local AceLocale = LibStub ("AceLocale-3.0")
local Loc = AceLocale:GetLocale ( "Details" )
local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")

local _type= type  --> lua local
local _ipairs = ipairs --> lua local
local _pairs = pairs --> lua local
local _math_floor = math.floor --> lua local
local _math_abs = math.abs --> lua local
local _table_remove = table.remove --> lua local
local _getmetatable = getmetatable --> lua local
local _setmetatable = setmetatable --> lua local
local _string_len = string.len --> lua local
local _unpack = unpack --> lua local
local _cstr = string.format --> lua local
local _SendChatMessage = SendChatMessage --> wow api locals
local _GetChannelName = GetChannelName --> wow api locals
local _UnitExists = UnitExists --> wow api locals
local _UnitName = UnitName --> wow api locals
local _UnitIsPlayer = UnitIsPlayer --> wow api locals
local _UnitGroupRolesAssigned = DetailsFramework.UnitGroupRolesAssigned --> wow api locals

local _detalhes = 		_G._detalhes
local gump = 			_detalhes.gump

local historico = 			_detalhes.historico

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 _

local atributos = _detalhes.atributos
local sub_atributos = _detalhes.sub_atributos
local segmentos = _detalhes.segmentos

--> STARTUP reativa as instancias e regenera as tabelas das mesmas
	function _detalhes:RestartInstances()
		return _detalhes:ReativarInstancias()
	end
	
	function _detalhes:ReativarInstancias()
	
		_detalhes.opened_windows = 0
		
		--> set metatables
		for index = 1, #_detalhes.tabela_instancias do 
			local instancia = _detalhes.tabela_instancias [index]
			if (not _getmetatable (instancia)) then
				_setmetatable (_detalhes.tabela_instancias[index], _detalhes)
			end
		end
		
		--> create frames
		for index = 1, #_detalhes.tabela_instancias do 
			local instancia = _detalhes.tabela_instancias [index]
			if (instancia:IsEnabled()) then
				_detalhes.opened_windows = _detalhes.opened_windows + 1
				instancia:RestauraJanela (index, nil, true)
			else
				instancia.iniciada = false
			end
		end
		
		--> load
		for index = 1, #_detalhes.tabela_instancias do 
			local instancia = _detalhes.tabela_instancias [index]
			if (instancia:IsEnabled()) then
				instancia.iniciada = true
				instancia:AtivarInstancia()
				instancia:ChangeSkin()
			end
		end
		
		--> send open event
		for index = 1, #_detalhes.tabela_instancias do 
			local instancia = _detalhes.tabela_instancias [index]
			if (instancia:IsEnabled()) then
				if (not _detalhes.initializing) then
					_detalhes:SendEvent ("DETAILS_INSTANCE_OPEN", nil, instancia)
				end
			end
		end
	end
	
------------------------------------------------------------------------------------------------------------------------

--> API: call a function to all enabled instances
function _detalhes:InstanceCall (funcao, ...)
	if (type (funcao) == "string") then
		funcao = _detalhes [funcao]
	end
	for index, instance in _ipairs (_detalhes.tabela_instancias) do
		if (instance:IsAtiva()) then --> only enabled
			funcao (instance, ...)
		end
	end
end

--> chama a fun��o para ser executada em todas as inst�ncias	(internal)
function _detalhes:InstanciaCallFunction (funcao, ...)
	for index, instancia in _ipairs (_detalhes.tabela_instancias) do
		if (instancia:IsAtiva()) then --> s� reabre se ela estiver ativa
			funcao (_, instancia, ...)
		end
	end
end

--> chama a fun��o para ser executada em todas as inst�ncias	(internal)
function _detalhes:InstanciaCallFunctionOffline (funcao, ...)
	for index, instancia in _ipairs (_detalhes.tabela_instancias) do
		funcao (_, instancia, ...)
	end
end

function Details:InstanceGroupCall(instance, funcName, ...)
	for _, thisInstance in ipairs (instance:GetInstanceGroup()) do
		thisInstance[funcName](thisInstance, ...)
	end
end

function Details:InstanceGroupEditSetting(instance, keyName, value)
	for _, thisInstance in ipairs (instance:GetInstanceGroup()) do
		thisInstance[keyName] = value
	end
end

function Details:InstanceGroupEditSettingOnTable(instance, table1Key, table2Key, table3Key, value)
	for _, thisInstance in ipairs (instance:GetInstanceGroup()) do
		if (value == nil) then
			local value1 = table3Key
			local table1 = thisInstance[table1Key]
			table1[table2Key] = value1
		else
			local table1 = thisInstance[table1Key]
			table1[table2Key][table3Key] = value
		end
	end
end

function _detalhes:GetLowerInstanceNumber()
	local lower = 999
	for index, instancia in _ipairs (_detalhes.tabela_instancias) do
		if (instancia.ativa and instancia.baseframe) then
			if (instancia.meu_id < lower) then
				lower = instancia.meu_id
			end
		end
	end
	if (lower == 999) then
		_detalhes.lower_instance = 0
		return nil
	else
		_detalhes.lower_instance = lower
		return lower
	end
end

function _detalhes:IsLowerInstance()
	local lower = _detalhes:GetLowerInstanceNumber()
	if (lower) then
		return lower == self.meu_id
	end
	return false
end

function _detalhes:IsInteracting()
	return self.is_interacting
end

function _detalhes:GetMode()
	return self.modo
end

function _detalhes:GetInstance (id)
	return _detalhes.tabela_instancias [id]
end
--> user friendly alias
function _detalhes:GetWindow (id)
	return _detalhes.tabela_instancias [id]
end

function _detalhes:GetId()
	return self.meu_id
end
function _detalhes:GetInstanceId()
	return self.meu_id
end

function _detalhes:GetSegment()
	return self.segmento
end

function _detalhes:GetSoloMode()
	return _detalhes.tabela_instancias [_detalhes.solo]
end
function _detalhes:GetRaidMode()
	return _detalhes.tabela_instancias [_detalhes.raid]
end

function _detalhes:IsSoloMode (offline)
	if (offline) then
		return self.modo == 1
	end
	if (not _detalhes.solo) then
		return false
	else
		return _detalhes.solo == self:GetInstanceId()
	end
end

function _detalhes:IsRaidMode()
	return self.modