								
							elseif (lado == 3) then
							
								local texture = instancia_alvo.h_direita.texture
								texture:ClearAllPoints()
								
								if (instancia_alvo.toolbar_side == 1) then
									if (instancia_alvo.show_statusbar) then
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 20)
										texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, -14)
									else
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 20)
										texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, 0)
									end
								else
									if (instancia_alvo.show_statusbar) then
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 0)
										texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, -34)
									else
										texture:SetPoint ("topleft", instancia_alvo.baseframe, "topright", 0, 0)
										texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "bottomright", 0, -20)
									end
								end
							
								instancia_alvo.h_direita:Flash (1, 1, 2.0, false, 0, 0)
								tem_livre = true
								
							elseif (lado == 4) then
							
								local texture = instancia_alvo.h_cima.texture
								texture:ClearAllPoints()
								
								if (instancia_alvo.toolbar_side == 1) then
									texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "topleft", 0, 20)
									texture:SetPoint ("bottomright", instancia_alvo.baseframe, "topright", 0, 20)
								else
									texture:SetPoint ("bottomleft", instancia_alvo.baseframe, "topleft", 0, 0)
									texture:SetPoint ("bottomright", instancia_alvo.baseframe, "topright", 0, 0)
								end
							
								instancia_alvo.h_cima:Flash (1, 1, 2.0, false, 0, 0)
								tem_livre = true
								
							end
						end
					end
					
					if (tem_livre) then
						if (not _detalhes.snap_alert.playing) then
							instancia_alvo:SnapAlert()
							_detalhes.snap_alert.playing = true
							
							_detalhes.MicroButtonAlert.Text:SetText (string.format (Loc ["STRING_ATACH_DESC"], self.instance.meu_id, instancia_alvo.meu_id))
							_detalhes.MicroButtonAlert:SetPoint ("bottom", instancia_alvo.baseframe.cabecalho.modo_selecao.widget, "top", 0, 18)
							_detalhes.MicroButtonAlert:SetHeight (200)
							_detalhes.MicroButtonAlert:Show()
						end
					end
				end
				
				tempo_movendo = 1
			else
				self:SetScript ("OnUpdate", nil)
				tempo_movendo = 1
			end
			
		elseif (tempo_movendo) then
			tempo_movendo = tempo_movendo - elapsed
		end
	end

local function move_janela (baseframe, iniciando, instancia, just_updating)

	instancia_alvo = _detalhes.tabela_instancias [instancia.meu_id-1]
	if (_detalhes.disable_window_groups) then
		instancia_alvo = nil
	end
	
	if (iniciando) then

		if (baseframe.isMoving) then
			--> ja esta em movimento
			return
		end
	
		baseframe.isMoving = true
		instancia:BaseFrameSnap()
		baseframe:StartMoving()
		
		local group = instancia:GetInstanceGroup()
		for _, this_instance in _ipairs (group) do
			this_instance.baseframe:SetClampRectInsets (0, 0, 0, 0)
			this_instance.isMoving = true
		end
		
		local _, ClampLeft, ClampRight = instancia:InstanciasHorizontais()
		local _, ClampBottom, ClampTop = instancia:InstanciasVerticais()
		
		baseframe:SetClampRectInsets (-ClampLeft, ClampRight, ClampTop, -ClampBottom)

		if (instancia_alvo and (instancia_alvo.ativa or not just_updating)) then
		
			tempo_fades = 1.0
			nao_anexados = {true, true, true, true}
			tempo_movendo = 1
			flash_bounce = 0
			instance_ids_shown = 0
			start_draw_lines = 0
			need_show_group_guide = nil
			
			for lado, snap_to in _pairs (instancia_alvo.snap) do
				if (snap_to == instancia.meu_id) then
					start_draw_lines = false
				end
			end
			
			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

				local lower_instance = _detalhes:GetLowerInstanceNumber()
				--print (lower_instance, instancia_alvo.meu_id, DEATHGRAPHICS_BUTTON:GetParent():GetName())
			
				instancia_alvo:RestauraJanela (instancia_alvo.meu_id, true)
				if (instancia_alvo:IsSoloMode()) then
					_detalhes.SoloTables:switch()
				end
				
				instancia_alvo.ativa = false
				
				instancia_alvo:SaveMainWindowPosition()
				instancia_alvo:RestoreMainWindowPosition()
				
				gump:Fade (instancia_alvo.baseframe, 1)
				gump:Fade (instancia_alvo.rowframe, 1)
				gump:Fade (instancia_alvo.baseframe.cabecalho.ball, 1)
				
				need_start = false
			end
			
			baseframe:SetScript ("OnUpdate", movement_onupdate)
		else
			--> eh a instancia 1
			local got_snap
			for side, instance_id in _pairs (instancia.snap) do
				if (instance_id) then
					got_snap = true
				end
			end
			
			need_show_group_guide = nil
			
			if (not got_snap) then
				need_show_group_guide = instancia
			end
			
			tempo_movendo = nil
			start_draw_lines = nil
			instance_ids_shown = 0
			baseframe:SetScript ("OnUpdate", movement_onupdate)
		end
		
	else

		baseframe:StopMovingOrSizing()
		baseframe.isMoving = false
		baseframe:SetScript ("OnUpdate", nil)

		if (_detalhes.guide_balls) then
			for index, ball in ipairs (_detalhes.guide_balls) do
				ball:Hide()
			end
		end
		
		for _, ins in _detalhes:ListInstances() do
			if (ins.baseframe) then
				ins.baseframe:SetUserPlaced (false)
				if (ins.baseframe.id_texture1) then
					ins.baseframe.id_texture1:Hide()
					ins.baseframe.id_texture2:Hide()
				end
			end
		end

		--baseframe:SetClampRectInsets (unpack (_detalhes.window_clamp))

		if (instancia_alvo and not instancia.do_not_snap and not instancia_alvo.do_not_snap) 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})
				
				--> tutorial
				if (not _detalhes:GetTutorialCVar ("WINDOW_GROUP_MAKING1")) then
					_detalhes:SetTutorialCVar ("WINDOW_GROUP_MAKING1", true)
					
					local group_tutorial = CreateFrame ("frame", "DetailsWindowGroupPopUp1", instancia.baseframe, "DetailsHelpBoxTemplate")
					group_tutorial.ArrowUP:Show()
					group_tutorial.ArrowGlowUP:Show()
					group_tutorial.Text:SetText (Loc ["STRING_MINITUTORIAL_WINDOWS1"])
					group_tutorial:SetPoint ("bottom", instancia_alvo.break_snap_button, "top", 0, 24)
					group_tutorial:Show()
					_detalhes.OnEnterMainWindow (instancia_alvo)
					
				end
			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

		--> salva pos de todas as janelas
		for _, ins in _ipairs (_detalhes.tabela_instancias) do
			if (ins:IsEnabled()) then
				ins:SaveMainWindowPosition()
				ins:RestoreMainWindowPosition()
			end
		end
		
		local group = instancia:GetInstanceGroup()
		for _, this_instance in _ipairs (group) do
			this_instance.isMoving = false
		end

		_detalhes.snap_alert.playing = false
		_detalhes.snap_alert.animIn:Stop()
		_detalhes.snap_alert.animOut:Play()
		_detalhes.MicroButtonAlert:Hide()

		if (instancia_alvo and instancia_alvo.ativa and instancia_alvo.baseframe) then
			instancia_alvo.h_esquerda:Stop()
			instancia_alvo.h_baixo:Stop()
			instancia_alvo.h_direita:Stop()
			instancia_alvo.h_cima:Stop()
		end
		
	end
end
_detalhes.move_janela_func = move_janela

local BGFrame_scripts_onenter = function (self)
	OnEnterMainWindow (self._instance, self)
end

local BGFrame_scripts_onleave = function (self)
	OnLeaveMainWindow (self._instance, self)
end

local BGFrame_scripts_onmousedown = function (self, button)
	-- /run Details.disable_stretch_from_toolbar = true
	if (self.is_toolbar and self._instance.baseframe.isLocked and button == "LeftButton" and not _detalhes.disable_stretch_from_toolbar) then
		return self._instance.baseframe.button_stretch:GetScript ("OnMouseDown") (self._instance.baseframe.button_stretch, "LeftButton")
	end

	if (self._instance.baseframe.isMoving) then
		move_janela (self._instance.baseframe, false, self._instance)
		self._instance:SaveMainWindowPosition()
		return
	end
	
	if (not self._instance.baseframe.isLocked and button == "LeftButton") then
		move_janela (self._instance.baseframe, true, self._instance)
		if (self.is_toolbar) then
			if (self._instance.attribute_text.enabled and self._instance.attribute_text.side == 1 and self._instance.toolbar_side == 1) then
				self._instance.menu_attribute_string:SetPoint ("bottomleft", self._instance.baseframe.cabecalho.ball, "bottomright", self._instance.attribute_text.anchor [1]+1, self._instance.attribute_text.anchor [2]-1)
			end
		end
	elseif (button == "RightButton") then
		if (_detalhes.switch.current_instancia and _detalhes.switch.current_instancia == self._instance) then
			_detalhes.switch:CloseMe()
		else
			_detalhes.switch:ShowMe (self._instance)
		end
	end
end

local BGFrame_scripts_onmouseup = function (self, button)

	if (self.is_toolbar and self._instance.baseframe.isLocked and button == "LeftButton") then
		if (DetailsWindowLockPopUp1 and DetailsWindowLockPopUp1:IsShown()) then
			_G ["DetailsWindowLockPopUp1"]:Hide()
		end
		return self._instance.baseframe.button_stretch:GetScript ("OnMouseUp") (self._instance.baseframe.button_stretch, "LeftButton")
	end
	
	if (self._instance.baseframe.isMoving) then
		move_janela (self._instance.baseframe, false, self._instance) --> novo movedor da janela
		self._instance:SaveMainWindowPosition()
		if (self.is_toolbar) then
			if (self._instance.attribute_text.enabled and self._instance.attribute_text.side == 1 and self._instance.toolbar_side == 1) then
				self._instance.menu_attribute_string:SetPoint ("bottomleft", self._instance.baseframe.cabecalho.ball, "bottomright", self._instance.attribute_text.anchor [1], self._instance.attribute_text.anchor [2])
			end
		end
	end
end

local function BGFrame_scripts (BG, baseframe, instancia)
	BG._instance = instancia
	BG:SetScript ("OnEnter", BGFrame_scripts_onenter)
	BG:SetScript ("OnLeave", BGFrame_scripts_onleave)
	BG:SetScript ("OnMouseDown", BGFrame_scripts_onmousedown)
	BG:SetScript ("OnMouseUp", BGFrame_scripts_onmouseup)
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 BFrame_scripts_onsizechange = function (self)
	self._instance:SaveMainWindowSize()
	self._instance:ReajustaGump()
	self._instance.oldwith = self:GetWidth()
	_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, self._instance)
end

local BFrame_scripts_onenter = function (self)
	OnEnterMainWindow (self._instance, self)
end

local BFrame_scripts_onleave = function (self)
	OnLeaveMainWindow (self._instance, self)
end

local BFrame_scripts_onmousedown = function (self, button)
	if (not self.isLocked and button == "LeftButton") then
		move_janela (self, true, self._instance)
	end
end

local BFrame_scripts_onmouseup = function (self, button)
	if (self.isMoving) then
		move_janela (self, false, self._instance) --> novo movedor da janela
		self._instance:SaveMainWindowPosition()
	end
end

local function BFrame_scripts (baseframe, instancia)
	baseframe._instance = instancia
	baseframe:SetScript("OnSizeChanged", BFrame_scripts_onsizechange)
	baseframe:SetScript("OnEnter", BFrame_scripts_onenter)
	baseframe:SetScript("OnLeave", BFrame_scripts_onleave)
	baseframe:SetScript ("OnMouseDown", BFrame_scripts_onmousedown)
	baseframe:SetScript ("OnMouseUp", BFrame_scripts_onmouseup)
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

local check_snap_side = function (instanceid, snap, id, container)
	local instance = _detalhes:GetInstance (instanceid)
	if (instance and instance.snap [snap] and instance.snap [snap] == id) then
		tinsert (container, instance)
		return true
	end
end

function _detalhes:InstanciasVerticais (instance)

	instance = self or instance
	
	local on_top = {}
	local on_bottom = {}
	local id = instance:GetId()
	
	--lower instances
	local this_instance = _detalhes:GetInstance (id-1)
	if (this_instance) then
		--> top side
		if (this_instance.snap [2] and this_instance.snap [2] == id) then
			local cid = id
			local snapid = 2
			for i = cid-1, 1, -1 do
				if (check_snap_side (i, 2, cid, on_top)) then
					cid = cid - 1
				else
					break
				end
			end
		--> bottom side
		elseif (this_instance.snap [4] and this_instance.snap [4] == id) then
			local cid = id
			local snapid = 4
			for i = cid-1, 1, -1 do
				if (check_snap_side (i, 4, cid, on_bottom)) then
					cid = cid - 1
				else
					break
				end
			end
		end
	end

	--upper instances
	local this_instance = _detalhes:GetInstance (id+1)
	if (this_instance) then
		--> top side
		if (this_instance.snap [2] and this_instance.snap [2] == id) then
			local cid = id
			local snapid = 2
			for i = cid+1, _detalhes:GetNumInstancesAmount() do
				if (check_snap_side (i, 2, cid, on_top)) then
					cid = cid + 1
				else
					break
				end
			end
		--> bottom side
		elseif (this_instance.snap [4] and this_instance.snap [4] == id) then
			local cid = id
			local snapid = 4
			for i = cid+1, _detalhes:GetNumInstancesAmount() do
				if (check_snap_side (i, 4, cid, on_bottom)) then
					cid = cid + 1
				else
					break
				end
			end
		end
	end
	
	--> calc top clamp
	local top_clamp = 0
	local bottom_clamp = 0
	
	if (instance.toolbar_side == 1) then
		top_clamp = top_clamp + 20
	elseif (instance.toolbar_side == 2) then
		bottom_clamp = bottom_clamp + 20
	end
	if (instance.show_statusbar) then
		bottom_clamp = bottom_clamp + 14
	end
	
	for cid, this_instance in _ipairs (on_top) do
		if (this_instance.show_statusbar) then
			top_clamp = top_clamp + 14
		end
		top_clamp = top_clamp + 20
		top_clamp = top_clamp + this_instance.baseframe:GetHeight()
	end
	
	for cid, this_instance in _ipairs (on_bottom) do
		if (this_instance.show_statusbar) then
			bottom_clamp = bottom_clamp + 14
		end
		bottom_clamp = bottom_clamp + 20
		bottom_clamp = bottom_clamp + this_instance.baseframe:GetHeight()
		tinsert (on_top, this_instance)
	end

	return on_top, bottom_clamp, top_clamp
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 resize_scripts_onmousedown = function (self, button)
	_G.GameCooltip:ShowMe (false) --> Hide Cooltip
	
	if (_detalhes.disable_lock_ungroup_buttons) then
		return
	end
	
	if (not self:GetParent().isLocked and button == "LeftButton" and self._instance.modo ~= _detalhes._detalhes_props["MODO_ALONE"]) then 
		self:GetParent().isResizing = true
		self._instance:BaseFrameSnap()

		local isVertical = self._instance.verticalSnap
		local isHorizontal = self._instance.horizontalSnap
	
		local agrupadas
		if (self._instance.verticalSnap) then
			agrupadas = self._instance:InstanciasVerticais()
		elseif (self._instance.horizontalSnap) then
			agrupadas = self._instance:InstanciasHorizontais()
		end

		self._instance.stretchToo = agrupadas
		if (self._instance.stretchToo and #self._instance.stretchToo > 0) then
			for _, esta_instancia in ipairs (self._instance.stretchToo) do 
				esta_instancia.baseframe._place = esta_instancia:SaveMainWindowPosition()
				esta_instancia.baseframe.isResizing = true
			end
		end
		
	----------------
	
		if (self._myside == "<") then
			if (_IsShiftKeyDown()) then
				self._instance.baseframe:StartSizing("left")
				self._instance.eh_horizontal = true
			elseif (_IsAltKeyDown()) then
				self._instance.baseframe:StartSizing("top")
				self._instance.eh_vertical = true
			elseif (_IsControlKeyDown()) then
				self._instance.baseframe:StartSizing("bottomleft")
				self._instance.eh_tudo = true
			else
				self._instance.baseframe:StartSizing("bottomleft")
			end
			
			self:SetPoint ("bottomleft", self._instance.baseframe, "bottomleft", -1, -1)
			self.afundado = true
			
		elseif (self._myside == ">") then
			if (_IsShiftKeyDown()) then
				self._instance.baseframe:StartSizing ("right")
				self._instance.eh_horizontal = true
			elseif (_IsAltKeyDown()) then
				self._instance.baseframe:StartSizing ("top")
				self._instance.eh_vertical = true
			elseif (_IsControlKeyDown()) then
				self._instance.baseframe:StartSizing ("bottomright")
				self._instance.eh_tudo = true
			else
				self._instance.baseframe:StartSizing ("bottomright")
			end
			
			if (self._instance.rolagem and _detalhes.use_scroll) then
				self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", (self._instance.largura_scroll*-1) + 1, -1)
			else
				self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", 1, -1)
			end
			self.afundado = true
		end
		
		_detalhes:SendEvent ("DETAILS_INSTANCE_STARTRESIZE", nil, self._instance)

		if (_detalhes.update_speed > 0.3) then
			_detalhes:CancelTimer (_detalhes.atualizador)
			_detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", 0.3, -1)
			_detalhes.resize_changed_update_speed = true
		end
		
	end 
end

local resize_scripts_onmouseup = function (self, button)

	if (_detalhes.disable_lock_ungroup_buttons) then
		return
	end

	if (self.afundado) then
		self.afundado = false
		if (self._myside == ">") then
			if (self._instance.rolagem and _detalhes.use_scroll) then
				self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", self._instance.largura_scroll*-1, 0)
			else
				self:SetPoint ("bottomright", self._instance.baseframe, "bottomright", 0, 0)
			end
		else
			self:SetPoint ("bottomleft", self._instance.baseframe, "bottomleft", 0, 0)
		end
	end

	if (self:GetParent().isResizing) then 
	
		self:GetParent():StopMovingOrSizing()
		self:GetParent().isResizing = false
		
		self._instance:RefreshBars()
		self._instance:InstanceReset()
		self._instance:ReajustaGump()
		
		if (self._instance.stretchToo and #self._instance.stretchToo > 0) then
			for _, esta_instancia in ipairs (self._instance.stretchToo) do 
				esta_instancia.baseframe:StopMovingOrSizing()
				esta_instancia.baseframe.isResizing = false
				esta_instancia:RefreshBars()
				esta_instancia:InstanceReset()
				esta_instancia:ReajustaGump()
				_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia)
			end
			self._instance.stretchToo = nil
		end	
		
		local largura = self._instance.baseframe:GetWidth()
		local altura = self._instance.baseframe:GetHeight()
		
		if (self._instance.eh_horizontal) then
			instancias_horizontais (self._instance, largura, true, true)
			self._instance.eh_horizontal = nil
		end
		
		--if (instancia.eh_vertical) then
			instancias_verticais (self._instance, altura, true, true)
			self._instance.eh_vertical = nil
		--end
		
		_detalhes:SendEvent ("DETAILS_INSTANCE_ENDRESIZE", nil, self._instance)
		
		if (self._instance.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 ~= self._instance 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:RefreshBars()
					esta_instancia:InstanceReset()
					esta_instancia:ReajustaGump()
					esta_instancia.auto_resize = false
					_detalhes:SendEvent ("DETAILS_INSTANCE_SIZECHANGED", nil, esta_instancia)
				end
			end

			self._instance.eh_tudo = nil
		end
		
		self._instance:BaseFrameSnap()
		
		for _, esta_instancia in _ipairs (_detalhes.tabela_instancias) do
			if (esta_instancia:IsAtiva()) then
				esta_instancia:SaveMainWindowPosition()
				esta_instancia:RestoreMainWindowPosition()
			end
		end
		
		if (_detalhes.resize_changed_update_speed) then
			_detalhes:CancelTimer (_detalhes.atualizador)
			_detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", _detalhes.update_speed, -1)
			_detalhes.resize_changed_update_speed = nil
		end
		
	end 
end

local resize_scripts_onhide = function (self)
	if (self.going_hide) then
		_G.GameCooltip:ShowMe (false)
		self.going_hide = nil
	end
end

local resize_scripts_onenter = function (self)

	if (_detalhes.disable_lock_ungroup_buttons) then
		return
	end

	if (self._instance.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not self._instance.baseframe.isLocked and not self.mostrando) then

		OnEnterMainWindow (self._instance, self)
	
		self.texture:SetBlendMode ("ADD")
		self.mostrando = true
		
		GameCooltip:Reset()
		GameCooltip:SetType ("tooltip")
		GameCooltip:AddFromTable (resizeTooltip)
		GameCooltip:SetOption ("TextSize", _detalhes.font_sizes.menus)
		GameCooltip:SetOption ("TextFont", _detalhes.font_faces.menus)		
		GameCooltip:SetOption ("NoLastSelectedBar", true)
		GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		GameCooltip:SetOwner (self)
		GameCooltip:ShowCooltip()
	end
end

local resize_scripts_onleave = function (self)
	if (self.mostrando) then
		self.going_hide = true
		if (not self.movendo) then
			OnLeaveMainWindow (self._instance, self)
		end

		self.texture:SetBlendMode ("BLEND")
		self.mostrando = false
		
		GameCooltip:ShowMe (false)
	end
end

local function resize_scripts (resizer, instancia, scrollbar, side, baseframe)
	resizer._instance = instancia
	resizer._myside = side

	resizer:SetScript ("OnMouseDown", resize_scripts_onmousedown)
	resizer:SetScript ("OnMouseUp", resize_scripts_onmouseup)
	resizer:SetScript ("OnHide", resize_scripts_onhide)
	resizer:SetScript ("OnEnter", resize_scripts_onenter)
	resizer:SetScript ("OnLeave", resize_scripts_onleave)
end

local lockButtonTooltip = {
	{text = Loc ["STRING_LOCK_DESC"]},
	{icon = [[Interface\PetBattles\PetBattle-LockIcon]], width = 14, height = 14, l = 0.0703125, r = 0.9453125, t = 0.0546875, b = 0.9453125, color = "orange"},
}

local lockFunctionOnEnter = function (self)

	if (_detalhes.disable_lock_ungroup_buttons) then
		return
	end

	if (self.instancia.modo ~= _detalhes._detalhes_props["MODO_ALONE"] and not self.mostrando) then
		OnEnterMainWindow (self.instancia, self)
		
		self.mostrando = true
		
		self.label:SetTextColor (1, 1, 1, .6)

		GameCooltip:Reset()
		GameCooltip:SetType ("tooltip")
		GameCooltip:AddFromTable (lockButtonTooltip)
		GameCooltip:SetOption ("NoLastSelectedBar", true)
		GameCooltip:SetOption ("TextSize", _detalhes.font_sizes.menus)
		GameCooltip:SetOption ("TextFont", _detalhes.font_faces.menus)
		GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		GameCooltip:SetOwner (self)
		GameCooltip:ShowCooltip()
	end
end
 
local lockFunctionOnLeave = function (self)
	if (self.mostrando) then
		self.going_hide = true
		OnLeaveMainWindow (self.instancia, self)
		self.label:SetTextColor (.6, .6, .6, .7)
		self.mostrando = false
		GameCooltip:ShowMe (false)
	end
end

local lockFunctionOnHide = function (self)
	if (self.going_hide) then
		GameCooltip:ShowMe (false)
		self.going_hide = nil
	end
end

function _detalhes:DelayOptionsRefresh (instance, no_reopen)
	if (_G.DetailsOptionsWindow and _G.DetailsOptionsWindow:IsShown()) then
		_detalhes:ScheduleTimer ("OpenOptionsWindow", 0.1, {instance or _G.DetailsOptionsWindow.instance, no_reopen})
	end
end

local lockFunctionOnClick = function (button)

	if (_detalhes.disable_lock_ungroup_buttons) then
		return
	end

	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
	
		--> tutorial
		if (not _detalhes:GetTutorialCVar ("WINDOW_LOCK_UNLOCK1") and not _detalhes.initializing) then
			_detalhes:SetTutorialCVar ("WINDOW_LOCK_UNLOCK1", true)
			
			local lock_tutorial = CreateFrame ("frame", "DetailsWindowLockPopUp1", baseframe, "DetailsHelpBoxTemplate")
			lock_tutorial.ArrowUP:Show()
			lock_tutorial.ArrowGlowUP:Show()
			lock_tutorial.Text:SetText (Loc ["STRING_MINITUTORIAL_WINDOWS2"])
			lock_tutorial:SetPoint ("bottom", baseframe.UPFrame, "top", 0, 20)
			lock_tutorial:Show()
			
		end	
	
		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
	
	_detalhes:DelayOptionsRefresh()
	
end
_detalhes.lock_instance_function = lockFunctionOnClick

local unSnapButtonTooltip = {
	{text = Loc ["STRING_DETACH_DESC"]},
	{icon = [[Interface\AddOns\Details\images\icons]], width = 14, height = 14, l = 160/512, r = 179/512, t = 142/512, b = 162/512},
}

local unSnapButtonOnEnter = function (self)

	if (_detalhes.disable_lock_ungroup_buttons) then
		return
	end

	local have_snap = false
	for _, instancia_id in _pairs (self.instancia.snap) do
		if (instancia_id) then
			have_snap = true
			break
		end
	end
	
	if (not have_snap) then
		OnEnterMainWindow (self.instancia, self)
		self.mostrando = true
		return
	end

	OnEnterMainWindow (self.instancia, self)
	self.mostrando = true
	
	GameCooltip:Reset()
	GameCooltip:AddFromTable (unSnapButtonTooltip)
	GameCooltip:SetOption ("TextSize", _detalhes.font_sizes.menus)
	GameCooltip:SetOption ("TextFont", _detalhes.font_faces.menus)
	GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
	GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
	GameCooltip:ShowCooltip (self, "tooltip")
	
end

local unSnapButtonOnLeave = function (self)
	if (self.mostrando) then
		OnLeaveMainWindow (self.instancia, self)
		self.mostrando = false
		GameCooltip:Hide()
	end
end

local shift_monitor = function (self)
	if (_IsShiftKeyDown()) then
		if (not self.showing_allspells) then
			self.showing_allspells = true
			local instancia = _detalhes:GetInstance (self.instance_id)
			instancia:MontaTooltip (self, self.row_id, "shift")
		end
		
	elseif (self.showing_allspells) then
		self.showing_allspells = false
		local instancia = _detalhes:GetInstance (self.instance_id)
		instancia:MontaTooltip (self, self.row_id)
	end
	
	if (_IsControlKeyDown()) then
		if (not self.showing_alltargets) then
			self.showing_alltargets = true
			local instancia = _detalhes:GetInstance (self.instance_id)
			instancia:MontaTooltip (self, self.row_id, "ctrl")
		end
		
	elseif (self.showing_alltargets) then
		self.showing_alltargets = false
		local instancia = _detalhes:GetInstance (self.instance_id)
		instancia:MontaTooltip (self, self.row_id)
	end
	
	if (_IsAltKeyDown()) then
		if (not self.showing_allpets) then
			self.showing_allpets = true
			local instancia = _detalhes:GetInstance (self.instance_id)
			instancia:MontaTooltip (self, self.row_id, "alt")
		end
		
	elseif (self.showing_allpets) then
		self.showing_allpets = false
		local instancia = _detalhes:GetInstance (self.instance_id)
		instancia:MontaTooltip (self, self.row_id)
	end
end

local on_switch_show = function (instance)
	instance:TrocaTabela (instance, true, 1, 6)
	return true
end

local barra_backdrop_onenter = {
	bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], 
	tile = true, tileSize = 16,
	insets = {left = 1, right = 1, top = 0, bottom = 1}
}
local barra_backdrop_onleave = {
	bgFile = "", 
	edgeFile = "", tile = true, tileSize = 16, edgeSize = 32,
	insets = {left = 1, right = 1, top = 0, bottom = 1}
}

local barra_scripts_onenter = function (self)
	self.mouse_over = true
	OnEnterMainWindow (self._instance, self)

	self._instance:MontaTooltip (self, self.row_id)
	
	self:SetBackdrop (barra_backdrop_onenter)	
	self:SetBackdropColor (0.588, 0.588, 0.588, 0.7)

	self.textura:SetBlendMode ("ADD")

	local lefttext = self.texto_esquerdo
	if (lefttext:IsTruncated()) then
		if (not _detalhes.left_anti_truncate) then
			_detalhes.left_anti_truncate = CreateFrame ("frame", "DetailsLeftTextAntiTruncate", UIParent)
			_detalhes.left_anti_truncate:SetBackdrop (gump_fundo_backdrop)
			_detalhes.left_anti_truncate:SetBackdropColor (0, 0, 0, 0.8)
			_detalhes.left_anti_truncate:SetFrameStrata ("FULLSCREEN")
			_detalhes.left_anti_truncate.text = _detalhes.left_anti_truncate:CreateFontString (nil, "overlay", "GameFontNormal")
			_detalhes.left_anti_truncate.text:SetPoint ("left", _detalhes.left_anti_truncate, "left", 3, 0) 
		end
		
		_detalhes:SetFontSize (_detalhes.left_anti_truncate.text, self._instance.row_info.font_size)
		_detalhes:SetFontFace (_detalhes.left_anti_truncate.text, self._instance.row_info.font_face_file)
		_detalhes:SetFontColor (_detalhes.left_anti_truncate.text, lefttext:GetTextColor())
		
		_detalhes.left_anti_truncate:SetPoint ("left", lefttext, "left", -3, 0)
		_detalhes.left_anti_truncate.text:SetText (lefttext:GetText())
		
		_detalhes.left_anti_truncate:SetSize (_detalhes.left_anti_truncate.text:GetStringWidth() + 3, self._instance.row_info.height)
		_detalhes.left_anti_truncate:Show()
		lefttext.untruncated = true
	end
	
	self:SetScript ("OnUpdate", shift_monitor)
end

local barra_scripts_onleave = function (self)
	self.mouse_over = false
	OnLeaveMainWindow (self._instance, self)
	
	_GameTooltip:Hide()
	GameCooltip:ShowMe (false)
	
	self:SetBackdrop (barra_backdrop_onleave)	
	self:SetBackdropBorderColor (0, 0, 0, 0)
	self:SetBackdropColor (0, 0, 0, 0)
	
	self.textura:SetBlendMode ("BLEND")

	self.showing_allspells = false
	self:SetScript ("OnUpdate", nil)
	
	local lefttext = self.texto_esquerdo
	if (lefttext.untruncated) then
		lefttext.untruncated = nil
		_detalhes.left_anti_truncate:Hide()
	end
end

local barra_scripts_onmousedown = function (self, button)
	if (self.fading_in) then
		return
	end
	
	local lefttext = self.texto_esquerdo
	if (lefttext.untruncated) then
		lefttext.untruncated = nil
		_detalhes.left_anti_truncate:Hide()
	end
	
	if (button == "RightButton") then
		return _detalhes.switch:ShowMe (self._instance)
	
	--elseif (button == "MiddleButton") then

	elseif (button == "LeftButton") then

		if (self._instance.atributo == 1 and self._instance.sub_atributo == 6) then --> enemies
		
			local inimigo = self.minha_tabela.nome
			local custom_name = inimigo .. Loc ["STRING_CUSTOM_ENEMY_DT"]
		
			--> procura se já tem um custom:
			for index, CustomObject in _ipairs (_detalhes.custom) do
				if (CustomObject:GetName() == custom_name) then
					--> fix for not saving funcs on logout
					if (not CustomObject.OnSwitchShow) then
						CustomObject.OnSwitchShow = on_switch_show
					end
					return self._instance:TrocaTabela (self._instance.segmento, 5, index)
				end
			end

			--> criar um custom para este actor.
			local new_custom_object = {
				name = custom_name,
				icon = [[Interface\ICONS\Pet_Type_Undead]],
				attribute = "damagedone",
				author = _detalhes.playername,
				desc = inimigo .. " Damage Taken",
				source = "[raid]",
				target = inimigo,
				script = false,
				tooltip = false,
				temp = true,
				OnSwitchShow = on_switch_show,
			}
	
			tinsert (_detalhes.custom, new_custom_object)
			setmetatable (new_custom_object, _detalhes.atributo_custom)
			new_custom_object.__index = _detalhes.atributo_custom

			return self._instance:TrocaTabela (self._instance.segmento, 5, #_detalhes.custom)
			
		end	
	end
	
	self.texto_direita:SetPoint ("right", self.statusbar, "right", 1, -1)
	if (self._instance.row_info.no_icon) then
		self.texto_esquerdo:SetPoint ("left", self.statusbar, "left", 3, -1)
	else
		self.texto_esquerdo:SetPoint ("left", self.icone_classe, "right", 4, -1)
	end

	self.mouse_down = _GetTime()
	self.button = button
	local x, y = _GetCursorPosition()
	self.x = _math_floor (x)
	self.y = _math_floor (y)

	if (not self._instance.baseframe.isLocked) then
		GameCooltip:Hide()
		move_janela (self._instance.baseframe, true, self._instance)
	end
end

local barra_scripts_onmouseup = function (self, button)
	if (self._instance.baseframe.isMoving) then
		move_janela (self._instance.baseframe, false, self._instance)
		self._instance:SaveMainWindowPosition()

		if (self._instance:MontaTooltip (self, self.row_id)) then
			GameCooltip:Show (self, 1)
		end
	end

	self.texto_direita:SetPoint ("right", self.statusbar, "right")
	if (self._instance.row_info.no_icon) then
		self.texto_esquerdo:SetPoint ("left", self.statusbar, "left", 2, 0)
	else
		self.texto_esquerdo:SetPoint ("left", self.icone_classe, "right", 3, 0)
	end
	
	local x, y = _GetCursorPosition()
	x = _math_floor (x)
	y = _math_floor (y)

	if (self.mouse_down and (self.mouse_down+0.4 > _GetTime() and (x == self.x and y == self.y)) or (x == self.x and y == self.y)) then
		if (self.button == "LeftButton" or self.button == "MiddleButton") then
			if (self._instance.atributo == 5 or _IsShiftKeyDown()) then 
				--> report
				if (self._instance.atributo == 5 and _IsShiftKeyDown()) then
					local custom = self._instance:GetCustomObject()
					if (custom and custom.on_shift_click) then
						local func = loadstring (custom.on_shift_click)
						if (func) then
						
							local successful, errortext = pcall (func, self, self.minha_tabela, self._instance)
							if (not successful) then
								_detalhes:Msg ("error occurred custom script shift+click:", errortext)
							end
							
							--local spellname, _, spellicon = _detalhes.getspellinfo (self.minha_tabela.id)
							--_detalhes:OpenAuraPanel (self.minha_tabela.id, spellname, spellicon)
							
							--func (object.id, spellname, spellicon)
							
							return
						end
					end
				end
				return _detalhes:ReportSingleLine (self._instance, self)
			end
			self._instance:AbreJanelaInfo (self.minha_tabela)
		end
	end
end

local barra_scripts_onclick = function (self, button)

end

local barra_scripts_onshow = function (self)
	-- search key: ~model
	if (self.using_upper_3dmodels) then
		self.modelbox_high:SetModel (self._instance.row_info.models.upper_model)
		self.modelbox_high:SetAlpha (self._instance.row_info.models.upper_alpha)
	end
	if (self.using_lower_3dmodels) then
		self.modelbox_low:SetModel (self._instance.row_info.models.lower_model)
		self.modelbox_low:SetAlpha (self._instance.row_info.models.lower_alpha)
	end
end

local set_bar_value = function (self, value)
	self.statusbar:SetValue (value)
	
	if (self.using_upper_3dmodels) then
		local width = self:GetWidth()
		local p = (width / 100) * value
		self.modelbox_high:SetPoint ("bottomright", self, "bottomright", p - width, 0)
	end
end

local icon_frame_on_enter = function (self)
	local actor = self.row.minha_tabela
	
	if (actor) then
		if (actor.is_custom) then
			if (actor.id) then
				GameTooltip:SetOwner (self, "ANCHOR_TOPLEFT", 0, 10)
				if (actor.id == 1) then
					GameTooltip:SetSpellByID (6603)
				else
					GameTooltip:SetSpellByID (actor.id)
				end
				GameTooltip:Show()
			end
		
		elseif (actor.dead_at) then
			
		
		else
			local serial = actor.serial
			local name = actor:name()
			local class = actor:class()
			local spec = _detalhes.cached_specs [serial] or actor.spec
			local talents = _detalhes.cached_talents [serial]
			local ilvl = _detalhes.ilevel:GetIlvl (serial)
			
			local icon_size = 16
			
			local instance = _detalhes:GetInstance (self.row.instance_id)
			
			instance:BuildInstanceBarTooltip (self)
			
			local class_icon, class_L, class_R, class_T, class_B = _detalhes:GetClassIcon (class)
			
			local spec_id, spec_name, spec_description, spec_icon, spec_background, spec_role, spec_class = GetSpecializationInfoByID (spec or 0)
			local spec_L, spec_R, spec_T, spec_B 
			if (spec_id) then
				spec_L, spec_R, spec_T, spec_B  = unpack (_detalhes.class_specs_coords [spec])
			end
			
			GameCooltip:AddLine (name, spec_name)
			if (class == "UNKNOW" or class == "UNGROUPPLAYER") then
				GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small_alpha]], 1, 1, icon_size, icon_size, 0, 0.25, 0.75, 1)
			else
				GameCooltip:AddIcon ([[Interface\AddOns\Details\images\classes_small_alpha]], 1, 1, icon_size, icon_size, class_L, class_R, class_T, class_B)
			end
			
			if (spec_L) then
				GameCooltip:AddIcon ([[Interface\AddOns\Details\images\spec_icons_normal_alpha]], 1, 2, icon_size, icon_size, spec_L, spec_R, spec_T, spec_B)
			else
				GameCooltip:AddIcon ([[Interface\GossipFrame\IncompleteQuestIcon]], 1, 2, icon_size, icon_size)
			end
			_detalhes:AddTooltipHeaderStatusbar (r, g, b, 0.6)
			
			local talent_string = ""
			if (talents) then
				for i = 1, #talents do
					local talentID, name, texture, selected, available = GetTalentInfoByID (talents [i])
					talent_string = talent_string ..  " |T" .. texture .. ":" .. 15 .. ":" .. 15 ..":0:0:64:64:4:60:4:60|t"
				end
			end
			
			local got_info
			if (ilvl) then
				GameCooltip:AddLine ("Item Level:", ilvl and floor (ilvl.ilvl) or "??")
				_detalhes:AddTooltipBackgroundStatusbar()
				got_info = true
			end
			
			if (talent_string ~= "") then
				GameCooltip:AddLine ("Talents:", talent_string)
				_detalhes:AddTooltipBackgroundStatusbar()
				got_info = true
			elseif (got_info) then
				GameCooltip:AddLine ("Talents:", Loc ["STRING_QUERY_INSPECT_TALENTS"])
			end
			
			GameCooltip:SetOption ("StatusBarTexture", [[Interface\AddOns\Details\images\bar_skyline]])
			GameCooltip:SetOption ("MinButtonHeight", 15)
			GameCooltip:SetOption ("IgnoreButtonAutoHeight", true)
			
			if (not got_info) then
				--GameCooltip:AddLine (" ")
				
				--GameCooltip:AddLine ("Click to retrive item level and talents.", nil, 1, "orange")
				
				GameCooltip:AddLine (Loc ["STRING_QUERY_INSPECT"], nil, 1, "orange")
				GameCooltip:AddIcon ([[Interface\TUTORIALFRAME\UI-TUTORIAL-FRAME]], 1, 1, 12, icon_size, 8/512, 70/512, 224/512, 306/512)
				
				GameCooltip:SetOption ("FixedHeight", 42)
			else
				
				GameCooltip:SetOption ("FixedHeight", 58)
			end
			
			--GameCooltip:AddLine ("Class:", LOCALIZED_CLASS_NAMES_MALE [class])
			--_detalhes:AddTooltipBackgroundStatusbar()			
			
			local damage = instance.showing (1, name)
			local healing = instance.showing (2, name)
			--GameCooltip:AddLine ("Damage:", _detalhes:ToK2 (damage and damage.total or 0))
			--_detalhes:AddTooltipBackgroundStatusbar()
			--GameCooltip:AddLine ("Healing:", _detalhes:ToK2 (healing and healing.total or 0))
			--_detalhes:AddTooltipBackgroundStatusbar()
			
			--
			--GameCooltip:AddIcon ([[Interface\TUTORIALFRAME\UI-TUTORIAL-FRAME]], 1, 1, 12, icon_size, 8/512, 70/512, 224/512, 306/512)
			--_detalhes:AddTooltipBackgroundStatusbar()
			

			--GameCooltip:SetOption ("FixedHeight", 114)
			
			
			GameCooltip:ShowCooltip()
			
			self.unitname = name
			self.showing = "actor"
		end
	end

end
local icon_frame_on_leave = function (self)
	GameCooltip:Hide()
	GameTooltip:Hide()
end

local icon_frame_events = _detalhes:CreateEventListener()
function icon_frame_events:EnterCombat()
	for anim, _ in pairs (_detalhes.icon_animations.load.in_use) do
		anim.anim:Stop()
		anim:Hide()
		tinsert (_detalhes.icon_animations.load.available, anim)
		
		anim.icon_frame.icon_animation = nil
		anim.icon_frame = nil
	end
	wipe (_detalhes.icon_animations.load.in_use)
end

icon_frame_events:RegisterEvent ("COMBAT_PLAYER_ENTER", "EnterCombat")

function icon_frame_events:CancelAnim (anim)

	local anim, timeout = unpack (anim)

	if (_detalhes.icon_animations.load.in_use [anim]) then
	
		if (timeout) then
			local f = anim
			if (not f.question_icon) then
				f.question_icon = f.parent:GetParent():GetParent().border:CreateTexture (nil, "overlay")
				f.question_icon:SetTexture ([[Interface\GossipFrame\ActiveLegendaryQuestIcon]])
				f.question_icon:SetSize (16, 16)
			end
			f.question_icon:Show()
			f.question_icon:SetPoint ("center", f.parent, "center")
			
			if (not _detalhes.HideBarQuestionIcon) then
				function _detalhes:HideBarQuestionIcon (frame)
					frame.question_icon:Hide()
				end
			end
			_detalhes:ScheduleTimer ("HideBarQuestionIcon", 2, f)
		end
	
		_detalhes.icon_animations.load.in_use [anim] = nil
		tinsert (_detalhes.icon_animations.load.available, anim)
		anim.anim:Stop()
		anim:Hide()
		
		anim.icon_frame.icon_animation = nil
		anim.icon_frame = nil
	end
end

local icon_frame_inspect_callback = function (guid, unitid, icon_frame)
	if (icon_frame.icon_animation) then
		icon_frame.icon_animation.anim:Stop()
		icon_frame.icon_animation:Hide()
	end

	local is_in_use = _detalhes.icon_animations.load.in_use [icon_frame.icon_animation]
	if (is_in_use) then
		tinsert (_detalhes.icon_animations.load.available, icon_frame.icon_animation)
		_detalhes.icon_animations.load.in_use [icon_frame.icon_animation] = nil
	end
	
	if (icon_frame:IsMouseOver()) then
		icon_frame_on_enter (icon_frame)
	end
	
	if (icon_frame.icon_animation) then
		icon_frame.icon_animation.icon_frame = nil
		icon_frame.icon_animation = nil
	end
end

local icon_frame_create_animation = function()
	local f = CreateFrame ("frame", nil, UIParent)
	f:SetFrameStrata ("FULLSCREEN")
	f.anim = f:CreateAnimationGroup()
	f.rotate = f.anim:CreateAnimation ("Rotation")
	f.rotate:SetDegrees (360)
	f.rotate:SetDuration (2)
	f.anim:SetLooping ("repeat")
	
	local t = f:CreateTexture (nil, "overlay")
	t:SetTexture ([[Interface\COMMON\StreamCircle]])
	t:SetAlpha (0.7)
	t:SetAllPoints()
	
	tinsert (_detalhes.icon_animations.load.available, f)
end

local icon_frame_on_click_down = function (self)
	self:GetParent():GetParent().icone_classe:SetPoint ("left", self:GetParent():GetParent(), "left", 1, -1)
end

local icon_frame_on_click_up = function (self)

	self:GetParent():GetParent().icone_classe:SetPoint ("left", self:GetParent():GetParent(), "left")

	if (_detalhes.in_combat) then
		_detalhes:Msg (Loc ["STRING_QUERY_INSPECT_FAIL1"])
		return
	end
	if (self.showing == "actor") then
	
		if (_detalhes.ilevel.core:HasQueuedInspec (self.unitname)) then
		
			--> icon animation
			local anim = tremove (_detalhes.icon_animations.load.available)
			if (not anim) then
				icon_frame_create_animation()
				anim = tremove (_detalhes.icon_animations.load.available)
			end
		
			local f = anim
			if (not f.question_icon) then
				f.question_icon = self:GetParent():GetParent().border:CreateTexture (nil, "overlay")
				f.question_icon:SetTexture ([[Interface\GossipFrame\ActiveLegendaryQuestIcon]])
				f.question_icon:SetSize (16, 16)
			end

			f.question_icon:ClearAllPoints()
			f.question_icon:SetPoint ("center", self, "center")
			f.question_icon:Show()
			
			if (not _detalhes.HideBarQuestionIcon) then
				function _detalhes:HideBarQuestionIcon (frame)
					frame.question_icon:Hide()
				end
			end
			_detalhes:ScheduleTimer ("HideBarQuestionIcon", 1, f)
		
			self.icon_animation = anim
			anim.icon_frame = self
			
			local pid
			pid = icon_frame_events:ScheduleTimer ("CancelAnim", 1, {anim})
			_detalhes.icon_animations.load.in_use [anim] = pid
			anim.parent = self
		
			return
		end

		local does_query = _detalhes.ilevel.core:QueryInspect (self.unitname, icon_frame_inspect_callback, self)
		
		if (self.icon_animation) then
			return
		end
		
		--> icon animation
		local anim = tremove (_detalhes.icon_animations.load.available)
		if (not anim) then
			icon_frame_create_animation()
			anim = tremove (_detalhes.icon_animations.load.available)
		end
		
		anim:Show()
		anim:SetParent (self)
		anim:ClearAllPoints()
		anim:SetFrameStrata ("TOOLTIP")
		anim:SetPoint ("center", self, "center")
		anim:SetSize (self:GetWidth()*1.7, self:GetHeight()*1.7)
		
		anim.anim:Play()
		
		self.icon_animation = anim
		anim.icon_frame = self
		
		local pid
		if (does_query) then
			pid = icon_frame_events:ScheduleTimer ("CancelAnim", 4, {anim, true})
		else
			pid = icon_frame_events:ScheduleTimer ("CancelAnim", 0.2, {anim})
		end
		_detalhes.icon_animations.load.in_use [anim] = pid
		anim.parent = self
		
		if (anim.question_icon) then
			anim.question_icon:Hide()
		end
	end
end

local set_frame_icon_scripts = function (row)
	row.icon_frame:SetScript ("OnEnter", icon_frame_on_enter)
	row.icon_frame:SetScript ("OnLeave", icon_frame_on_leave)
	row.icon_frame:SetScript ("OnMouseDown", icon_frame_on_click_down)
	row.icon_frame:SetScript ("OnMouseUp", icon_frame_on_click_up)
end

local function barra_scripts (esta_barra, instancia, i)
	esta_barra._instance = instancia

	esta_barra:SetScript ("OnEnter", barra_scripts_onenter) 
	esta_barra:SetScript ("OnLeave", barra_scripts_onleave) 
	esta_barra:SetScript ("OnMouseDown", barra_scripts_onmousedown)
	esta_barra:SetScript ("OnMouseUp", barra_scripts_onmouseup)
	esta_barra:SetScript ("OnClick", barra_scripts_onclick)
	
	esta_barra:SetScript ("OnShow", barra_scripts_onshow)
	
	set_frame_icon_scripts (esta_barra)
	
	esta_barra.SetValue = set_bar_value
end

function _detalhes:ReportSingleLine (instancia, barra)

	local reportar
	if (instancia.atributo == 5) then --> custom
	
		local actor_name = barra.texto_esquerdo:GetText() or ""
		actor_name = actor_name:gsub ((".*%."), "")
		
		if (instancia.segmento == -1) then --overall
			reportar = {"Details!: "  .. Loc ["STRING_OVERALL"] .. " " .. instancia.customName .. ": " .. actor_name .. " " .. Loc ["STRING_CUSTOM_REPORT"]}
		else
			reportar = {"Details!: " .. instancia.customName .. ": " .. actor_name .. " " .. Loc ["STRING_CUSTOM_REPORT"]}
		end
		
		--> dump cooltip
		local GameCooltip = GameCooltip
		
		local amt = GameCooltip.Indexes
		for i = 2, amt do
			local left_text, right_text = GameCooltip:GetText (i)
			reportar [#reportar+1] = (i-1) .. ". " .. left_text .. " ... " .. right_text
		end
		
	else
		reportar = {"Details!: " .. Loc ["STRING_REPORT"] .. " " .. _detalhes.sub_atributos [instancia.atributo].lista [instancia.sub_atributo]}
		reportar [#reportar+1] = barra.texto_esquerdo:GetText() .. " " .. barra.texto_direita:GetText()
	end


	return _detalhes:Reportar (reportar, {_no_current = true, _no_inverse = true, _custom = true})
end

-- ~stretch
local function button_stretch_scripts (baseframe, backgrounddisplay, instancia)
	local button = baseframe.button_stretch

	button:SetScript ("OnEnter", function (self)
		self.mouse_over = true
		if (not _detalhes.disable_stretch_button) then
			gump:Fade (self, "ALPHA", 1)
		end
	end)
	button:SetScript ("OnLeave", function (self)
		self.mouse_over = false
		gump:Fade (self, "ALPHA", 0)
	end)	

	button:SetScript ("OnMouseDown", function (self, button)

		if (button ~= "LeftButton") then
			return
		end
	
		if (instancia:IsSoloMode()) then
			return
		end
	
		instancia:EsconderScrollBar (true)
		baseframe._place = instancia:SaveMainWindowPosition()
		baseframe.isResizing = true
		baseframe.isStretching = true
		baseframe:SetFrameStrata ("TOOLTIP")
		instancia.rowframe: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")
			baseframe.stretch_direction = "top"
		elseif (instancia.stretch_button_side == 2) then
			baseframe:StartSizing ("bottom")
			baseframe.stretch_direction = "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")
				esta_instancia.rowframe: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)
		
		--> change the update speed
		if (_detalhes.update_speed > 0.3) then
			_detalhes:CancelTimer (_detalhes.atualizador)
			_detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", 0.3, -1)
			_detalhes.stretch_changed_update_speed = true
		end
		
	end)
	
	button:SetScript ("OnMouseUp", function (self, button)
	
		if (button ~= "LeftButton") then
			return
		end
	
		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)
			
			instancia:RefreshBars()
			instancia:InstanceReset()
			instancia:ReajustaGump()
			
			baseframe.stretch_direction = nil
			
			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.wallpaper.alpha, 1.0)
					end
					
					esta_instancia.baseframe:SetFrameStrata (esta_instancia.strata)
					esta_instancia.rowframe:SetFrameStrata (esta_instancia.strata)
					esta_instancia:StretchButtonAlwaysOnTop()
					
					_detalhes:SendEvent ("DETAILS_INSTANCE_ENDSTRETCH", nil, esta_instancia.baseframe)
					
					esta_instancia:RefreshBars()
					esta_instancia:InstanceReset()
					esta_instancia:ReajustaGump()
				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 (instancia.strata)
		instancia.rowframe:SetFrameStrata (instancia.strata)
		instancia:StretchButtonAlwaysOnTop()
		
		_detalhes:SnapTextures (false)
		
		_detalhes:SendEvent ("DETAILS_INSTANCE_ENDSTRETCH", nil, instancia)
		
		if (_detalhes.stretch_changed_update_speed) then
			_detalhes:CancelTimer (_detalhes.atualizador)
			_detalhes.atualizador = _detalhes:ScheduleRepeatingTimer ("AtualizaGumpPrincipal", _detalhes.update_speed, -1)
			_detalhes.stretch_changed_update_speed = nil
		end

	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*2)
		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*2)
				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

function DetailsKeyBindScrollUp()

	local last_key_pressed = _detalhes.KeyBindScrollUpLastPressed or GetTime()-0.3
	
	local to_top = false
	if (last_key_pressed+0.2 > GetTime()) then
		to_top = true
	end
	
	_detalhes.KeyBindScrollUpLastPressed = GetTime()
	
	for index, instance in ipairs (_detalhes.tabela_instancias) do
		if (instance:IsEnabled()) then
			
			local scrollbar = instance.scroll
			
			local A = instance.barraS[1]
			if (A and A > 1) then
				if (to_top) then
					scrollbar:SetValue (0)
					scrollbar.ultimo = 0
					instance.baseframe.button_up:Disable()
				else
					scrollbar:SetValue (scrollbar:GetValue() - instance.row_height*2)
				end
			elseif (A) then
				scrollbar:SetValue (0)
				scrollbar.ultimo = 0
				instance.baseframe.button_up:Disable()
			end
			
		end
	end
end

function DetailsKeyBindScrollDown()
	for index, instance in ipairs (_detalhes.tabela_instancias) do
		if (instance:IsEnabled()) then
			
			local scrollbar = instance.scroll
			
			local B = instance.barraS[2]
			if (B and B < instance.rows_showing) then
				scrollbar:SetValue (scrollbar:GetValue() + instance.row_height*2)
			elseif (B) then
				local _, maxValue = scrollbar:GetMinMaxValues()
				scrollbar:SetValue (maxValue)
				scrollbar.ultimo = maxValue
				instance.baseframe.button_down:Disable()
			end
			
		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 * _detalhes.scroll_speed)
				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 or 0)) then
					scrollbar:SetValue (scrollbar:GetValue() + instancia.row_height * _detalhes.scroll_speed)
				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 or 0) -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 or 0)
			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 or 0)) 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
				if (true) then --> testing by pass row check
					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 or 0) and ultimo > 0) then
						instancia.barraS[1] = (instancia.rows_showing or 0) - (instancia.rows_fit_in_window-1)
						instancia.barraS[2] = (instancia.rows_showing or 0)
					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
				if (true) then --> testing by pass row check
					--> 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

local hide_click_func = function()
	--empty
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, left, right, top, bottom, r, g, b, a = unpack (icon)
			
			self.alert.icon:SetTexture (texture)
			self.alert.icon:SetWidth (w or 14)
			self.alert.icon:SetHeight (h or 14)
			if (left and right and top and bottom) then
				self.alert.icon:SetTexCoord (left, right, top, bottom)
			end
			if (animate) then
				self.alert.rotate:Play()
			end
			if (r and g and b) then
				self.alert.icon:SetVertexColor (r, g, b, a or 1)
			end
		else
			self.alert.icon:SetWidth (14)
			self.alert.icon:SetHeight (14)
			self.alert.icon:SetTexture (icon)
			self.alert.icon:SetVertexColor (1, 1, 1, 1)
			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:SetClickFunction (hide_click_func)
	end

	time = time or 15
	self.alert_time = time
	_detalhes:ScheduleTimer ("InstanceAlertTime", time, self)
	
	self.alert:SetPoint ("bottom", self.baseframe, "bottom", 0, -12)
	self.alert:SetPoint ("left", self.baseframe, "left", 3, 0)
	self.alert:SetPoint ("right", self.baseframe, "right", -3, 0)
	
	self.alert:Show()
	self.alert:Play()
end

function CreateAlertFrame (baseframe, instancia)

	local frame_upper = CreateFrame ("scrollframe", "DetailsAlertFrameScroll" .. instancia.meu_id, baseframe)
	frame_upper:SetPoint ("bottom", baseframe, "bottom")
	frame_upper:SetPoint ("left", baseframe, "left", 3, 0)
	frame_upper:SetPoint ("right", baseframe, "right", -3, 0)
	frame_upper:SetHeight (13)
	frame_upper:SetFrameStrata ("TOOLTIP")
	
	local frame_lower = CreateFrame ("frame", "DetailsAlertFrameScrollChild" .. instancia.meu_id, frame_upper)
	frame_lower:SetHeight (25)
	frame_lower:SetPoint ("left", frame_upper, "left")
	frame_lower:SetPoint ("right", frame_upper, "right")
	frame_upper:SetScrollChild (frame_lower)

	local alert_bg = CreateFrame ("frame", "DetailsAlertFrame" .. instancia.meu_id, frame_lower)
	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 ("FULLSCREEN")
	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", "DetailsAlertFrameRotate" .. instancia.meu_id, alert_bg)
	rotate_frame:SetWidth (12)
	rotate_frame:SetPoint ("right", alert_bg, "right", -2, 0)
	rotate_frame:SetHeight (alert_bg:GetWidth())
	rotate_frame:SetFrameStrata ("FULLSCREEN")
	
	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)
	button:SetFrameStrata ("FULLSCREEN")
	
	local RotateAnimGroup = rotate_frame:CreateAnimationGroup()
	local rotate = RotateAnimGroup:CreateAnimation ("Rotation")
	rotate:SetDegrees (360)
	rotate:SetDuration (6)
	RotateAnimGroup:SetLooping ("repeat")
	
	alert_bg:Hide()
	
	local anime = alert_bg:CreateAnimationGroup()
	anime.group = anime:CreateAnimation ("Translation")
	anime.group:SetDuration (0.15)
	--anime.group:SetSmoothing ("OUT")
	anime.group:SetOffset (0, 10)
	anime:SetScript ("OnFinished", function(self) 
		alert_bg:Show()
		alert_bg:SetPoint ("bottom", baseframe, "bottom", 0, 0)
		alert_bg:SetPoint ("left", baseframe, "left", 3, 0)
		alert_bg:SetPoint ("right", baseframe, "right", -3, 0)
	end)
	
	function alert_bg:Play()
		anime:Play()
	end
	
	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, 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 or [[Interface\CHARACTERFRAME\Disconnect-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 (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

function _detalhes:schedule_hide_anti_overlap (self)
	self:Hide()
	self.schdule = nil
end
local function hide_anti_overlap (self)
	if (self.schdule) then
		_detalhes:CancelTimer (self.schdule)
		self.schdule = nil
	end
	local schdule = _detalhes:ScheduleTimer ("schedule_hide_anti_overlap", 0.3, self)
	self.schdule = schdule
end

local function show_anti_overlap (instance, host, side)

	local anti_menu_overlap = instance.baseframe.anti_menu_overlap

	if (anti_menu_overlap.schdule) then
		_detalhes:CancelTimer (anti_menu_overlap.schdule)
		anti_menu_overlap.schdule = nil
	end

	anti_menu_overlap:ClearAllPoints()
	if (side == "top") then
		anti_menu_overlap:SetPoint ("bottom", host, "top")
	elseif (side == "bottom") then
		anti_menu_overlap:SetPoint ("top", host, "bottom")
	end
	anti_menu_overlap:Show()
end

_detalhes.snap_alert = CreateFrame ("frame", "DetailsSnapAlertFrame", UIParent, "ActionBarButtonSpellActivationAlert")
_detalhes.snap_alert:Hide()
_detalhes.snap_alert:SetFrameStrata ("FULLSCREEN")

function _detalhes:SnapAlert()
	_detalhes.snap_alert:ClearAllPoints()
	_detalhes.snap_alert:SetPoint ("topleft", self.baseframe.cabecalho.modo_selecao.widget, "topleft", -8, 6)
	_detalhes.snap_alert:SetPoint ("bottomright", self.baseframe.cabecalho.modo_selecao.widget, "bottomright", 8, -6)
	_detalhes.snap_alert.animOut:Stop()
	_detalhes.snap_alert.animIn:Play()
end

do

	--search key: ~tooltip
	local tooltip_anchor = CreateFrame ("frame", "DetailsTooltipAnchor", UIParent)
	tooltip_anchor:SetSize (140, 20)
	tooltip_anchor:SetAlpha (0)
	tooltip_anchor:SetMovable (false)
	tooltip_anchor:SetClampedToScreen (true)
	tooltip_anchor.locked = true
	tooltip_anchor:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], edgeFile = [[Interface\DialogFrame\UI-DialogBox-Border]], edgeSize = 10, insets = {left = 1, right = 1, top = 2, bottom = 1}})
	tooltip_anchor:SetBackdropColor (0, 0, 0, 1)

	tooltip_anchor:SetScript ("OnEnter", function (self)
		tooltip_anchor.alert.animIn:Stop()
		tooltip_anchor.alert.animOut:Play()
		GameTooltip:SetOwner (self, "ANCHOR_TOPLEFT")
		GameTooltip:ClearLines()
		GameTooltip:AddLine (Loc ["STRING_OPTIONS_TOOLTIPS_ANCHOR_TEXT_DESC"])
		GameTooltip:Show()
	end)
	
	tooltip_anchor:SetScript ("OnLeave", function (self)
		GameTooltip:Hide()
	end)
	
	tooltip_anchor:SetScript ("OnMouseDown", function (self, button)
		if (not self.moving and button == "LeftButton") then
			self:StartMoving()
			self.moving = true
		end
	end)
	
	tooltip_anchor:SetScript ("OnMouseUp", function (self, button)
		if (self.moving) then
			self:StopMovingOrSizing()
			self.moving = false
			local xofs, yofs = self:GetCenter() 
			local scale = self:GetEffectiveScale()
			local UIscale = UIParent:GetScale()
			xofs = xofs * scale - GetScreenWidth() * UIscale / 2
			yofs = yofs * scale - GetScreenHeight() * UIscale / 2
			_detalhes.tooltip.anchor_screen_pos[1] = xofs / UIscale
			_detalhes.tooltip.anchor_screen_pos[2] = yofs / UIscale
			
		elseif (button == "RightButton" and not self.moving) then
			tooltip_anchor:MoveAnchor()
		end
	end)
	
	function tooltip_anchor:MoveAnchor()
		if (self.locked) then
			self:SetAlpha (1)
			self:EnableMouse (true)
			self:SetMovable (true)
			self:SetFrameStrata ("FULLSCREEN")
			self.locked = false
			tooltip_anchor.alert.animOut:Stop()
			tooltip_anchor.alert.animIn:Play()
		else
			self:SetAlpha (0)
			self:EnableMouse (false)
			self:SetFrameStrata ("MEDIUM")
			self:SetMovable (false)
			self.locked = true
			tooltip_anchor.alert.animIn:Stop()
			tooltip_anchor.alert.animOut:Play()
		end
	end
	
	function tooltip_anchor:Restore()
		local x, y = _detalhes.tooltip.anchor_screen_pos[1], _detalhes.tooltip.anchor_screen_pos[2]
		local scale = self:GetEffectiveScale() 
		local UIscale = UIParent:GetScale()
		x = x * UIscale / scale
		y = y * UIscale / scale
		self:ClearAllPoints()
		self:SetParent (UIParent)
		self:SetPoint ("center", UIParent, "center", x, y)
	end
	
	tooltip_anchor.alert = CreateFrame ("frame", "DetailsTooltipAnchorAlert", UIParent, "ActionBarButtonSpellActivationAlert")
	tooltip_anchor.alert:SetFrameStrata ("FULLSCREEN")
	tooltip_anchor.alert:Hide()
	tooltip_anchor.alert:SetPoint ("topleft", tooltip_anchor, "topleft", -60, 6)
	tooltip_anchor.alert:SetPoint ("bottomright", tooltip_anchor, "bottomright", 40, -6)

	local icon = tooltip_anchor:CreateTexture (nil, "overlay")
	icon:SetTexture ([[Interface\AddOns\Details\images\minimap]])
	icon:SetPoint ("left", tooltip_anchor, "left", 4, 0)
	icon:SetSize (18, 18)
	
	local text = tooltip_anchor:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
	text:SetPoint ("left", icon, "right", 6, 0)
	text:SetText (Loc ["STRING_OPTIONS_TOOLTIPS_ANCHOR_TEXT"])
	
	tooltip_anchor:EnableMouse (false)

end

--> ~inicio ~janela ~window ~nova ~start
function gump:CriaJanelaPrincipal (ID, instancia, criando)

-- main frames -----------------------------------------------------------------------------------------------------------------------------------------------

	--> create the base frame, everything connect in this frame except the rows.
	local baseframe = CreateFrame ("scrollframe", "DetailsBaseFrame"..ID, _UIParent) --
	baseframe:SetMovable (true)
	baseframe:SetResizable (true)
	baseframe:SetUserPlaced (false)
	baseframe:SetDontSavePosition (true)

	baseframe.instance = instancia
	baseframe:SetFrameStrata (baseframe_strata)
	baseframe:SetFrameLevel (2)

	--> background holds the wallpaper, alert strings ans textures, have setallpoints on baseframe
	--> backgrounddisplay is a scrollschild of backgroundframe
	local backgroundframe =  CreateFrame ("scrollframe", "Details_WindowFrame"..ID, baseframe)
	local backgrounddisplay = CreateFrame ("frame", "Details_GumpFrame"..ID, backgroundframe)
	backgroundframe:SetFrameLevel (3)
	backgrounddisplay:SetFrameLevel (3)
	backgroundframe.instance = instancia
	backgrounddisplay.instance = instancia

	--> row frame is the parent of rows, it have setallpoints on baseframe
	local rowframe = CreateFrame ("frame", "DetailsRowFrame"..ID, _UIParent)
	rowframe:SetAllPoints (baseframe)
	rowframe:SetFrameStrata (baseframe_strata)
	rowframe:SetFrameLevel (2)
	instancia.rowframe = rowframe
	
	--> right click bookmark
	local switchbutton = gump:NewDetailsButton (backgrounddisplay, baseframe, nil, function() end, nil, nil, 1, 1, "", "", "", "", 
	{rightFunc = {func = function() _detalhes.switch:ShowMe (instancia) end, param1 = nil, param2 = nil}}, "Details_SwitchButtonFrame" ..  ID)
	
	switchbutton:SetPoint ("topleft", backgrounddisplay, "topleft")
	switchbutton:SetPoint ("bottomright", backgrounddisplay, "bottomright")
	switchbutton:SetFrameLevel (backgrounddisplay:GetFrameLevel()+1)
	
	--> avoid mouse hover over a high window when the menu is open for a lower instance.
	local anti_menu_overlap = CreateFrame ("frame", "Details_WindowFrameAntiMenuOverlap" .. ID, UIParent)
	anti_menu_overlap:SetSize (100, 13)
	anti_menu_overlap:SetFrameStrata ("DIALOG")
	anti_menu_overlap:EnableMouse (true)
	anti_menu_overlap:Hide()
	--anti_menu_overlap:SetBackdrop (gump_fundo_backdrop) --debug
	baseframe.anti_menu_overlap = anti_menu_overlap
	
	--> floating frame is an anchor for widgets which should be overlaying the window
	local floatingframe = CreateFrame ("frame", "DetailsInstance"..ID.."BorderHolder", baseframe)
	floatingframe:SetFrameLevel (baseframe:GetFrameLevel()+7)
	instancia.floatingframe = floatingframe

-- scroll bar -----------------------------------------------------------------------------------------------------------------------------------------------
--> create the scrollbar, almost not used.

	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", "DetailsScrollUp" .. instancia.meu_id, backgrounddisplay)
		baseframe.button_down = CreateFrame ("button", "DetailsScrollDown" .. instancia.meu_id, 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
		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", "DetailsButtonStretch" .. instancia.meu_id, baseframe)
		baseframe.button_stretch:SetPoint ("bottom", baseframe, "top", 0, 20)
		baseframe.button_stretch:SetPoint ("right", baseframe, "right", -27, 0)
		baseframe.button_stretch:SetFrameLevel (1)
		
		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:SetSize (_detalhes.new_window_size.width, _detalhes.new_window_size.height)
		
		baseframe:SetPoint ("center", _UIParent)
		baseframe:EnableMouseWheel (false)
		baseframe:EnableMouse (true)
		baseframe:SetMinResize (150, 7)
		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
				
			end
			instancia._version:Hide()
			

	--> 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:SetFrameStrata ("HIGH")
		baseframe.resize_direita:SetFrameLevel (baseframe:GetFrameLevel() + 6)
		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 (.6, .6, .6, .7)
		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)
		baseframe.lock_button:SetScript ("OnEnter", lockFunctionOnEnter)
		baseframe.lock_button:SetScript ("OnLeave", lockFunctionOnLeave)
		baseframe.lock_button:SetScript ("OnHide", lockFunctionOnHide)
		baseframe.lock_button:SetFrameStrata ("HIGH")
		baseframe.lock_button:SetFrameLevel (baseframe:GetFrameLevel() + 6)
		baseframe.lock_button.instancia = instancia
		
	--> 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:SetFrameStrata ("HIGH")
		baseframe.resize_esquerda:SetFrameLevel (baseframe:GetFrameLevel() + 6)
	
		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 ------------------------------------------------------------------------------------------------------------------------------------------------------------
	-- ~barra ~bordas ~border

	--> left
		baseframe.barra_esquerda = floatingframe: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 = floatingframe: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 = floatingframe: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.break_snap_button = CreateFrame ("button", "DetailsBreakSnapButton" .. ID, floatingframe)
		instancia.break_snap_button:SetPoint ("bottom", baseframe.resize_direita, "top", -1, 0)
		instancia.break_snap_button:SetFrameLevel (baseframe:GetFrameLevel() + 5)
		instancia.break_snap_button:SetSize (13, 13)
		instancia.break_snap_button:SetAlpha (0)
		
		instancia.break_snap_button.instancia = instancia
		
		instancia.break_snap_button:SetScript ("OnClick", function()
			if (_detalhes.disable_lock_ungroup_buttons) then
				return
			end
			instancia:Desagrupar (-1)
			--> hide tutorial
			if (DetailsWindowGroupPopUp1 and DetailsWindowGroupPopUp1:IsShown()) then
				DetailsWindowGroupPopUp1:Hide()
			end
		end)
		
		instancia.break_snap_button:SetScript ("OnEnter", unSnapButtonOnEnter)
		instancia.break_snap_button:SetScript ("OnLeave", unSnapButtonOnLeave)

		instancia.break_snap_button:SetNormalTexture (DEFAULT_SKIN)
		instancia.break_snap_button:SetDisabledTexture (DEFAULT_SKIN)
		instancia.break_snap_button:SetHighlightTexture (DEFAULT_SKIN, "ADD")
		instancia.break_snap_button:SetPushedTexture (DEFAULT_SKIN)
		
		instancia.break_snap_button:GetNormalTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
		instancia.break_snap_button:GetDisabledTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
		instancia.break_snap_button:GetHighlightTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
		instancia.break_snap_button:GetPushedTexture():SetTexCoord (unpack (COORDS_UNLOCK_BUTTON))
	
-- scripts ------------------------------------------------------------------------------------------------------------------------------------------------------------	
	
		resize_scripts (baseframe.resize_direita, instancia, scrollbar, ">", baseframe)
		resize_scripts (baseframe.resize_esquerda, instancia, scrollbar, "<", baseframe)
	
-- side bars highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------

	--> top
		local fcima = CreateFrame ("frame", "DetailsTopSideBarHighlight" .. instancia.meu_id, floatingframe)
		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:SetDesaturated (true)
		fcima.texture = instancia.h_cima
		instancia.h_cima = fcima
		
	--> bottom
		local fbaixo = CreateFrame ("frame", "DetailsBottomSideBarHighlight" .. instancia.meu_id, floatingframe)
		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:SetDesaturated (true)
		fbaixo.texture = instancia.h_baixo
		instancia.h_baixo = fbaixo
		
	--> left
		local fesquerda = CreateFrame ("frame", "DetailsLeftSideBarHighlight" .. instancia.meu_id, floatingframe)
		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:SetDesaturated (true)
		fesquerda.texture = instancia.h_esquerda
		instancia.h_esquerda = fesquerda
		
	--> right
		local fdireita = CreateFrame ("frame", "DetailsRightSideBarHighlight" .. instancia.meu_id, floatingframe)
		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:SetDesaturated (true)
		fdireita.texture = instancia.h_direita
		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:SetBarFollowPlayer (follow)
	
	if (follow == nil) then
		follow = self.following.enabled
	end
	
	self.following.enabled = follow
	
	self:RefreshBars()
	self:InstanceReset()
	self:ReajustaGump()
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
	
	--> update all row width
	if (self.bar_mod and self.bar_mod ~= 0) then
		for index = 1, #self.barras do
			self.barras [index]:SetWidth (self.baseframe:GetWidth() + self.bar_mod)
		end
	else
		for index = 1, #self.barras do
			self.barras [index]:SetWidth (self.baseframe:GetWidth()+self.row_info.space.right)
		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)

	--> instancia = window object, index = row number
	local baseframe = instancia.baseframe
	local rowframe = instancia.rowframe
	
	--> create the bar with rowframe as parent
	local new_row = CreateFrame ("button", "DetailsBarra_"..instancia.meu_id.."_"..index, rowframe)
	
	new_row.row_id = index
	new_row.instance_id = instancia.meu_id
	new_row.animacao_fim = 0
	new_row.animacao_fim2 = 0
	
	--> set point, almost irrelevant here, it recalc this on SetBarGrowDirection()
	local y = instancia.row_height * (index-1)
	if (instancia.bars_grow_direction == 1) then
		y = y*-1
		new_row:SetPoint ("topleft", baseframe, "topleft", instancia.row_info.space.left, y)
		
	elseif (instancia.bars_grow_direction == 2) then
		new_row:SetPoint ("bottomleft", baseframe, "bottomleft", instancia.row_info.space.left, y + 2)
	end
	
	--> row height
	new_row:SetHeight (instancia.row_info.height)
	new_row:SetWidth (baseframe:GetWidth()+instancia.row_info.space.right)
	new_row:SetFrameLevel (baseframe:GetFrameLevel() + 4)
	new_row.last_value = 0
	new_row.w_mod = 0
	new_row:EnableMouse (true)
	new_row:RegisterForClicks ("LeftButtonDown", "RightButtonDown")
	
	--> statusbar
	new_row.statusbar = CreateFrame ("StatusBar", "DetailsBarra_Statusbar_"..instancia.meu_id.."_"..index, new_row)
	--> frame for hold the backdrop border
	new_row.border = CreateFrame ("Frame", "DetailsBarra_Border_" .. instancia.meu_id .. "_" .. index, new_row.statusbar)
	new_row.border:SetFrameLevel (new_row.statusbar:GetFrameLevel()+2)
	new_row.border:SetAllPoints (new_row)
	
	-- search key: ~model
	
	--low 3d bar
	new_row.modelbox_low = CreateFrame ("playermodel", "DetailsBarra_ModelBarLow_" .. instancia.meu_id .. "_" .. index, new_row) --rowframe
	new_row.modelbox_low:SetFrameLevel (new_row.statusbar:GetFrameLevel()-1)
	new_row.modelbox_low:SetPoint ("topleft", new_row, "topleft")
	new_row.modelbox_low:SetPoint ("bottomright", new_row, "bottomright")
	--high 3d bar
	new_row.modelbox_high = CreateFrame ("playermodel", "DetailsBarra_ModelBarHigh_" .. instancia.meu_id .. "_" .. index, new_row) --rowframe
	new_row.modelbox_high:SetFrameLevel (new_row.statusbar:GetFrameLevel()+1)
	new_row.modelbox_high:SetPoint ("topleft", new_row, "topleft")
	new_row.modelbox_high:SetPoint ("bottomright", new_row, "bottomright")
	
	--> create textures and icons
	new_row.textura = new_row.statusbar:CreateTexture (nil, "artwork")
	new_row.textura:SetHorizTile (false)
	new_row.textura:SetVertTile (false)
	
	--> row background texture
	new_row.background = new_row:CreateTexture (nil, "background")
	new_row.background:SetTexture()
	new_row.background:SetAllPoints (new_row)

	new_row.statusbar:SetStatusBarColor (0, 0, 0, 0)
	new_row.statusbar:SetStatusBarTexture (new_row.textura)
	new_row.statusbar:SetMinMaxValues (0, 100)
	new_row.statusbar:SetValue (0)

	--> class icon
	local icone_classe = new_row.border:CreateTexture (nil, "overlay")
	icone_classe:SetHeight (instancia.row_info.height)
	icone_classe:SetWidth (instancia.row_info.height)
	icone_classe:SetTexture (instancia.row_info.icon_file)
	icone_classe:SetTexCoord (.75, 1, .75, 1)
	new_row.icone_classe = icone_classe
	
	local icon_frame = CreateFrame ("frame", "DetailsBarra_IconFrame_" .. instancia.meu_id .. "_" .. index, new_row.statusbar)
	icon_frame:SetPoint ("topleft", icone_classe, "topleft")
	icon_frame:SetPoint ("bottomright", icone_classe, "bottomright")
	icon_frame:SetFrameLevel (new_row.statusbar:GetFrameLevel()+1)
	icon_frame.row = new_row
	new_row.icon_frame = icon_frame
	
	icone_classe:SetPoint ("left", new_row, "left")
	new_row.statusbar:SetPoint ("topleft", icone_classe, "topright")
	new_row.statusbar:SetPoint ("bottomright", new_row, "bottomright")
	
	--> left text
	new_row.texto_esquerdo = new_row.border:CreateFontString (nil, "overlay", "GameFontHighlight")
	new_row.texto_esquerdo:SetPoint ("left", new_row.icone_classe, "right", 3, 0)
	new_row.texto_esquerdo:SetJustifyH ("left")
	new_row.texto_esquerdo:SetNonSpaceWrap (true)

	--> right text
	new_row.texto_direita = new_row.border:CreateFontString (nil, "overlay", "GameFontHighlight")
	new_row.texto_direita:SetPoint ("right", new_row.statusbar, "right")
	new_row.texto_direita:SetJustifyH ("right")
	
	--> set the onclick, on enter scripts
	barra_scripts (new_row, instancia, index)

	--> hide
	gump:Fade (new_row, 1) 

	--> adds the window container
	instancia.barras [index] = new_row
	
	--> set the left text
	new_row.texto_esquerdo:SetText (Loc ["STRING_NEWROW"])
	
	--> refresh rows
	instancia:InstanceRefreshRows()
	
	_detalhes:SendEvent ("DETAILS_INSTANCE_NEWROW", nil, instancia, new_row)
	
	return new_row
end

function _detalhes:SetBarTextSettings (size, font, fixedcolor, leftcolorbyclass, rightcolorbyclass, leftoutline, rightoutline, customrighttextenabled, customrighttext, percentage_type, showposition, customlefttextenabled, customlefttext)
	
	--> 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
	
	--> custom left text
	if (type (customlefttextenabled) == "boolean") then
		self.row_info.textL_enable_custom_text = customlefttextenabled
	end
	if (customlefttext) then
		self.row_info.textL_custom_text = customlefttext
	end

	--> custom right text
	if (type (customrighttextenabled) == "boolean") then
		self.row_info.textR_enable_custom_text = customrighttextenabled
	end
	if (customrighttext) then
		self.row_info.textR_custom_text = customrighttext
	end
	
	--> percent type
	if (percentage_type) then
		self.row_info.percent_type = percentage_type
	end
	
	--> show position number
	if (type (showposition) == "boolean") then
		self.row_info.textL_show_number = showposition
	end
	
	self:InstanceReset()
	self:InstanceRefreshRows()
end

function _detalhes:SetBarBackdropSettings (enabled, size, color, texture)

	if (type (enabled) ~= "boolean") then
		enabled = self.row_info.backdrop.enabled
	end
	if (not size) then
		size = self.row_info.backdrop.size
	end
	if (not color) then
		color = self.row_info.backdrop.color
	end
	if (not texture) then
		texture = self.row_info.backdrop.texture
	end
	
	self.row_info.backdrop.enabled = enabled
	self.row_info.backdrop.size = size
	self.row_info.backdrop.color = color
	self.row_info.backdrop.texture = texture
	
	self:InstanceReset()
	self:InstanceRefreshRows()
	self:ReajustaGump()
end

function _detalhes:SetBarModel (upper_enabled, upper_model, upper_alpha, lower_enabled, lower_model, lower_alpha)
	
	--> is enabled
	if (type (upper_enabled) == "boolean") then
		self.row_info.models.upper_enabled = upper_enabled
	end
	if (type (lower_enabled) == "boolean") then
		self.row_info.models.lower_enabled = lower_enabled
	end
	
	--> models:
	if (upper_model) then
		self.row_info.models.upper_model = upper_model
	end
	if (lower_model) then
		self.row_info.models.lower_model = lower_model
	end
	
	--> alpha values:
	if (upper_alpha) then
		self.row_info.models.upper_alpha = upper_alpha
	end	
	if (lower_alpha) then
		self.row_info.models.lower_alpha = lower_alpha
	end
	
	self:InstanceReset()
	self:InstanceRefreshRows()
	self:ReajustaGump()
	_detalhes:AtualizaGumpPrincipal (-1, true)
end

-- ~spec ~icons
function _detalhes:SetBarSpecIconSettings (enabled, iconfile, fulltrack)
	
	if (type (enabled) ~= "boolean") then
		enabled = self.row_info.use_spec_icons
	end
	if (not iconfile) then
		iconfile = self.row_info.spec_file
	end
	
	self.row_info.use_spec_icons = enabled
	self.row_info.spec_file = iconfile
	
	if (enabled) then
		if (not _detalhes.track_specs) then
			_detalhes.track_specs = true
			_detalhes:TrackSpecsNow (fulltrack)
		end
	else
		local have_enabled
		for _, instance in _ipairs (_detalhes.tabela_instancias) do
			if (instance:IsEnabled() and instance.row_info.use_spec_icons) then
				have_enabled = true
				break
			end
		end
		if (not have_enabled) then
			_detalhes.track_specs = false
			_detalhes:ResetSpecCache (true) --> forçar
		end
	end
	
	self:InstanceReset()
	self:InstanceRefreshRows()
	self:ReajustaGump()
	
end

function _detalhes:SetBarSettings (height, texture, colorclass, fixedcolor, backgroundtexture, backgroundcolorclass, backgroundfixedcolor, alpha, iconfile, barstart, spacement)
	
	--> bar start
	if (type (barstart) == "boolean") then
		self.row_info.start_after_icon = barstart
	end
	
	--> icon file
	if (iconfile) then
		self.row_info.icon_file = iconfile
		if (iconfile == "") then
			self.row_info.no_icon = true
		else
			self.row_info.no_icon = false
		end
	end
	
	--> alpha
	if (alpha) then
		self.row_info.alpha = alpha
	end
	
	--> height
	if (height) then
		self.row_info.height = height
		self.row_height = height + self.row_info.space.between
	end
	
	--> spacement
	if (spacement) then
		self.row_info.space.between = spacement
		self.row_height = self.row_info.height + spacement
	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

local brackets = {
	["("] = {" (", ")"},
	["{"] = {" {", "}"},
	["["] = {" [", "]"},
	["<"] = {" <", ">"},
	["NONE"] = {" ", ""},
}

local separators = {
	[","] = ", ",
	["."] = ". ",
	[";"] = "; ",
	["-"] = " - ",
	["|"] = " | ",
	["/"] = " / ",
	["\\"] = " \\ ",
	["~"] = " ~ ",
	["NONE"] = "",
}

function _detalhes:GetBarBracket()
	return brackets [self.row_info.textR_bracket]
end

function _detalhes:GetBarSeparator()
	return separators [self.row_info.textR_separator]
end

function _detalhes:SetBarRightTextSettings (total, persecond, percent, bracket, separator)

	if (type (total) == "boolean") then
		self.row_info.textR_show_data [1] = total
	end
	if (type (persecond) == "boolean") then
		self.row_info.textR_show_data [2] = persecond
	end
	if (type (percent) == "boolean") then
		self.row_info.textR_show_data [3] = percent
	end
	
	if (bracket) then
		self.row_info.textR_bracket = bracket
	end
	if (separator) then
		self.row_info.textR_separator = separator
	end

	self:InstanceReset()
	
end

--/script _detalhes:InstanceRefreshRows (_detalhes.tabela_instancias[1])

--> on update function
local fast_ps_func = function (self)
	local instance = self.instance
	
	if (not instance.showing) then
		return
	end
	
	local combat_time = instance.showing:GetCombatTime()
	local ps_type = _detalhes.ps_abbreviation

	if (instance.rows_fit_in_window) then
		for i = 1, instance.rows_fit_in_window do --instance:GetNumRows()
			local row = instance.barras [i] --instance:GetRow (i)
			if (row and row:IsShown()) then
				local actor = row.minha_tabela
				if (actor) then
					local dps_text = row.ps_text
					if (dps_text) then
						local new_dps = _math_floor (actor.total / combat_time)
						local formated_dps = tok_functions [ps_type] (_, new_dps)

						row.texto_direita:SetText (row.texto_direita:GetText():gsub (dps_text, formated_dps))
						row.ps_text = formated_dps
					end
				end
			end
		end
	end
end

-- ~dps ~hps
--> check if can start or need to stop
function _detalhes:CheckPsUpdate()

	local is_enabled = self.row_info.fast_ps_update
	
	if (is_enabled) then
		--> check if the frame is created
		if (not self.ps_update_frame) then
			self.ps_update_frame = CreateFrame ("frame", "DetailsInstance" .. self.meu_id .. "PsUpdate", self.baseframe)
			self.ps_update_frame.instance = self
		end
		
		--> if isn't in combat, just stop
		if (not _detalhes.in_combat) then
			if (self.ps_update_frame.is_running) then
				self.ps_update_frame.is_running = nil
				self.ps_update_frame:Hide()
				self.ps_update_frame:SetScript ("OnUpdate", nil)
			end
			return
		end
		
		--> check if needs to start
		local attribute, sub_attribute = self:GetDisplay()
		
		--> check if the instance is showing damage done/dps or healing done/hps
		if ( (attribute == 1 and (sub_attribute == 1 or sub_attribute == 2)) or (attribute == 2 and (sub_attribute == 1 or sub_attribute == 2))) then
			if (not self.ps_update_frame.is_running) then
				self.ps_update_frame.is_running = true
				self.ps_update_frame:Show()
				self.ps_update_frame:SetScript ("OnUpdate", fast_ps_func)
			end
		else
			--> check if needs to stop
			if (self.ps_update_frame.is_running) then
				self.ps_update_frame.is_running = nil
				self.ps_update_frame:Hide()
				self.ps_update_frame:SetScript ("OnUpdate", nil)
			end
		end
		
	else
		if (self.ps_update_frame and self.ps_update_frame.is_running) then
			self.ps_update_frame.is_running = nil
			self.ps_update_frame:Hide()
			self.ps_update_frame:SetScript ("OnUpdate", nil)
		end
	end
end

--	/run _detalhes:GetInstance(1):FastPSUpdate (true)
--	/dump (_detalhes:GetInstance(1).fast_ps_update)

function _detalhes:FastPSUpdate (enabled)
	if (type (enabled) ~= "boolean") then
		enabled = self.row_info.fast_ps_update
	end
	
	self.row_info.fast_ps_update = enabled
	
	self:CheckPsUpdate()
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
	
	--> texture
		local texture_file = SharedMedia:Fetch ("statusbar", self.row_info.texture)
		local texture_file2 = SharedMedia:Fetch ("statusbar", self.row_info.texture_background)
	
	--> 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
	
	--alpha
		local alpha = self.row_info.alpha
	
	--icons
		local no_icon = self.row_info.no_icon
		local icon_texture = self.row_info.icon_file
		local start_after_icon = self.row_info.start_after_icon
	
		if (self.row_info.use_spec_icons) then
			icon_texture = self.row_info.spec_file
		end
	
	--custom right text
		local custom_right_text_enabled = self.row_info.textR_enable_custom_text
		local custom_right_text = self.row_info.textR_custom_text

	--backdrop
		local backdrop = self.row_info.backdrop.enabled
		local backdrop_color
		if (backdrop) then
			backdrop = {edgeFile = SharedMedia:Fetch ("border", self.row_info.backdrop.texture), edgeSize = self.row_info.backdrop.size}
			backdrop_color = self.row_info.backdrop.color
		end
		
	--font face
		self.row_info.font_face_file = SharedMedia:Fetch ("font", self.row_info.font_face)
	
	--models
		local upper_model_enabled = self.row_info.models.upper_enabled
		local lower_model_enabled = self.row_info.models.lower_enabled
		
		local upper_model = self.row_info.models.upper_model
		local lower_model = self.row_info.models.lower_model
		
		local upper_model_alpha = self.row_info.models.upper_alpha
		local lower_model_alpha = self.row_info.models.lower_alpha
	
--using_upper_3dmodels using_lower_3dmodels	
	
	-- 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)
		
		--> icon
		if (no_icon) then
			row.statusbar:SetPoint ("topleft", row, "topleft")
			row.statusbar:SetPoint ("bottomright", row, "bottomright")
			row.texto_esquerdo:SetPoint ("left", row.statusbar, "left", 2, 0)
			row.icone_classe:Hide()
		else
			if (start_after_icon) then
				row.statusbar:SetPoint ("topleft", row.icone_classe, "topright")
			else
				row.statusbar:SetPoint ("topleft", row, "topleft")
			end
			
			row.statusbar:SetPoint ("bottomright", row, "bottomright")
			row.texto_esquerdo:SetPoint ("left", row.icone_classe, "right", 3, 0)
			row.icone_classe:Show()
		end
	
		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 (texture_file)
		row.background:SetTexture (texture_file2)
		
		--> 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, alpha)
		else
			local r, g, b = row.textura:GetVertexColor()
			row.textura:SetVertexColor (r, g, b, alpha)
		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")

		--backdrop
		if (backdrop) then
			row.border:SetBackdrop (backdrop)
			row.border:SetBackdropBorderColor (_unpack (backdrop_color))
		else
			row.border:SetBackdrop (nil)
		end
		
		--> models
		if (upper_model_enabled) then
			row.using_upper_3dmodels = true
			row.modelbox_high:Show()
			row.modelbox_high:SetModel (upper_model)
			row.modelbox_high:SetAlpha (upper_model_alpha)
		else
			row.using_upper_3dmodels = false
			row.modelbox_high:Hide()
		end
		
		if (lower_model_enabled) then
			row.using_lower_3dmodels = true
			row.modelbox_low:Show()
			row.modelbox_low:SetModel (lower_model)
			row.modelbox_low:SetAlpha (lower_model_alpha)
		else
			row.using_lower_3dmodels = false
			row.modelbox_low:Hide()
		end

	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: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

	t:Show()
	--t:SetAlpha (alpha)
	gump:Fade (t, "ALPHAANIM", alpha)

end

function _detalhes:GetTextures()
	local t = {}
	t [1] = self.baseframe.rodape.esquerdo
	t [2] = self.baseframe.rodape.direita
	t [3] = self.baseframe.rodape.top_bg
	
	t [4] = self.baseframe.cabecalho.ball_r
	t [5] = self.baseframe.cabecalho.ball
	t [6] = self.baseframe.cabecalho.emenda
	t [7] = self.baseframe.cabecalho.top_bg
	
	t [8] = self.baseframe.barra_esquerda
	t [9] = self.baseframe.barra_direita
	t [10] = self.baseframe.UPFrame
	return t
	--atributo_icon é uma exceção
end

function _detalhes:SetWindowAlphaForInteract (alpha)
	
	local ignorebars = self.menu_alpha.ignorebars
	
	if (self.is_interacting) then
		--> entrou
		self.baseframe:SetAlpha (alpha)
		self:InstanceAlpha (alpha)
		self:SetIconAlpha (alpha, nil, true)
		
		if (ignorebars) then
			self.rowframe:SetAlpha (1)
		else
			self.rowframe:SetAlpha (alpha)
		end
	else
		--> saiu
		if (self.combat_changes_alpha) then --> combat alpha
			self:InstanceAlpha (self.combat_changes_alpha)
			self:SetIconAlpha (self.combat_changes_alpha, nil, true)
			self.rowframe:SetAlpha (self.combat_changes_alpha) --alpha do combate é absoluta
			self.baseframe:SetAlpha (self.combat_changes_alpha) --alpha do combate é absoluta
		else
			self:InstanceAlpha (alpha)
			self:SetIconAlpha (alpha, nil, true)
			
			if (ignorebars) then
				self.rowframe:SetAlpha (1)
			else
				self.rowframe:SetAlpha (alpha)
			end
			
			self.baseframe:SetAlpha (alpha)
		end

	end
	
end

function _detalhes:SetWindowAlphaForCombat (entering_in_combat, true_hide)

	local amount, rowsamount, menuamount

	--get the values
	if (entering_in_combat) then
		amount = self.hide_in_combat_alpha / 100
		self.combat_changes_alpha = amount
		rowsamount = amount
		menuamount = amount
		if (_detalhes.pet_battle) then
			amount = 0
			rowsamount = 0
			menuamount = 0
		end
	else
		if (self.menu_alpha.enabled) then --auto transparency
			if (self.is_interacting) then
				amount = self.menu_alpha.onenter
				menuamount = self.menu_alpha.onenter
				if (self.menu_alpha.ignorebars) then
					rowsamount = 1
				else
					rowsamount = amount
				end
			else
				amount = self.menu_alpha.onleave
				menuamount = self.menu_alpha.onleave
				if (self.menu_alpha.ignorebars) then
					rowsamount = 1
				else
					rowsamount = amount
				end
			end
		else
			amount = self.color [4]
			menuamount = 1
			rowsamount = 1
		end
		self.combat_changes_alpha = nil
	end

	--print ("baseframe:",amount,"rowframe:",rowsamount,"menu:",menuamount)
	
	--apply
	if (true_hide and amount == 0) then
		gump:Fade (self.baseframe, _unpack (_detalhes.windows_fade_in))
		gump:Fade (self.rowframe, _unpack (_detalhes.windows_fade_in))
		self:SetIconAlpha (nil, true)
	else
	
		self.baseframe:Show()
		self.baseframe:SetAlpha (1)
		
		self:InstanceAlpha (amount)
		gump:Fade (self.rowframe, "ALPHAANIM", rowsamount)
		gump:Fade (self.baseframe, "ALPHAANIM", rowsamount)
		self:SetIconAlpha (menuamount)
	end
	
	if (self.show_statusbar) then
		self.baseframe.barra_fundo:Hide()
	end
	if (self.hide_icon) then
		self.baseframe.cabecalho.atributo_icon:Hide()
	end

end

function _detalhes:InstanceButtonsColors (red, green, blue, alpha, no_save, only_left, only_right)
	
	if (not red) then
		red, green, blue, alpha = unpack (self.color_buttons)
	end
	
	if (type (red) ~= "number") then
		red, green, blue, alpha = gump:ParseColors (red)
	end
	
	if (not no_save) then
		self.color_buttons [1] = red
		self.color_buttons [2] = green
		self.color_buttons [3] = blue
		self.color_buttons [4] = alpha
	end
	
	local baseToolbar = self.baseframe.cabecalho
	

	if (only_left) then
	
		local icons = {baseToolbar.modo_selecao, baseToolbar.segmento, baseToolbar.atributo, baseToolbar.report, baseToolbar.fechar, baseToolbar.reset, baseToolbar.fechar}
		
		for _, button in _ipairs (icons) do 
			button:SetAlpha (alpha)
		end

		if (self:IsLowerInstance()) then
			for _, ThisButton in _ipairs (_detalhes.ToolBar.Shown) do
				ThisButton:SetAlpha (alpha)
				--print (ThisButton:GetName())
			end
		end

	else
		
		local icons = {baseToolbar.modo_selecao, baseToolbar.segmento, baseToolbar.atributo, baseToolbar.report, baseToolbar.fechar, baseToolbar.reset, baseToolbar.fechar}
		
		for _, button in _ipairs (icons) do 
			button:SetAlpha (alpha)
		end

		if (self:IsLowerInstance()) then
			for _, ThisButton in _ipairs (_detalhes.ToolBar.Shown) do
				ThisButton:SetAlpha (alpha)
			end
		end
	
	end
end

function _detalhes:InstanceAlpha (alpha)
	self.baseframe.cabecalho.ball_r:SetAlpha (alpha)
	self.baseframe.cabecalho.ball:SetAlpha (alpha)
	
	local skin = _detalhes.skins [self.skin]
	if (not skin.icon_ignore_alpha) then
		self.baseframe.cabecalho.atributo_icon:SetAlpha (alpha)
	end	
	
	self.baseframe.cabecalho.emenda:SetAlpha (alpha)
	self.baseframe.cabecalho.top_bg:SetAlpha (alpha)
	self.baseframe.barra_esquerda:SetAlpha (alpha)
	self.baseframe.barra_direita:SetAlpha (alpha)
	self.baseframe.barra_fundo:SetAlpha (alpha)
	self.baseframe.UPFrame:SetAlpha (alpha)
end

function _detalhes:InstanceColor (red, green, blue, alpha, no_save, change_statusbar)

	if (not red) then
		red, green, blue, alpha = unpack (self.color)
		no_save = true
	end

	if (type (red) ~= "number") then
		red, green, blue, alpha = gump:ParseColors (red)
	end

	if (not no_save) then
		--> saving
		self.color [1] = red
		self.color [2] = green
		self.color [3] = blue
		self.color [4] = alpha
		if (change_statusbar) then
			self:StatusBarColor (red, green, blue, alpha)
		end
	else
		--> not saving
		self:StatusBarColor (nil, nil, nil, alpha, true)
	end

	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)
	self.baseframe.cabecalho.ball:SetAlpha (alpha)
	
	if (not skin.icon_ignore_alpha) then
		self.baseframe.cabecalho.atributo_icon: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.baseframe.UPFrame: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 gump:CriaRodape (baseframe, instancia)

	baseframe.rodape = {}
	
	--> esquerdo
	baseframe.rodape.esquerdo = instancia.floatingframe: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 = instancia.floatingframe: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", "DetailsStatusBarAnchorLeft" .. instancia.meu_id, 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", "DetailsStatusBarAnchorCenter" .. instancia.meu_id, 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", "DetailsStatusBar" .. instancia.meu_id, instancia.floatingframe)
		baseframe.statusbar:SetFrameLevel (instancia.floatingframe: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", "DetailsDownFrame" .. instancia.meu_id, 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:GetMenuAnchorPoint()
	local toolbar_side = self.toolbar_side
	local menu_side = self.menu_anchor.side
	
	if (menu_side == 1) then --left
		if (toolbar_side == 1) then --top
			return self.menu_points [1], "bottomleft", "bottomright"
		elseif (toolbar_side == 2) then --bottom
			return self.menu_points [1], "topleft", "topright"
		end
	elseif (menu_side == 2) then --right
		if (toolbar_side == 1) then --top
			return self.menu_points [2], "topleft", "bottomleft"
		elseif (toolbar_side == 2) then --bottom
			return self.menu_points [2], "topleft", "topleft"
		end
	end
end

--> search key: ~icon
function _detalhes:ToolbarMenuButtonsSize (size)
	size = size or self.menu_icons_size
	self.menu_icons_size = size
	return self:ToolbarMenuButtons()
end

local SetIconAlphaCacheButtonsTable = {}
function _detalhes:SetIconAlpha (alpha, hide, no_animations)

	if (self.attribute_text.enabled) then
		if (not self.menu_attribute_string) then --> create on demand
			self:AttributeMenu()
		end
		
		if (hide) then
			gump:Fade (self.menu_attribute_string.widget, _unpack (_detalhes.windows_fade_in))
		else
			if (no_animations) then
				self.menu_attribute_string:SetAlpha (alpha)
			else
				gump:Fade (self.menu_attribute_string.widget, "ALPHAANIM", alpha)
			end
		end
	end
	
	table.wipe (SetIconAlphaCacheButtonsTable)
	SetIconAlphaCacheButtonsTable [1] = self.baseframe.cabecalho.modo_selecao
	SetIconAlphaCacheButtonsTable [2] = self.baseframe.cabecalho.segmento
	SetIconAlphaCacheButtonsTable [3] = self.baseframe.cabecalho.atributo
	SetIconAlphaCacheButtonsTable [4] = self.baseframe.cabecalho.report
	SetIconAlphaCacheButtonsTable [5] = self.baseframe.cabecalho.reset
	SetIconAlphaCacheButtonsTable [6] = self.baseframe.cabecalho.fechar

	for index, button in _ipairs (SetIconAlphaCacheButtonsTable) do
		if (self.menu_icons [index]) then
			if (hide) then
				gump:Fade (button, _unpack (_detalhes.windows_fade_in))	
			else
				if (no_animations) then
					button:SetAlpha (alpha)
				else
					gump:Fade (button, "ALPHAANIM", alpha)
				end
			end
		end
	end
	
	if (self:IsLowerInstance()) then
		if (#_detalhes.ToolBar.Shown > 0) then
			for index, button in ipairs (_detalhes.ToolBar.Shown) do
				if (hide) then
					gump:Fade (button, _unpack (_detalhes.windows_fade_in))		
				else
					if (no_animations) then
						button:SetAlpha (alpha)
					else
						gump:Fade (button, "ALPHAANIM", alpha)
					end
				end
			end
		end
	end
end

function _detalhes:ToolbarMenuSetButtonsOptions (spacement, shadow)
	if (type (spacement) ~= "number") then
		spacement = self.menu_icons.space
	end
	
	if (type (shadow) ~= "boolean") then
		shadow = self.menu_icons.shadow
	end
	
	self.menu_icons.space = spacement
	self.menu_icons.shadow = shadow
	
	return self:ToolbarMenuSetButtons()
end

-- search key: ~buttons

local tbuttons = {}
function _detalhes:ToolbarMenuSetButtons (_mode, _segment, _attributes, _report, _reset, _close)
	
	if (_mode == nil) then
		_mode = self.menu_icons[1]
	end
	if (_segment == nil) then
		_segment = self.menu_icons[2]
	end
	if (_attributes == nil) then
		_attributes = self.menu_icons[3]
	end
	if (_report == nil) then
		_report = self.menu_icons[4]
	end
	if (_reset == nil) then
		_reset = self.menu_icons[5]
	end
	if (_close == nil) then
		_close = self.menu_icons[6]
	end
	
	self.menu_icons[1] = _mode
	self.menu_icons[2] = _segment
	self.menu_icons[3] = _attributes
	self.menu_icons[4] = _report
	self.menu_icons[5] = _reset
	self.menu_icons[6] = _close
	
	table.wipe (tbuttons)
	
	tbuttons [1] = self.baseframe.cabecalho.modo_selecao
	tbuttons [2] = self.baseframe.cabecalho.segmento
	tbuttons [3] = self.baseframe.cabecalho.atributo
	tbuttons [4] = self.baseframe.cabecalho.report
	tbuttons [5] = self.baseframe.cabecalho.reset
	tbuttons [6] = self.baseframe.cabecalho.fechar

	local anchor_frame, point1, point2 = self:GetMenuAnchorPoint()
	local got_anchor = false

	self.lastIcon = nil
	self.firstIcon = nil
	
	local size = self.menu_icons_size
	local space = self.menu_icons.space
	local shadow = self.menu_icons.shadow
	
	--> normal buttons

	if (self.menu_anchor.side == 1) then
		for index, button in _ipairs (tbuttons) do
			if (self.menu_icons [index]) then
				button:ClearAllPoints()
				if (got_anchor) then
					button:SetPoint ("left", self.lastIcon.widget or self.lastIcon, "right", space, 0)
				else
					button:SetPoint (point1, anchor_frame, point2)
					got_anchor = button
					self.firstIcon = button
				end
				self.lastIcon = button
				button:SetParent (self.baseframe)
				button:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1)
				button:Show()

				button:SetSize (16*size, 16*size)
				
				if (shadow) then
					button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]])
					button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]])
					button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]])
				else
					button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
					button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
					button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
				end
			else
				button:Hide()
			end
		end
		
	elseif (self.menu_anchor.side == 2) then
		for index = #tbuttons, 1, -1 do
			local button = tbuttons [index]

			if (self.menu_icons [index]) then
				button:ClearAllPoints()
				if (got_anchor) then
					button:SetPoint ("right", self.lastIcon.widget or self.lastIcon, "left", -space, 0)
				else
					button:SetPoint (point1, anchor_frame, point2)
					got_anchor = button
					self.firstIcon = button
				end
				self.lastIcon = button
				button:SetParent (self.baseframe)
				button:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1)
				button:Show()

				button:SetSize (16*size, 16*size)
				
				if (shadow) then
					button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]])
					button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]])
					button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons_shadow]])
				else
					button:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
					button:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
					button:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
				end
			else
				button:Hide()
			end
		end
	end
	
	--> plugins buttons
	if (self:IsLowerInstance()) then
		if (#_detalhes.ToolBar.Shown > 0) then
		
			local last_plugin_icon
			
			for index, button in ipairs (_detalhes.ToolBar.Shown) do 
				button:ClearAllPoints()
				
				if (got_anchor) then
					if (self.plugins_grow_direction == 2) then --right
						if (self.menu_anchor.side == 1) then --left
							button:SetPoint ("left", self.lastIcon.widget or self.lastIcon, "right", space, 0)
						elseif (self.menu_anchor.side == 2) then --right
							button:SetPoint ("left", last_plugin_icon or self.firstIcon.widget or self.firstIcon, "right", space, 0)
						end
					elseif (self.plugins_grow_direction == 1) then --left
						if (self.menu_anchor.side == 1) then --left
							button:SetPoint ("right", last_plugin_icon or self.firstIcon.widget or self.firstIcon, "left", -space, 0)
						elseif (self.menu_anchor.side == 2) then --right
							button:SetPoint ("right", self.lastIcon.widget or self.lastIcon, "left", -space, 0)
						end
					end
				else
					button:SetPoint (point1, anchor_frame, point2)
					self.firstIcon = button
					got_anchor = button
				end
				
				self.lastIcon = button
				last_plugin_icon = button 
				
				button:SetParent (self.baseframe)
				button:SetFrameLevel (self.baseframe.UPFrame:GetFrameLevel()+1)
				button:Show()
				
				button:SetSize (16*size, 16*size)
				
				if (shadow and button.shadow) then
					button:SetNormalTexture (button.__icon .. "_shadow")
					button:SetPushedTexture (button.__icon .. "_shadow")
					button:SetHighlightTexture (button.__icon .. "_shadow", "ADD")
				else
					button:SetNormalTexture (button.__icon)
					button:SetPushedTexture (button.__icon)
					button:SetHighlightTexture (button.__icon, "ADD")
				end
			end
		end
	end
	
	return true
	
end

function _detalhes:ToolbarMenuButtons (_mode, _segment, _attributes, _report)
	return self:ToolbarMenuSetButtons (_mode, _segment, _attributes, _report)
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 and (not _G.GameCooltip:GetOwner() or _G.GameCooltip:GetOwner() == self)) then
			_G.GameCooltip:ShowMe (false)
		end
		self:SetScript ("OnUpdate", nil)
	end
end

local OnClickNovoMenu = function (_, _, id, instance)

	local is_new
	if (not _detalhes.tabela_instancias [id]) then
		--> esta criando uma nova
		is_new = true
	end

	local ninstance = _detalhes.CriarInstancia (_, _, id)
	instance.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(instance.baseframe.cabecalho.modo_selecao)
	
	if (ninstance and is_new) then
		ninstance.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(ninstance.baseframe.cabecalho.modo_selecao)
	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:SetLastSelected ("main", parameters_table [3])
		CoolTip:SetFixedParameter (instancia)
		
		CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus)
		CoolTip:SetOption ("TextFont", _detalhes.font_faces.menus)		
		
		CoolTip:SetOption ("ButtonHeightModSub", -2)
		CoolTip:SetOption ("ButtonHeightMod", -5)
		
		CoolTip:SetOption ("ButtonsYModSub", -3)
		CoolTip:SetOption ("ButtonsYMod", -10)
		
		CoolTip:SetOption ("YSpacingModSub", -3)
		CoolTip:SetOption ("YSpacingMod", 1)
		
		CoolTip:SetOption ("HeighMod", 10)
		
		--CoolTip:SetOption ("FixedHeight", 106)
		--CoolTip:SetOption ("FixedWidthSub", 146)
		
		CoolTip:AddLine (Loc ["STRING_MODE_GROUP"])
		CoolTip:AddMenu (1, instancia.AlteraModo, 2, true)
		CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 32/256, 32/256*2, 0, 1)
		
		CoolTip:AddLine (Loc ["STRING_MODE_ALL"])
		CoolTip:AddMenu (1, instancia.AlteraModo, 3, true)
		CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 32/256*2, 32/256*3, 0, 1)
	
		CoolTip:AddLine (Loc ["STRING_MODE_RAID"])
		CoolTip:AddMenu (1, instancia.AlteraModo, 4, true)
		CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 32/256*3, 32/256*4, 0, 1)

		--build raid plugins list
		local available_plugins = _detalhes.RaidTables:GetAvailablePlugins()

		if (#available_plugins >= 0) then
			local amt = 0
			
			for index, ptable in _ipairs (available_plugins) do
				if (ptable [3].__enabled) then
					CoolTip:AddMenu (2, _detalhes.RaidTables.EnableRaidMode, instancia, ptable [4], true, ptable [1], ptable [2], true) --PluginName, PluginIcon, PluginObject, PluginAbsoluteName
					amt = amt + 1
				end
			end
			
			CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
			
			if (amt <= 3) then
				CoolTip:SetOption ("SubFollowButton", true)
			end
		end
		
		CoolTip:AddLine (Loc ["STRING_MODE_SELF"])
		CoolTip:AddMenu (1, instancia.AlteraModo, 1, true)
		CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 0, 32/256, 0, 1)
		
		--build self plugins list
		
		--pega a list de plugins solo:
		if (#_detalhes.SoloTables.Menu > 0) then
			for index, ptable in _ipairs (_detalhes.SoloTables.Menu) do 
				if (ptable [3].__enabled) then
					CoolTip:AddMenu (2, _detalhes.SoloTables.EnableSoloMode, instancia, ptable [4], true, ptable [1], ptable [2], true)
				end
			end
			CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		end
		
		--> window control
		GameCooltip:AddLine ("$div")
		CoolTip:AddLine (Loc ["STRING_MENU_INSTANCE_CONTROL"])
		CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 0.625, 0.75, 0, 1)
		
		local HaveClosedInstances = false
		for index = 1, math.min (#_detalhes.tabela_instancias, _detalhes.instances_amount), 1 do 
			local _this_instance = _detalhes.tabela_instancias [index]
			if (not _this_instance.ativa) then
				HaveClosedInstances = true
				break
			end
		end
		
		if (_detalhes:GetNumInstancesAmount() < _detalhes:GetMaxInstancesAmount()) then
			CoolTip:AddMenu (2, OnClickNovoMenu, true, instancia, nil, Loc ["STRING_OPTIONS_WC_CREATE"], _, true)
			CoolTip:AddIcon ([[Interface\Buttons\UI-AttributeButton-Encourage-Up]], 2, 1, 16, 16)
			if (HaveClosedInstances) then
				GameCooltip:AddLine ("$div", nil, 2, nil, -5, -11)
			end
		end
		
		local ClosedInstances = 0
		
		for index = 1, math.min (#_detalhes.tabela_instancias, _detalhes.instances_amount), 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
				ClosedInstances = ClosedInstances + 1
				
				if (atributo == 5) then --> custom
				
					local CustomObject = _detalhes.custom [sub_atributo]
					
					if (not CustomObject) then
						_this_instance:ResetAttribute()
						atributo = _this_instance.atributo
						sub_atributo = _this_instance.sub_atributo
						CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true)
						CoolTip:AddIcon (_detalhes.sub_atributos [atributo].icones[sub_atributo] [1], 2, 1, 16, 16, unpack (_detalhes.sub_atributos [atributo].icones[sub_atributo] [2]))
					else
						CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. CustomObject:GetName(), _, true)
						CoolTip:AddIcon (CustomObject.icon, 2, 1, 16, 16, 0, 1, 0, 1)
					end

				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 (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. SoloInfo [1], _, true)
							CoolTip:AddIcon (SoloInfo [2], 2, 1, 16, 16, 0, 1, 0, 1)
						else
							CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " Unknown Plugin", _, true)
						end
						
					elseif (modo == 4) then --raid
					
						local plugin_name = _this_instance.current_raid_plugin or _this_instance.last_raid_plugin
						if (plugin_name) then
							local plugin_object = _detalhes:GetPlugin (plugin_name)
							if (plugin_object) then
								CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. plugin_object.__name, _, true)
								CoolTip:AddIcon (plugin_object.__icon, 2, 1, 16, 16, 0, 1, 0, 1)	
							else
								CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " Unknown Plugin", _, true)
							end
						else
							CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " Unknown Plugin", _, true)
						end
						
					else
					
						--CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.atributos.lista [atributo] .. " - " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true)
						CoolTip:AddMenu (2, OnClickNovoMenu, index, instancia, nil, "#".. index .. " " .. _detalhes.sub_atributos [atributo].lista [sub_atributo], _, true)
						CoolTip:AddIcon (_detalhes.sub_atributos [atributo].icones[sub_atributo] [1], 2, 1, 16, 16, unpack (_detalhes.sub_atributos [atributo].icones[sub_atributo] [2]))
						
					end
				end

				CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus)
				CoolTip:SetOption ("TextFont", _detalhes.font_faces.menus)
			end
		end		
		
		if (ClosedInstances > 0 or _detalhes:GetNumInstancesAmount() < _detalhes:GetMaxInstancesAmount()) then
			GameCooltip:AddLine ("$div", nil, 2, nil, -5, -11)
		end

		GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE"], nil, 2, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
		GameCooltip:AddIcon ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]], 2, 1, 14, 14, 0.2, 0.8, 0.2, 0.8)
		GameCooltip:AddMenu (2, _detalhes.close_instancia_func, instancia.baseframe.cabecalho.fechar)
		
		CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		
		--> options
		GameCooltip:AddLine ("$div")
		
		CoolTip:AddLine (Loc ["STRING_OPTIONS_WINDOW"])
		CoolTip:AddMenu (1, _detalhes.OpenOptionsWindow)
		CoolTip:AddIcon ([[Interface\AddOns\Details\images\modo_icones]], 1, 1, 20, 20, 0.5, 0.625, 0, 1)
		
		_detalhes:SetMenuOwner (self, instancia)
		
		CoolTip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		CoolTip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		
		show_anti_overlap (instancia, self, "top")
		
		CoolTip:ShowCooltip()
	end
end

function _detalhes:SetMenuOwner (self, instance)

	local _, y = instance.baseframe:GetCenter()
	local screen_height = GetScreenHeight()

	if (instance.toolbar_side == 1) then
		if (y+300 > screen_height) then
			GameCooltip:SetOwner (self, "top", "bottom", 0, -10)
		else
			GameCooltip:SetOwner (self)
		end
		
	elseif (instance.toolbar_side == 2) then --> bottom
		
		local instance_height = instance.baseframe:GetHeight()
		
		if (y + math.max (instance_height, 250) > screen_height) then
			GameCooltip:SetOwner (self, "top", "bottom", 0, -10)
		else
			GameCooltip:SetOwner (self, "bottom", "top", 0, 0)
		end
		
	end
	
end

local empty_segment_color = {1, 1, 1, .4}

local segments_common_tex, segments_common_color = {0.5078125, 0.1171875, 0.017578125, 0.1953125}, {1, 1, 1, .5}
local unknown_boss_tex, unknown_boss_color = {0.14453125, 0.9296875, 0.2625, 0.6546875}, {1, 1, 1, 0.5}

local party_line_color = {170/255, 167/255, 255/255, 1}
local party_wallpaper_tex, party_wallpaper_color, raid_wallpaper_tex = {0.09, 0.698125, 0, 0.833984375}, {1, 1, 1, 0.5}, {33/512, 361/512, 45/512, 295/512}

local segments_wallpaper_color = {1, 1, 1, 0.5}
local segment_color_lime = {0, 1, 0, 1}
local segment_color_red = {1, 0, 0, 1}

function _detalhes:GetSegmentInfo (index)
	local combat
	
	if (index == -1 or index == "overall") then
		combat = _detalhes.tabela_overall
	elseif (index == 0 or index == "current") then	
		combat = _detalhes.tabela_vigente
	else
		combat = _detalhes.tabela_historico.tabelas [index]
	end
	
	if (combat) then
	
		local enemy
		local color
		local raid_type
		local killed
		local portrait
		local background
		local background_coords
		local is_trash
		
		if (combat.is_boss and combat.is_boss.name) then
		
			if (combat.instance_type == "party") then
				raid_type = "party"
				enemy = combat.is_boss.name
				color = party_line_color

			elseif (combat.is_boss.killed) then
				raid_type = "raid"
				enemy = combat.is_boss.name
				color = segment_color_lime
				killed = true

			else
				raid_type = "raid"
				enemy = combat.is_boss.name
				color = segment_color_red
				killed = false

			end
			
			local p = _detalhes:GetBossPortrait (combat.is_boss.mapid, combat.is_boss.index)
			if (p) then
				portrait = p
			end
			
			local b = _detalhes:GetRaidIcon (combat.is_boss.mapid)
			if (b) then
				background = b
				background_coords = segment_color_lime

			elseif (combat.instance_type == "party") then
				local ej_id = combat.is_boss.ej_instance_id
				if (ej_id) then
					local name, description, bgImage, buttonImage, loreImage, dungeonAreaMapID, link = EJ_GetInstanceInfo (ej_id)
					if (bgImage) then
						background = bgImage
						background_coords = party_wallpaper_tex
					end
				end
			end
		
		elseif (combat.is_arena) then
			enemy = combat.is_arena.name
			
			local file, coords = _detalhes:GetArenaInfo (combat.is_arena.mapid)

			if (file) then
				background = "Interface\\Glues\\LOADINGSCREENS\\" .. file
				background_coords = coords
			end
			
		else
			enemy = combat.enemy
			
			if (combat.is_trash) then
				is_trash = true
			end
		end
		
		return enemy, color, raid_type, killed, is_trash, portrait, background, background_coords
	end
	
end

local segments_used = 0
local segments_filled = 0

-- 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")

		CoolTip:SetOption ("FixedWidthSub", 175)
		CoolTip:SetOption ("RightTextWidth", 105)
		CoolTip:SetOption ("RightTextHeight", 12)
	
		----------- 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

					--print (thisCombat.is_boss.name, thisCombat.instance_type, _detalhes:GetRaidIcon (thisCombat.is_boss.mapid), thisCombat.is_boss.ej_instance_id)
					
					if (thisCombat.is_boss and thisCombat.is_boss.name) then
					
						local try_number = thisCombat.is_boss.try_number
						local combat_time = thisCombat:GetCombatTime()
					
						if (thisCombat.instance_type == "party") then
							CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, party_line_color)
						elseif (thisCombat.is_boss.killed) then
							if (try_number) then
								local m, s = _math_floor (combat_time/60), _math_floor (combat_time%60)
								if (s < 10) then
									s = "0" .. s
								end
								CoolTip:AddLine (thisCombat.is_boss.name .." (#"..try_number.." " .. m .. ":" .. s .. ")", _, 1, "lime")
							else
								CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, "lime")
							end
						else
							if (try_number) then
								local m, s = _math_floor (combat_time/60), _math_floor (combat_time%60)
								if (s < 10) then
									s = "0" .. s
								end
								CoolTip:AddLine (thisCombat.is_boss.name .." (#"..try_number.." " .. m .. ":" .. s .. ")", _, 1, "red")
							else
								CoolTip:AddLine (thisCombat.is_boss.name .." (#"..i..")", _, 1, "red")
							end
						end

						local portrait = _detalhes:GetBossPortrait (thisCombat.is_boss.mapid, thisCombat.is_boss.index) or thisCombat.is_boss.bossimage
						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)
						
						local background = _detalhes:GetRaidIcon (thisCombat.is_boss.mapid)
						if (background) then
							CoolTip:SetWallpaper (2, background, nil, segments_wallpaper_color)
						else
							local ej_id = thisCombat.is_boss.ej_instance_id
							if (ej_id and ej_id ~= 0) then
								local name, description, bgImage, buttonImage, loreImage, dungeonAreaMapID, link = EJ_GetInstanceInfo (ej_id)
								if (name) then
									if (thisCombat.instance_type == "party") then
										CoolTip:SetWallpaper (2, bgImage, party_wallpaper_tex, party_wallpaper_color)
									else
										CoolTip:SetWallpaper (2, loreImage, raid_wallpaper_tex, party_wallpaper_color)
									end
								end
							else
								CoolTip:SetWallpaper (2, [[Interface\BlackMarket\HotItemBanner]], unknown_boss_tex, unknown_boss_color, true)
							end
						end
					
					elseif (thisCombat.is_pvp) then
						CoolTip:AddLine (thisCombat.is_pvp.name, _, 1, "yellow")
						enemy = thisCombat.is_pvp.name
						CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 12, 0.251953125, 0.306640625, 0.205078125, 0.248046875)
						
						local file, coords = _detalhes:GetBattlegroundInfo (thisCombat.is_pvp.mapid)
						if (file) then
							CoolTip:SetWallpaper (2, "Interface\\Glues\\LOADINGSCREENS\\" .. file, coords, empty_segment_color)
						end
					
					elseif (thisCombat.is_arena) then
						CoolTip:AddLine (thisCombat.is_arena.name, _, 1, "yellow")
						enemy = thisCombat.is_arena.name
						CoolTip:AddIcon ([[Interface\AddOns\Details\images\icons]], "main", "left", 16, 12, 0.251953125, 0.306640625, 0.205078125, 0.248046875)
						
						local file, coords = _detalhes:GetArenaInfo (thisCombat.is_arena.mapid)
						if (file) then
							CoolTip:SetWallpaper (2, "Interface\\Glues\\LOADINGSCREENS\\" .. file, coords, empty_segment_color)
						end
					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
						
						CoolTip:SetWallpaper (2, [[Interface\ACHIEVEMENTFRAME\UI-Achievement-StatsBackground]], segments_common_tex, segments_common_color)
						
					end
					
					CoolTip:AddMenu (1, instancia.TrocaTabela, i)
					
					CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy, 2, "white", "white")
					
					local decorrido = thisCombat:GetCombatTime()
					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)
					CoolTip:AddIcon ([[Interface\CHARACTERFRAME\Disconnect-Icon]], 2, 1, 12, 12, 0.3125, 0.65625, 0.265625, 0.671875)
					CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
				end
				
				if (menuIndex) then
					menuIndex = menuIndex + 1
					if (instancia.segmento == i) then
						CoolTip:SetLastSelected ("main", menuIndex)
						menuIndex = nil
					end
				end
			
			end
			
		end
		
		GameCooltip:AddLine ("$div", nil, nil, -5, -13)
		
		----------- 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--"
			local file, coords
			
			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) or _detalhes.tabela_vigente.is_boss.bossimage
				if (portrait) then
					CoolTip:AddIcon (portrait, 2, "top", 128, 64)
				end
				
				local background = _detalhes:GetRaidIcon (_detalhes.tabela_vigente.is_boss.mapid)
				if (background) then
					CoolTip:SetWallpaper (2, background, nil, segments_wallpaper_color)
				else
					local ej_id = _detalhes.tabela_vigente.is_boss.ej_instance_id
					if (ej_id and ej_id ~= 0) then
						local name, description, bgImage, buttonImage, loreImage, dungeonAreaMapID, link = EJ_GetInstanceInfo (ej_id)
						if (name) then
							if (_detalhes.tabela_vigente.instance_type == "party") then
								CoolTip:SetWallpaper (2, bgImage, party_wallpaper_tex, party_wallpaper_color)
							else
								CoolTip:SetWallpaper (2, loreImage, raid_wallpaper_tex, party_wallpaper_color)
							end
						end
					end
				end
			elseif (_detalhes.tabela_vigente.is_pvp) then
				enemy = _detalhes.tabela_vigente.is_pvp.name
				file, coords = _detalhes:GetBattlegroundInfo (_detalhes.tabela_vigente.is_pvp.mapid)
			elseif (_detalhes.tabela_vigente.is_arena) then
				enemy = _detalhes.tabela_vigente.is_arena.name
				file, coords = _detalhes:GetArenaInfo (_detalhes.tabela_vigente.is_arena.mapid)
			else
				CoolTip:SetWallpaper (2, [[Interface\ACHIEVEMENTFRAME\UI-Achievement-StatsBackground]], segments_common_tex, segments_common_color)
			end					
			
			CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy, 2, "white", "white")
			if (file) then
				CoolTip:SetWallpaper (2, "Interface\\Glues\\LOADINGSCREENS\\" .. file, coords, empty_segment_color)
			end
			
			if (not _detalhes.tabela_vigente:GetEndTime()) then
				if (_detalhes.in_combat) then
					local decorrido = _detalhes.tabela_vigente:GetCombatTime()
					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:GetCombatTime()
				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 + 0)
				elseif (fill - 1 == menuIndex) then
					CoolTip:SetLastSelected ("main", fill + 1)
				else
					CoolTip:SetLastSelected ("main", fill + 2)
				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")
		
			local enemy_name = _detalhes.tabela_overall.overall_enemy_name
		
			CoolTip:AddLine (Loc ["STRING_SEGMENT_ENEMY"] .. ":", enemy_name, 2, "white", "white")
			
			local combat_time = _detalhes.tabela_overall:GetCombatTime()
			local minutos, segundos = _math_floor (combat_time / 60), _math_floor (combat_time % 60)
			
			CoolTip:AddLine (Loc ["STRING_SEGMENT_TIME"] .. ":", minutos.."m "..segundos.."s", 2, "white", "white") 
			
			--CoolTip:SetWallpaper (2, [[Interface\ACHIEVEMENTFRAME\UI-Achievement-StatsBackground]], segments_common_tex, segments_common_color)
			--CoolTip:SetWallpaper (2, [[Interface\PetBattles\MountJournal-NoMounts]], {0, 403/512, 0, 294/512}, {.5, .5, .5, 0.9})
			CoolTip:SetWallpaper (2, [[Interface\PetPaperDollFrame\PetStatsBG-Hunter]], {321/512, 0, 0, 190/512}, {1, 1, 1, 0.9})
			
			CoolTip:AddLine (Loc ["STRING_SEGMENT_START"] .. ":", _detalhes.tabela_overall.data_inicio, 2, "white", "white")
			CoolTip:AddLine (Loc ["STRING_SEGMENT_END"] .. ":", _detalhes.tabela_overall.data_fim, 2, "white", "white")
			
			-- combats added
			local combats_added = _detalhes.tabela_overall.segments_added or _detalhes.empty_table
			CoolTip:AddLine (Loc ["STRING_SEGMENTS"] .. ":", #combats_added, 2, "white", "white")
			
			if (#combats_added > 0) then
				CoolTip:AddLine ("", "", 2, "white", "white")
			end
			
			for i, segment in _ipairs (combats_added) do
				local minutos, segundos = _math_floor (segment.elapsed/60), _math_floor (segment.elapsed%60)
				
				local name = segment.name
				if (name:len() > 20) then
					name = string.sub (name, 1, #name - (#name - 20))
				end
				
				CoolTip:AddLine ("" .. name, minutos.."m "..segundos.."s", 2, "white", "white")
			end
			
			--> fill é a quantidade de menu que esta sendo mostrada
			if (instancia.segmento == -1) then
				if (fill - 2 == menuIndex) then
					CoolTip:SetLastSelected ("main", fill + 1)
				elseif (fill - 1 == menuIndex) then
					CoolTip:SetLastSelected ("main", fill + 2)
				else
					CoolTip:SetLastSelected ("main", fill + 3)
				end
				menuIndex = nil
			end
			
		---------------------------------------------
		
		_detalhes:SetMenuOwner (self, instancia)
		
		CoolTip:SetOption ("TextSize", _detalhes.font_sizes.menus)
		CoolTip:SetOption ("TextFont", _detalhes.font_faces.menus)
		
		CoolTip:SetOption ("SubMenuIsTooltip", true)
		
		CoolTip:SetOption ("ButtonHeightMod", -4)
		CoolTip:SetOption ("ButtonsYMod", -10)
		CoolTip:SetOption ("YSpacingMod", 4)
		
		CoolTip:SetOption ("ButtonHeightModSub", 4)
		CoolTip:SetOption ("ButtonsYModSub", 0)
		CoolTip:SetOption ("YSpacingModSub", -4)
		
		CoolTip:SetOption ("HeighMod", 12)

		--CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		--CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, {66/512, 1, 78/512, 435/512}, _detalhes.tooltip.menus_bg_color, true)
		CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		--CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, {331/512, 63/512, 109/512, 143/512}, _detalhes.tooltip.menus_bg_color, true)

		CoolTip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		CoolTip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		
		show_anti_overlap (instancia, self, "top")
		
		CoolTip:ShowCooltip()
		
		self:SetScript ("OnUpdate", nil)
	end	
	
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
		skin_name = _detalhes.default_skin_to_use
		this_skin = _detalhes.skins [skin_name]
	end
	
	local just_updating = false
	if (self.skin == skin_name) then
		just_updating = true
	end

	if (not just_updating) then

		--> skin updater
		--print ("debug", self.meu_id, self.iniciada, self.baseframe, self.bgframe)
		if (self.bgframe.skin_script) then
			self.bgframe:SetScript ("OnUpdate", nil)
			self.bgframe.skin_script = false
		end
	
		--> reset all config
			self:ResetInstanceConfigKeepingValues (true)
	
		--> overwrites
			local overwrite_cprops = this_skin.instance_cprops
			if (overwrite_cprops) then
				
				local copy = table_deepcopy (overwrite_cprops)
				
				for cprop, value in _pairs (copy) do
					if (not _detalhes.instance_skin_ignored_values [cprop]) then
						if (type (value) == "table") then
							for cprop2, value2 in _pairs (value) do
								self [cprop] [cprop2] = value2
							end
						else
							self [cprop] = value
						end
					end
				end
				
			end
			
		--> reset micro frames
			_detalhes.StatusBar:Reset (self)

		--> customize micro frames
			if (this_skin.micro_frames) then
				if (this_skin.micro_frames.left) then
					_detalhes.StatusBar:SetPlugin (self, this_skin.micro_frames.left, "left")
				end
				
				if (this_skin.micro_frames.textxmod) then
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textxmod", this_skin.micro_frames.textxmod)
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textxmod", this_skin.micro_frames.textxmod)
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textxmod", this_skin.micro_frames.textxmod)
				end
				if (this_skin.micro_frames.textymod) then
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "textymod", this_skin.micro_frames.textymod)
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "textymod", this_skin.micro_frames.textymod)
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "textymod", this_skin.micro_frames.textymod)
				end
				if (this_skin.micro_frames.hidden) then
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.left, "hidden", this_skin.micro_frames.hidden)
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.center, "hidden", this_skin.micro_frames.hidden)
					_detalhes.StatusBar:ApplyOptions (self.StatusBar.right, "hidden", this_skin.micro_frames.hidden)
				end
				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
			
	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.barra_fundo:SetTexture (skin_file) --> barra inferior
		
		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.break_snap_button:SetNormalTexture (skin_file) --> cadeado
		self.break_snap_button:SetDisabledTexture (skin_file)
		self.break_snap_button:SetHighlightTexture (skin_file, "ADD")
		self.break_snap_button:SetPushedTexture (skin_file)

----------> 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

----------> update abbreviation function on the class files
	
	_detalhes.atributo_damage:UpdateSelectedToKFunction()
	_detalhes.atributo_heal:UpdateSelectedToKFunction()
	_detalhes.atributo_energy:UpdateSelectedToKFunction()
	_detalhes.atributo_misc:UpdateSelectedToKFunction()
	_detalhes.atributo_custom:UpdateSelectedToKFunction()
	
----------> call widgets handlers	
		self:SetBarSettings (self.row_info.height)
		self:SetBarBackdropSettings()
		self:SetBarSpecIconSettings()
		self:SetBarRightTextSettings()
	
	--> update toolbar
		self:ToolbarSide()
	
	--> update stretch button
		self:StretchButtonAnchor()
	
	--> update side bars
		if (self.show_sidebars) then
			self:ShowSideBars()
		else
			self:HideSideBars()
		end

	--> refresh the side of the micro displays
		self:MicroDisplaysSide()
		
	--> update statusbar
		if (self.show_statusbar) then
			self:ShowStatusBar()
		else
			self:HideStatusBar()
		end

	--> update wallpaper
		if (self.wallpaper.enabled) then
			self:InstanceWallpaper (true)
		else
			self:InstanceWallpaper (false)
		end
	
	--> update instance color
		self:InstanceColor()
		self:SetBackgroundColor()
		self:SetBackgroundAlpha()
		self:SetAutoHideMenu()
		self:SetBackdropTexture()

	--> refresh all bars
		
		self:InstanceRefreshRows()

	--> update menu saturation
		self:DesaturateMenu()
	
	--> update statusbar color
		self:StatusBarColor()
	
	--> update attribute string
		self:AttributeMenu()
	
	--> update top menus
		self:LeftMenuAnchorSide()
		
	--> update window strata level
		self:SetFrameStrata()
	
	--> update the combat alphas
		self:SetCombatAlpha (nil, nil, true)
		
	--> update icons
		_detalhes.ToolBar:ReorganizeIcons (true) --call self:SetMenuAlpha()
		
	--> refresh options panel if opened
		if (_G.DetailsOptionsWindow and _G.DetailsOptionsWindow:IsShown()) then
			_detalhes:OpenOptionsWindow (self)
		end

	--> auto interact
		if (self.menu_alpha.enabled) then
			self:SetMenuAlpha (nil, nil, nil, nil, self.is_interacting)
		end
		
	--> set the scale
		self:SetWindowScale()
		
	if (not just_updating or _detalhes.initializing) then
		if (this_skin.callback) then
			this_skin:callback (self, just_updating)
		end
		
		if (this_skin.control_script) then
			if (this_skin.control_script_on_start) then
				this_skin:control_script_on_start (self)
			end
			self.bgframe:SetScript ("OnUpdate", this_skin.control_script)
			self.bgframe.skin_script = true
			self.bgframe.skin = this_skin
			--self.bgframe.skin_script_instance = true
		end
	end

end

function _detalhes:DelayedCheckCombatAlpha (instance)
	if (UnitAffectingCombat ("player") or InCombatLockdown()) then
		instance:SetWindowAlphaForCombat (true, true) --> hida a janela
	else
		instance:SetWindowAlphaForCombat (false) --> deshida a janela
	end
end

function _detalhes:DelayedCheckOutOfCombatAlpha (instance)
	if (UnitAffectingCombat ("player") or InCombatLockdown()) then
		instance:SetWindowAlphaForCombat (false) --> deshida a janela
	else
		instance:SetWindowAlphaForCombat (true, true) --> hida a janela
	end
end

function _detalhes:SetCombatAlpha (modify_type, alpha_amount, interacting)

	if (interacting) then
		
		if (self.hide_in_combat_type == 1) then --None
			return
			
		elseif (self.hide_in_combat_type == 2) then --While In Combat
			_detalhes:ScheduleTimer ("DelayedCheckCombatAlpha", 0.3, self)
			
		elseif (self.hide_in_combat_type == 3) then --"While Out of Combat"
			_detalhes:ScheduleTimer ("DelayedCheckOutOfCombatAlpha", 0.3, self)
			
		elseif (self.hide_in_combat_type == 4) then --"While Out of a Group"
			if (_detalhes.in_group) then
				self:SetWindowAlphaForCombat (false) --> deshida a janela
			else
				self:SetWindowAlphaForCombat (true, true) --> hida a janela
			end
		end
		
		return
	end

	if (not modify_type) then
		modify_type = self.hide_in_combat_type
	else
		if (modify_type == 1) then --> changed to none
			self:SetWindowAlphaForCombat (false)
		end
	end
	
	if (not alpha_amount) then
		alpha_amount = self.hide_in_combat_alpha
	end
	
	self.hide_in_combat_type = modify_type
	self.hide_in_combat_alpha = alpha_amount
	
	self:SetCombatAlpha (nil, nil, true)
	
end

function _detalhes:SetFrameStrata (strata)
	
	if (not strata) then
		strata = self.strata
	end
	
	self.strata = strata
	
	self.rowframe:SetFrameStrata (strata)
	self.baseframe:SetFrameStrata (strata)
	
	if (strata == "BACKGROUND") then
		self.break_snap_button:SetFrameStrata ("LOW")
		self.baseframe.resize_esquerda:SetFrameStrata ("LOW")
		self.baseframe.resize_direita:SetFrameStrata ("LOW")
		self.baseframe.lock_button:SetFrameStrata ("LOW")
		
	elseif (strata == "LOW") then
		self.break_snap_button:SetFrameStrata ("MEDIUM")
		self.baseframe.resize_esquerda:SetFrameStrata ("MEDIUM")
		self.baseframe.resize_direita:SetFrameStrata ("MEDIUM")
		self.baseframe.lock_button:SetFrameStrata ("MEDIUM")
		
	elseif (strata == "MEDIUM") then
		self.break_snap_button:SetFrameStrata ("HIGH")
		self.baseframe.resize_esquerda:SetFrameStrata ("HIGH")
		self.baseframe.resize_direita:SetFrameStrata ("HIGH")
		self.baseframe.lock_button:SetFrameStrata ("HIGH")
		
	elseif (strata == "HIGH") then
		self.break_snap_button:SetFrameStrata ("DIALOG")
		self.baseframe.resize_esquerda:SetFrameStrata ("DIALOG")
		self.baseframe.resize_direita:SetFrameStrata ("DIALOG")
		self.baseframe.lock_button:SetFrameStrata ("DIALOG")
		
	elseif (strata == "DIALOG") then
		self.break_snap_button:SetFrameStrata ("FULLSCREEN")
		self.baseframe.resize_esquerda:SetFrameStrata ("FULLSCREEN")
		self.baseframe.resize_direita:SetFrameStrata ("FULLSCREEN")
		self.baseframe.lock_button:SetFrameStrata ("FULLSCREEN")
		
	end
	
	self:StretchButtonAlwaysOnTop()
	
end

function _detalhes:LeftMenuAnchorSide (side)
	
	if (not side) then
		side = self.menu_anchor.side
	end
	
	self.menu_anchor.side = side
	
	return self:MenuAnchor()
	
end

-- ~attributemenu (text with attribute name)
function _detalhes:AttributeMenu (enabled, pos_x, pos_y, font, size, color, side, shadow)

	if (type (enabled) ~= "boolean") then
		enabled = self.attribute_text.enabled
	end
	
	if (not pos_x) then
		pos_x = self.attribute_text.anchor [1]
	end
	if (not pos_y) then
		pos_y = self.attribute_text.anchor [2]
	end
	
	if (not font) then
		font = self.attribute_text.text_face
	end
	
	if (not size) then
		size = self.attribute_text.text_size
	end
	
	if (not color) then
		color = self.attribute_text.text_color
	end
	
	if (not side) then
		side = self.attribute_text.side
	end
	
	if (type (shadow) ~= "boolean") then
		shadow = self.attribute_text.shadow
	end
	
	self.attribute_text.enabled = enabled
	self.attribute_text.anchor [1] = pos_x
	self.attribute_text.anchor [2] = pos_y
	self.attribute_text.text_face = font
	self.attribute_text.text_size = size
	self.attribute_text.text_color = color
	self.attribute_text.side = side
	self.attribute_text.shadow = shadow
	
	--> enabled
	if (not enabled and self.menu_attribute_string) then
		return self.menu_attribute_string:Hide()
	elseif (not enabled) then
		return
	end
	
	--> protection against failed clean up framework table
	if (self.menu_attribute_string and not getmetatable (self.menu_attribute_string)) then
		self.menu_attribute_string = nil
	end
	
	if (not self.menu_attribute_string) then 

		local label = gump:NewLabel (self.floatingframe, nil, "DetailsAttributeStringInstance" .. self.meu_id, nil, "", "GameFontHighlightSmall")
		self.menu_attribute_string = label
		self.menu_attribute_string.text = _detalhes:GetSubAttributeName (self.atributo, self.sub_atributo)
		self.menu_attribute_string.owner_instance = self
		
		self.menu_attribute_string.Enabled = true
		self.menu_attribute_string.__enabled = true
		
		function self.menu_attribute_string:OnEvent (instance, attribute, subAttribute)
			if (instance == label.owner_instance) then
				local sName = instance:GetInstanceAttributeText()
				label.text = sName
			end
		end
		
		_detalhes:RegisterEvent (self.menu_attribute_string, "DETAILS_INSTANCE_CHANGEATTRIBUTE", self.menu_attribute_string.OnEvent)
		_detalhes:RegisterEvent (self.menu_attribute_string, "DETAILS_INSTANCE_CHANGEMODE", self.menu_attribute_string.OnEvent)

	end

	self.menu_attribute_string:Show()
	
	--> anchor
	if (side == 1) then --> a string esta no lado de cima
		if (self.toolbar_side == 1) then -- a toolbar esta em cima
			self.menu_attribute_string:ClearAllPoints()
			self.menu_attribute_string:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "bottomright", self.attribute_text.anchor [1], self.attribute_text.anchor [2])
			
		elseif (self.toolbar_side == 2) then --a toolbar esta em baixo
			self.menu_attribute_string:ClearAllPoints()
			self.menu_attribute_string:SetPoint ("bottomleft", self.baseframe, "topleft", self.attribute_text.anchor [1] + 21, self.attribute_text.anchor [2])

		end
		
	elseif (side == 2) then --> a string esta no lado de baixo
		if (self.toolbar_side == 1) then --toolbar esta em cima
			self.menu_attribute_string:ClearAllPoints()
			self.menu_attribute_string:SetPoint ("left", self.baseframe.rodape.StatusBarLeftAnchor, "left", self.attribute_text.anchor [1] + 16, self.attribute_text.anchor [2] - 6)

		elseif (self.toolbar_side == 2) then --toolbar esta em baixo
			self.menu_attribute_string:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "topright", self.attribute_text.anchor [1], self.attribute_text.anchor [2] - 19)

		end
	end
	
	--font face
	local fontPath = SharedMedia:Fetch ("font", font)
	_detalhes:SetFontFace (self.menu_attribute_string, fontPath)
	
	--font size
	_detalhes:SetFontSize (self.menu_attribute_string, size)
	
	--color
	_detalhes:SetFontColor (self.menu_attribute_string, color)
	
	--shadow
	_detalhes:SetFontOutline (self.menu_attribute_string, shadow)

end

-- ~backdrop
function _detalhes:SetBackdropTexture (texturename)
	
	if (not texturename) then
		texturename = self.backdrop_texture
	end
	
	self.backdrop_texture = texturename
	
	local texture_path = SharedMedia:Fetch ("background", texturename)
	
	self.baseframe:SetBackdrop ({
		bgFile = texture_path, tile = true, tileSize = 128,
		insets = {left = 0, right = 0, top = 0, bottom = 0}}
	)
	self.bgdisplay:SetBackdrop ({
		bgFile = texture_path, tile = true, tileSize = 128,
		insets = {left = 0, right = 0, top = 0, bottom = 0}}
	)
	
	self:SetBackgroundAlpha (self.bg_alpha)
	
end

-- ~alpha (transparency of buttons on the toolbar)
function _detalhes:SetAutoHideMenu (left, right, interacting)

	if (interacting) then
		if (self.is_interacting) then
			if (self.auto_hide_menu.left) then
				local r, g, b = unpack (self.color_buttons)
				self:InstanceButtonsColors (r, g, b, 1, true, true) --no save, only left
			end
			if (self.auto_hide_menu.right) then
				local r, g, b = unpack (self.color_buttons)
				self:InstanceButtonsColors (r, g, b, 1, true, nil, true) --no save, only right
			end
		else
			if (self.auto_hide_menu.left) then
				local r, g, b = unpack (self.color_buttons)
				self:InstanceButtonsColors (r, g, b, 0, true, true) --no save, only left
			end
			if (self.auto_hide_menu.right) then
				local r, g, b = unpack (self.color_buttons)
				self:InstanceButtonsColors (r, g, b, 0, true, nil, true) --no save, only right
			end
		end
		return
	end

	if (left == nil) then
		left = self.auto_hide_menu.left
	end
	if (right == nil) then
		right = self.auto_hide_menu.right
	end

	self.auto_hide_menu.left = left
	self.auto_hide_menu.right = right
	
	local r, g, b = unpack (self.color_buttons)
	
	if (not left) then
		--auto hide is off
		self:InstanceButtonsColors (r, g, b, 1, true, true) --no save, only left
	else
		if (self.is_interacting) then
			self:InstanceButtonsColors (r, g, b, 1, true, true) --no save, only left
		else
			self:InstanceButtonsColors (0, 0, 0, 0, true, true) --no save, only left
		end
	end
	
	if (not right) then
		--auto hide is off
		self:InstanceButtonsColors (r, g, b, 1, true, nil, true) --no save, only right
	else
		if (self.is_interacting) then
			self:InstanceButtonsColors (r, g, b, 1, true, nil, true) --no save, only right
		else
			self:InstanceButtonsColors (0, 0, 0, 0, true, nil, true) --no save, only right
		end
	end
	
	--auto_hide_menu = {left = false, right = false},

end

-- transparency for toolbar, borders and statusbar
function _detalhes:SetMenuAlpha (enabled, onenter, onleave, ignorebars, interacting)

	if (interacting) then --> called from a onenter or onleave script
		if (self.menu_alpha.enabled) then
			if (self.is_interacting) then
				return self:SetWindowAlphaForInteract (self.menu_alpha.onenter)
			else
				return self:SetWindowAlphaForInteract (self.menu_alpha.onleave)
			end
		end
		return
	end

	--ignorebars
	
	if (enabled == nil) then
		enabled = self.menu_alpha.enabled
	end
	if (not onenter) then
		onenter = self.menu_alpha.onenter
	end
	if (not onleave) then
		onleave = self.menu_alpha.onleave
	end
	if (ignorebars == nil) then
		ignorebars = self.menu_alpha.ignorebars
	end

	self.menu_alpha.enabled = enabled
	self.menu_alpha.onenter = onenter
	self.menu_alpha.onleave = onleave
	self.menu_alpha.ignorebars = ignorebars
	
	if (not enabled) then
		self.baseframe:SetAlpha (1)
		self.rowframe:SetAlpha (1)
		self:InstanceAlpha (self.color[4])
		self:SetIconAlpha (1, nil, true)
		return self:InstanceColor (unpack (self.color))
		--return self:SetWindowAlphaForInteract (self.color [4])
	else
		local r, g, b = unpack (self.color)
		self:InstanceColor (r, g, b, 1)
		r, g, b = unpack (self.statusbar_info.overlay)
		self:StatusBarColor (r, g, b, 1)
	end

	if (self.is_interacting) then
		return self:SetWindowAlphaForInteract (onenter) --> set alpha
	else
		return self:SetWindowAlphaForInteract (onleave) --> set alpha
	end
	
end

function _detalhes:GetInstanceCurrentAlpha()
	if (self.menu_alpha.enabled) then
		if (self:IsInteracting()) then
			return self.menu_alpha.onenter
		else
			return self.menu_alpha.onleave
		end
	else
		return self.color [4]
	end
end

function _detalhes:GetInstanceIconsCurrentAlpha()
	if (self.menu_alpha.enabled and self.menu_alpha.iconstoo) then
		if (self:IsInteracting()) then
			return self.menu_alpha.onenter
		else
			return self.menu_alpha.onleave
		end
	else
		return 1
	end
end

function _detalhes:MicroDisplaysSide (side, fromuser)
	if (not side) then
		side = self.micro_displays_side
	end
	
	self.micro_displays_side = side
	
	_detalhes.StatusBar:ReloadAnchors (self)
	
	if (self.micro_displays_side == 2 and not self.show_statusbar) then --> bottom side
		_detalhes.StatusBar:Hide (self)
		if (fromuser) then
			_detalhes:Msg (Loc ["STRING_OPTIONS_MICRODISPLAYWARNING"])
		end
	elseif (self.micro_displays_side == 2) then
		_detalhes.StatusBar:Show (self)
	elseif (self.micro_displays_side == 1) then
		_detalhes.StatusBar:Show (self)
	end
	
end

function _detalhes:IsGroupedWith (instance)
	local id = instance:GetId()
	for side, instanceId in _pairs (self.snap) do
		if (instanceId == id) then
			return true
		end
	end
	return false
end

function _detalhes:GetInstanceGroup (instance_id)

	local instance = self
	
	if (instance_id) then
		instance = _detalhes:GetInstance (instance_id)
		if (not instance or not instance:IsEnabled()) then
			return
		end
	end
	
	local current_group = {instance}
	
	for side, insId in _pairs (instance.snap) do
		if (insId < instance:GetId()) then
			local last_id = instance:GetId()
			for i = insId, 1, -1 do
				local this_instance = _detalhes:GetInstance (i)
				local got = false
				if (this_instance and this_instance:IsEnabled()) then
					for side, id in _pairs (this_instance.snap) do
						if (id == last_id) then
							tinsert (current_group, this_instance)
							got = true
							last_id = i
						end
					end
				end
				if (not got) then
					break
				end
			end
		else
			local last_id = instance:GetId()
			for i = insId, _detalhes.instances_amount do
				local this_instance = _detalhes:GetInstance (i)
				local got = false
				if (this_instance and this_instance:IsEnabled()) then
					for side, id in _pairs (this_instance.snap) do
						if (id == last_id) then
							tinsert (current_group, this_instance)
							got = true
							last_id = i
						end
					end
				end
				if (not got) then
					break
				end
			end
		end
	end
	
	return current_group
end

function _detalhes:SetWindowScale (scale, from_options)
	if (not scale) then
		scale = self.window_scale
	end

	if (from_options) then
		local group = self:GetInstanceGroup()
		
		for _, instance in _ipairs (group) do
			instance.baseframe:SetScale (scale)
			instance.rowframe:SetScale (scale)
			instance.window_scale = scale
		end
		
		for _, instance in _ipairs (group) do
			_detalhes.move_janela_func (instance.baseframe, true, instance)
			_detalhes.move_janela_func (instance.baseframe, false, instance)
		end
		
		for _, instance in _ipairs (group) do
			instance:SaveMainWindowPosition()
		end
		
	else
		self.window_scale = scale
		self.baseframe:SetScale (scale)
		self.rowframe:SetScale (scale)
		--self:SaveMainWindowPosition() -- skin was replacing window_scale
	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))

		--> 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))

		--> tex coords
		self.baseframe.cabecalho.emenda:SetTexCoord (unpack (COORDS_LEFT_CONNECTOR))
		self.baseframe.cabecalho.top_bg:SetTexCoord (unpack (COORDS_TOP_BACKGROUND))

		--> up frames
		self.baseframe.UPFrame:SetPoint ("left", self.baseframe.cabecalho.ball, "right", 0, -53)
		self.baseframe.UPFrame:SetPoint ("right", self.baseframe.cabecalho.ball_r, "left", 0, -53)
		
		self.baseframe.UPFrameConnect:ClearAllPoints()
		self.baseframe.UPFrameConnect:SetPoint ("bottomleft", self.baseframe, "topleft", 0, -1)
		self.baseframe.UPFrameConnect:SetPoint ("bottomright", self.baseframe, "topright", 0, -1)
		
		self.baseframe.UPFrameLeftPart:ClearAllPoints()
		self.baseframe.UPFrameLeftPart:SetPoint ("bottomleft", self.baseframe, "topleft", 0, 0)
		
		
	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)

		--> 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)

		--> up frames
		self.baseframe.UPFrame:SetPoint ("left", self.baseframe.cabecalho.ball, "right", 0, 53)
		self.baseframe.UPFrame:SetPoint ("right", self.baseframe.cabecalho.ball_r, "left", 0, 53)
		
		self.baseframe.UPFrameConnect:ClearAllPoints()
		self.baseframe.UPFrameConnect:SetPoint ("topleft", self.baseframe, "bottomleft", 0, 1)
		self.baseframe.UPFrameConnect:SetPoint ("topright", self.baseframe, "bottomright", 0, 1)
		
		self.baseframe.UPFrameLeftPart:ClearAllPoints()
		self.baseframe.UPFrameLeftPart:SetPoint ("topleft", self.baseframe, "bottomleft", 0, 0)

	end
	
	--> update top menus
	self:LeftMenuAnchorSide()
	
	self:StretchButtonAnchor()
	
	self:HideMainIcon()
	
	if (self.show_sidebars) then
		self:ShowSideBars()
	end
	
	self:AttributeMenu()
	
end

function _detalhes:StretchButtonAlwaysOnTop (on_top)
	
	if (type (on_top) ~= "boolean") then
		on_top = self.grab_on_top
	end
	
	self.grab_on_top = on_top
	
	if (self.grab_on_top) then
		self.baseframe.button_stretch:SetFrameStrata ("FULLSCREEN")
	else
		self.baseframe.button_stretch:SetFrameStrata (self.strata)
	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:MenuAnchor (x, y)

	if (self.toolbar_side == 1) then --top
		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
		
	elseif (self.toolbar_side == 2) then --bottom
		if (not x) then
			x = self.menu_anchor_down [1]
		end
		if (not y) then
			y = self.menu_anchor_down [2]
		end
		self.menu_anchor_down [1] = x
		self.menu_anchor_down [2] = y
	end
	
	local menu_points = self.menu_points -- = {MenuAnchorLeft, MenuAnchorRight}
	
	if (self.menu_anchor.side == 1) then --> left
	
		menu_points [1]:ClearAllPoints()
		
		if (self.toolbar_side == 1) then --> top
			menu_points [1]:SetPoint ("bottomleft", self.baseframe.cabecalho.ball, "bottomright", x, y) -- y+2
			
		else --> bottom
			menu_points [1]:SetPoint ("topleft", self.baseframe.cabecalho.ball, "topright", x, (y*-1) - 4)

		end
	
	elseif (self.menu_anchor.side == 2) then --> right
	
		menu_points [2]:ClearAllPoints()
		
		if (self.toolbar_side == 1) then --> top
			menu_points [2]:SetPoint ("topleft", self.baseframe.cabecalho.ball_r, "bottomleft", x, y+16)
			
		else --> bottom
			menu_points [2]:SetPoint ("topleft", self.baseframe.cabecalho.ball_r, "topleft", x, (y*-1) - 4)

		end
	end
	
	self:ToolbarMenuButtons()
	
end

function _detalhes:HideMainIcon (value)

	if (type (value) ~= "boolean") then
		value = self.hide_icon
	end

	if (value) then
	
		self.hide_icon = true
		gump:Fade (self.baseframe.cabecalho.atributo_icon, 1)
		--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
		
		local skin = _detalhes.skins [self.skin]
		
		if (skin.icon_on_top) then
			self.baseframe.cabecalho.atributo_icon:SetParent (self.floatingframe)
		else
			self.baseframe.cabecalho.atributo_icon:SetParent (self.baseframe)
		end
		
	else
		self.hide_icon = false
		gump:Fade (self.baseframe.cabecalho.atributo_icon, 0)
		--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)
		self.baseframe.cabecalho.reset:GetNormalTexture():SetDesaturated (true)
		self.baseframe.cabecalho.fechar: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)
		self.baseframe.cabecalho.reset:GetNormalTexture():SetDesaturated (false)
		self.baseframe.cabecalho.fechar: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()
	
	--> set default spacings
	local this_skin = _detalhes.skins [self.skin]
	if (this_skin.instance_cprops and this_skin.instance_cprops.row_info and this_skin.instance_cprops.row_info.space) then
		self.row_info.space.left = this_skin.instance_cprops.row_info.space.left
		self.row_info.space.right = this_skin.instance_cprops.row_info.space.right
	else
		self.row_info.space.left = 3
		self.row_info.space.right = -5
	end

	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", 0, -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", 0, -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", 0, -56)
			self.baseframe.barra_fundo:SetPoint ("bottomright", self.baseframe, "bottomright", -1, -56)
		end
	end
	
	self:SetBarGrowDirection()
	
end

function _detalhes:HideSideBars (instancia)
	if (instancia) then
		self = instancia
	end
	
	self.show_sidebars = false
	
	self.row_info.space.left = 0
	self.row_info.space.right = 0
	
	self.baseframe.barra_esquerda:Hide()
	self.baseframe.barra_direita:Hide()
	self.baseframe.barra_fundo:Hide()
	
	self:SetBarGrowDirection()
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()
	self.baseframe.DOWNFrame:Hide()
	
	if (self.toolbar_side == 2) then
		self:ToolbarSide()
	end
	
	if (self.show_sidebars) then
		self:ShowSideBars()
	end
	
	self:StretchButtonAnchor()
	
	if (self.micro_displays_side == 2) then --> bottom side
		_detalhes.StatusBar:Hide (self) --> mini displays widgets
	end
end

function _detalhes:StatusBarColor (r, g, b, a, no_save)

	if (not r) then
		r, g, b = unpack (self.statusbar_info.overlay)
		a = a or self.statusbar_info.alpha
	end

	if (not no_save) then
		self.statusbar_info.overlay [1] = r
		self.statusbar_info.overlay [2] = g
		self.statusbar_info.overlay [3] = b
		self.statusbar_info.alpha = a
	end
	
	self.baseframe.rodape.esquerdo:SetVertexColor (r, g, b)
	self.baseframe.rodape.esquerdo:SetAlpha (a)
	self.baseframe.rodape.direita:SetVertexColor (r, g, b)
	self.baseframe.rodape.direita:SetAlpha (a)
	self.baseframe.rodape.top_bg:SetVertexColor (r, g, b)
	self.baseframe.rodape.top_bg:SetAlpha (a)
	
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.baseframe.DOWNFrame:Show()
	
	self:ToolbarSide()
	
	self:StretchButtonAnchor()
	
	if (self.micro_displays_side == 2) then --> bottom side
		_detalhes.StatusBar:Show (self) --> mini displays widgets
	end
end

function _detalhes:SetTooltipBackdrop (border_texture, border_size, border_color)

	if (not border_texture) then
		border_texture = _detalhes.tooltip.border_texture
	end
	if (not border_size) then
		border_size = _detalhes.tooltip.border_size
	end
	if (not border_color) then
		border_color = _detalhes.tooltip.border_color
	end

	_detalhes.tooltip.border_texture = border_texture
	_detalhes.tooltip.border_size = border_size

	local c = _detalhes.tooltip.border_color
	local cc = _detalhes.tooltip_border_color
	c[1], c[2], c[3], c[4] = border_color[1], border_color[2], border_color[3], border_color[4] or 1
	cc[1], cc[2], cc[3], cc[4] = border_color[1], border_color[2], border_color[3], border_color[4] or 1

	_detalhes.tooltip_backdrop.edgeFile = SharedMedia:Fetch ("border", border_texture)
	_detalhes.tooltip_backdrop.edgeSize = border_size

end

--> reset button functions
	local reset_button_onenter = function (self)
	
		local GameCooltip = GameCooltip
	
		OnEnterMainWindow (self.instance, self)
		GameCooltip.buttonOver = true
		self.instance.baseframe.cabecalho.button_mouse_over = true
		
		if (self.instance.desaturated_menu) then
			self:GetNormalTexture():SetDesaturated (false)
		end
		
		GameCooltip:Reset()
		GameCooltip:SetType ("menu")
		GameCooltip:SetOption ("ButtonsYMod", -2)
		GameCooltip:SetOption ("YSpacingMod", 0)
		GameCooltip:SetOption ("TextHeightMod", 0)
		GameCooltip:SetOption ("IgnoreButtonAutoHeight", false)
		
		GameCooltip:SetOption ("ButtonsYMod", -7)
		GameCooltip:SetOption ("HeighMod", 8)
		
		GameCooltip:AddLine (Loc ["STRING_ERASE_DATA"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
		GameCooltip:AddIcon ([[Interface\Buttons\UI-StopButton]], 1, 1, 14, 14, 0, 1, 0, 1, "red")
		GameCooltip:AddMenu (1, _detalhes.tabela_historico.resetar)
		
		GameCooltip:AddLine ("$div", nil, 1, nil, -5, -11)
		
		GameCooltip:AddLine (Loc ["STRING_ERASE_DATA_OVERALL"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
		GameCooltip:AddIcon ([[Interface\Buttons\UI-StopButton]], 1, 1, 14, 14, 0, 1, 0, 1, "orange")
		GameCooltip:AddMenu (1, _detalhes.tabela_historico.resetar_overall)
		
		GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		
		show_anti_overlap (self.instance, self, "top")
		
		_detalhes:SetMenuOwner (self, self.instance)
		GameCooltip:ShowCooltip()
	end
	
	local reset_button_onleave = function (self)
		OnLeaveMainWindow (self.instance, self)
		
		if (self.instance.desaturated_menu) then
			self:GetNormalTexture():SetDesaturated (true)
		end
		
		hide_anti_overlap (self.instance.baseframe.anti_menu_overlap)
		
		GameCooltip.buttonOver = false
		self.instance.baseframe.cabecalho.button_mouse_over = false
		
		if (GameCooltip.active) then
			parameters_table [2] = 0
			self:SetScript ("OnUpdate", on_leave_menu)
		else
			self:SetScript ("OnUpdate", nil)
		end
		
	end
	
--> close button functions

	local close_button_onclick = function (self, _, button)
		self = self or button
	
		self:Disable()
		self.instancia:DesativarInstancia() 
		
		--> não há mais instâncias abertas, então manda msg alertando
		if (_detalhes.opened_windows == 0) then
			_detalhes:Msg (Loc ["STRING_CLOSEALL"])
		end
		
		GameCooltip:Hide()
	end
	_detalhes.close_instancia_func = close_button_onclick

	local close_button_onenter = function (self)
		OnEnterMainWindow (self.instance, self, 3)

		if (self.instance.desaturated_menu) then
			self:GetNormalTexture():SetDesaturated (false)
		end
		
		local GameCooltip = GameCooltip
		
		GameCooltip.buttonOver = true
		self.instance.baseframe.cabecalho.button_mouse_over = true
		
		GameCooltip:Reset()
		GameCooltip:SetType ("menu")
		GameCooltip:SetOption ("ButtonsYMod", -7)
		GameCooltip:SetOption ("ButtonsYModSub", -2)
		GameCooltip:SetOption ("YSpacingMod", 0)
		GameCooltip:SetOption ("YSpacingModSub", -3)
		GameCooltip:SetOption ("TextHeightMod", 0)
		GameCooltip:SetOption ("TextHeightModSub", 0)
		GameCooltip:SetOption ("IgnoreButtonAutoHeight", false)
		GameCooltip:SetOption ("IgnoreButtonAutoHeightSub", false)
		GameCooltip:SetOption ("SubMenuIsTooltip", true)
		GameCooltip:SetOption ("FixedWidthSub", 180)
		--GameCooltip:SetOption ("FixedHeight", 30)
		
		GameCooltip:SetOption ("HeighMod", 9)

		local font = SharedMedia:Fetch ("font", "Friz Quadrata TT")
		GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
		GameCooltip:AddIcon ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]], 1, 1, 14, 14, 0.2, 0.8, 0.2, 0.8)
		GameCooltip:AddMenu (1, close_button_onclick, self)
		
		GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE_DESC"], nil, 2, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
		GameCooltip:AddIcon ([[Interface\CHATFRAME\UI-ChatIcon-Minimize-Up]], 2, 1, 18, 18)
		
		GameCooltip:AddLine (Loc ["STRING_MENU_CLOSE_INSTANCE_DESC2"], nil, 2, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
		GameCooltip:AddIcon ([[Interface\PaperDollInfoFrame\UI-GearManager-LeaveItem-Transparent]], 2, 1, 18, 18)
		
		GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		GameCooltip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		GameCooltip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		
		show_anti_overlap (self.instance, self, "top")
		
		_detalhes:SetMenuOwner (self, self.instance)
		GameCooltip:ShowCooltip()
	end
	
	local close_button_onleave = function (self)
		OnLeaveMainWindow (self.instance, self, 3)

		if (self.instance.desaturated_menu) then
			self:GetNormalTexture():SetDesaturated (true)
		end
		
		hide_anti_overlap (self.instance.baseframe.anti_menu_overlap)
		
		GameCooltip.buttonOver = false
		self.instance.baseframe.cabecalho.button_mouse_over = false
		
		if (GameCooltip.active) then
			parameters_table [2] = 0
			self:SetScript ("OnUpdate", on_leave_menu)
		else
			self:SetScript ("OnUpdate", nil)
		end
		
	end
	
------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> build upper menu bar

function gump:CriaCabecalho (baseframe, instancia)

	baseframe.cabecalho = {}
	
	--> FECHAR INSTANCIA ----------------------------------------------------------------------------------------------------------------------------------------------------
	baseframe.cabecalho.fechar = CreateFrame ("button", "DetailsCloseInstanceButton" .. instancia.meu_id, baseframe) --, "UIPanelCloseButton"
	baseframe.cabecalho.fechar:SetWidth (18)
	baseframe.cabecalho.fechar:SetHeight (18)
	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:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	baseframe.cabecalho.fechar:GetNormalTexture():SetTexCoord (160/256, 192/256, 0, 1)
	baseframe.cabecalho.fechar:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	baseframe.cabecalho.fechar:GetHighlightTexture():SetTexCoord (160/256, 192/256, 0, 1)
	baseframe.cabecalho.fechar:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	baseframe.cabecalho.fechar:GetPushedTexture():SetTexCoord (160/256, 192/256, 0, 1)

	--baseframe.cabecalho.fechar:SetNormalTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Up]])
	--baseframe.cabecalho.fechar:SetHighlightTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Highlight]])
	--baseframe.cabecalho.fechar:SetPushedTexture ([[Interface\Buttons\UI-Panel-MinimizeButton-Down]])
	
	baseframe.cabecalho.fechar.instancia = instancia
	baseframe.cabecalho.fechar.instance = instancia
	
	baseframe.cabecalho.fechar:SetScript ("OnEnter", close_button_onenter)
	baseframe.cabecalho.fechar:SetScript ("OnLeave", close_button_onleave)
	
	baseframe.cabecalho.fechar:SetScript ("OnClick", close_button_onclick)
	
	--> bola do canto esquedo superior --> primeiro criar a armação para apoiar as texturas
	baseframe.cabecalho.ball_point = instancia.floatingframe: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")
	baseframe.cabecalho.atributo_icon = baseframe:CreateTexture ("DetailsAttributeIcon" .. instancia.meu_id, "background")
	local icon_anchor = _detalhes.skins ["WoW Interface"].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 = baseframe: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, "background")
	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", "DetailsUpFrameInstance"..instancia.meu_id, 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.is_toolbar = true
	
	baseframe.UPFrame:Show()
	baseframe.UPFrame:EnableMouse (true)
	baseframe.UPFrame:SetMovable (true)
	baseframe.UPFrame:SetResizable (true)
	
	BGFrame_scripts (baseframe.UPFrame, baseframe, instancia)
	
	--> corrige o vão entre o baseframe e o upframe
	baseframe.UPFrameConnect = CreateFrame ("frame", "DetailsAntiGap"..instancia.meu_id, baseframe)
	baseframe.UPFrameConnect:SetPoint ("bottomleft", baseframe, "topleft", 0, -1)
	baseframe.UPFrameConnect:SetPoint ("bottomright", baseframe, "topright", 0, -1)
	baseframe.UPFrameConnect:SetHeight (2)
	baseframe.UPFrameConnect:EnableMouse (true)
	baseframe.UPFrameConnect:SetMovable (true)
	baseframe.UPFrameConnect:SetResizable (true)
	baseframe.UPFrameConnect.is_toolbar = true
	
	BGFrame_scripts (baseframe.UPFrameConnect, baseframe, instancia)
	
	baseframe.UPFrameLeftPart = CreateFrame ("frame", "DetailsUpFrameLeftPart"..instancia.meu_id, baseframe)
	baseframe.UPFrameLeftPart:SetPoint ("bottomleft", baseframe, "topleft", 0, 0)
	baseframe.UPFrameLeftPart:SetSize (22, 20)
	baseframe.UPFrameLeftPart:EnableMouse (true)
	baseframe.UPFrameLeftPart:SetMovable (true)
	baseframe.UPFrameLeftPart:SetResizable (true)
	baseframe.UPFrameLeftPart.is_toolbar = true
	
	BGFrame_scripts (baseframe.UPFrameLeftPart, baseframe, instancia)

	--> anchors para os micro displays no lado de cima da janela
	local StatusBarLeftAnchor = CreateFrame ("frame", "DetailsStatusBarLeftAnchor" .. instancia.meu_id, baseframe)
	StatusBarLeftAnchor:SetPoint ("bottomleft", baseframe, "topleft", 0, 9)
	StatusBarLeftAnchor:SetWidth (1)
	StatusBarLeftAnchor:SetHeight (1)
	baseframe.cabecalho.StatusBarLeftAnchor = StatusBarLeftAnchor
	
	local StatusBarCenterAnchor = CreateFrame ("frame", "DetailsStatusBarCenterAnchor" .. instancia.meu_id, baseframe)
	StatusBarCenterAnchor:SetPoint ("center", baseframe, "center")
	StatusBarCenterAnchor:SetPoint ("bottom", baseframe, "top", 0, 9)
	StatusBarCenterAnchor:SetWidth (1)
	StatusBarCenterAnchor:SetHeight (1)
	baseframe.cabecalho.StatusBarCenterAnchor = StatusBarCenterAnchor	

	local StatusBarRightAnchor = CreateFrame ("frame", "DetailsStatusBarRightAnchor" .. instancia.meu_id, baseframe)
	StatusBarRightAnchor:SetPoint ("bottomright", baseframe, "topright", 0, 9)
	StatusBarRightAnchor:SetWidth (1)
	StatusBarRightAnchor:SetHeight (1)
	baseframe.cabecalho.StatusBarRightAnchor = StatusBarRightAnchor
	
	local MenuAnchorLeft = CreateFrame ("frame", "DetailsMenuAnchorLeft"..instancia.meu_id, baseframe)
	MenuAnchorLeft:SetSize (1, 1)
	
	local MenuAnchorRight = CreateFrame ("frame", "DetailsMenuAnchorRight"..instancia.meu_id, baseframe)
	MenuAnchorRight:SetSize (1, 1)
	
	local Menu2AnchorRight = CreateFrame ("frame", "DetailsMenu2AnchorRight"..instancia.meu_id, baseframe)
	Menu2AnchorRight:SetSize (1, 1)
	
	instancia.menu_points = {MenuAnchorLeft, MenuAnchorRight}
	instancia.menu2_points = {Menu2AnchorRight}
	
-- 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\AddOns\Details\images\modo_icone]])
	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)
	
	local b = baseframe.cabecalho.modo_selecao.widget
	b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetNormalTexture():SetTexCoord (0/256, 32/256, 0, 1)
	b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetHighlightTexture():SetTexCoord (0/256, 32/256, 0, 1)
	b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetPushedTexture():SetTexCoord (0/256, 32/256, 0, 1)

	--> Generating Cooltip menu from table template
	
	--> 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 = 4
		elseif (instancia.modo == 2) then
			checked = 1
		elseif (instancia.modo == 3) then
			checked = 2
		elseif (instancia.modo == 4) then
			checked = 3
		end

		parameters_table [1] = instancia
		parameters_table [2] = passou
		parameters_table [3] = checked
		
		self:SetScript ("OnUpdate", build_mode_list)
	end)
	
	baseframe.cabecalho.modo_selecao:SetScript ("OnLeave", function (self) 
		OnLeaveMainWindow (instancia, self, 3)
		
		hide_anti_overlap (instancia.baseframe.anti_menu_overlap)
		
		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\AddOns\Details\images\segmentos_icone]])
	baseframe.cabecalho.segmento:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)

	local b = baseframe.cabecalho.segmento.widget
	b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetNormalTexture():SetTexCoord (32/256, 64/256, 0, 1)
	b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetHighlightTexture():SetTexCoord (32/256, 64/256, 0, 1)
	b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetPushedTexture():SetTexCoord (32/256, 64/256, 0, 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)

		hide_anti_overlap (instancia.baseframe.anti_menu_overlap)
		
		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:NewButton (baseframe, nil, "DetailsAttributeButton"..instancia.meu_id, nil, 16, 16, instancia.TrocaTabela, instancia, -3, [[Interface\AddOns\Details\images\sword]])
	
	local b = baseframe.cabecalho.atributo.widget
	b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetNormalTexture():SetTexCoord (66/256, 93/256, 0, 1)
	b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetHighlightTexture():SetTexCoord (68/256, 93/256, 0, 1)
	b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetPushedTexture():SetTexCoord (68/256, 93/256, 0, 1)
	
	--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
			_detalhes:MontaSoloOption (instancia)
		elseif (instancia:IsRaidMode()) then
			local have_plugins = _detalhes:MontaRaidOption (instancia)
			if (not have_plugins) then
				GameCooltip:SetType ("tooltip")
				GameCooltip:SetOption ("ButtonsYMod", 0)
				GameCooltip:SetOption ("YSpacingMod", 0)
				GameCooltip:SetOption ("TextHeightMod", 0)
				GameCooltip:SetOption ("IgnoreButtonAutoHeight", false)
				GameCooltip:AddLine ("All raid plugins already\nin use or disabled.", nil, 1, "white", nil, 10, SharedMedia:Fetch ("font", "Friz Quadrata TT"))
				GameCooltip:AddIcon ([[Interface\GROUPFRAME\UI-GROUP-ASSISTANTICON]], 1, 1)
				GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
			end
		else
			_detalhes:MontaAtributosOption (instancia)
		end
		
		GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
		GameCooltip:SetBackdrop (2, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
	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) 
			show_anti_overlap (instancia, self, "top")
			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) 
			hide_anti_overlap (instancia.baseframe.anti_menu_overlap)
			if (instancia.desaturated_menu) then
				self:GetNormalTexture():SetDesaturated (true)
			end
		end,
		FixedValue = instancia,
		ShowSpeed = 0.15,
		Options = function()
			_detalhes:SetMenuOwner (baseframe.cabecalho.atributo.widget, instancia)
			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 = 0} -- -7
			end
		end}
	
	--> install cooltip
	_G.GameCooltip:CoolTipInject (baseframe.cabecalho.atributo)

	--> REPORTAR ~report ----------------------------------------------------------------------------------------------------------------------------------------------------
			baseframe.cabecalho.report = gump:NewButton (baseframe, nil, "DetailsReportButton"..instancia.meu_id, nil, 8, 16, _detalhes.Reportar, instancia, "INSTANCE" .. instancia.meu_id, [[Interface\Addons\Details\Images\report_button]])
			
			local b = baseframe.cabecalho.report.widget
			b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
			b:GetNormalTexture():SetTexCoord (96/256, 128/256, 0, 1)
			b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
			b:GetHighlightTexture():SetTexCoord (96/256, 128/256, 0, 1)
			b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
			b:GetPushedTexture():SetTexCoord (96/256, 128/256, 0, 1)
			
			--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
				
				GameCooltip.buttonOver = true
				baseframe.cabecalho.button_mouse_over = true
				
				GameCooltip:Reset()
				
				GameCooltip:SetType ("menu")
				GameCooltip:SetOption ("ButtonsYMod", -3)
				GameCooltip:SetOption ("YSpacingMod", 0)
				GameCooltip:SetOption ("TextHeightMod", 0)
				GameCooltip:SetOption ("IgnoreButtonAutoHeight", false)
				
				GameCooltip:SetOption ("ButtonsYMod", -7)
				GameCooltip:SetOption ("HeighMod", 8)
				
				local last_reports = _detalhes.latest_report_table
				if (#last_reports > 0) then
					for index = #last_reports, 1, -1 do
						local report = last_reports [index]
						local instance_number, attribute, subattribute, amt, report_where = unpack (report)
						
						local name = _detalhes:GetSubAttributeName (attribute, subattribute)
						
						local artwork =  _detalhes.GetReportIconAndColor (report_where)
						
						GameCooltip:AddLine (name .. " (#" .. amt .. ")", nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
						if (artwork) then
							GameCooltip:AddIcon (artwork.icon, 1, 1, 14, 14, artwork.coords[1], artwork.coords[2], artwork.coords[3], artwork.coords[4], artwork.color, nil, false)
						end
						GameCooltip:AddMenu (1, _detalhes.ReportFromLatest, index)
					end
					
					GameCooltip:AddLine ("$div")
				end
				
				GameCooltip:AddLine (Loc ["STRING_REPORT_TOOLTIP"], nil, 1, "white", nil, _detalhes.font_sizes.menus, _detalhes.font_faces.menus)
				GameCooltip:AddIcon ([[Interface\Addons\Details\Images\report_button]], 1, 1, 12, 19)
				GameCooltip:AddMenu (1, _detalhes.Reportar, instancia, nil, "INSTANCE" .. instancia.meu_id)
				
				GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
				GameCooltip:SetBackdrop (1, _detalhes.tooltip_backdrop, nil, _detalhes.tooltip_border_color)
				
				show_anti_overlap (instancia, self, "top")
				_detalhes:SetMenuOwner (self, instancia)
				
				GameCooltip:ShowCooltip()
				
			end)
			baseframe.cabecalho.report:SetScript ("OnLeave", function (self)
			
				OnLeaveMainWindow (instancia, self, 3)
				
				hide_anti_overlap (instancia.baseframe.anti_menu_overlap)
				
				GameCooltip.buttonOver = false
				baseframe.cabecalho.button_mouse_over = false
				
				if (instancia.desaturated_menu) then
					self:GetNormalTexture():SetDesaturated (true)
				end
				
				if (GameCooltip.active) then
					parameters_table [2] = 0
					self:SetScript ("OnUpdate", on_leave_menu)
				else
					self:SetScript ("OnUpdate", nil)
				end

			end)


	
-- ~delete ~erase ~reset
--> reset ----------------------------------------------------------------------------------------------------------------------------------------------------

	baseframe.cabecalho.reset = CreateFrame ("button", "DetailsClearSegmentsButton" .. instancia.meu_id, baseframe)
	baseframe.cabecalho.reset:SetFrameLevel (baseframe.UPFrame:GetFrameLevel()+1)
	baseframe.cabecalho.reset:SetSize (10, 16)
	baseframe.cabecalho.reset:SetPoint ("right", baseframe.cabecalho.novo, "left")
	baseframe.cabecalho.reset.instance = instancia
	baseframe.cabecalho.reset:SetScript ("OnClick", function() 
		if (not _detalhes.disable_reset_button) then
			_detalhes.tabela_historico:resetar() 
		else
			_detalhes:Msg (Loc ["STRING_OPTIONS_DISABLED_RESET"])
		end
	end)
	baseframe.cabecalho.reset:SetScript ("OnEnter", reset_button_onenter)
	baseframe.cabecalho.reset:SetScript ("OnLeave", reset_button_onleave)
	
	local b = baseframe.cabecalho.reset
	b:SetNormalTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetNormalTexture():SetTexCoord (128/256, 160/256, 0, 1)
	b:SetHighlightTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetHighlightTexture():SetTexCoord (128/256, 160/256, 0, 1)
	b:SetPushedTexture ([[Interface\AddOns\Details\images\toolbar_icons]])
	b:GetPushedTexture():SetTexCoord (128/256, 160/256, 0, 1)
	
--> fim botão reset


end
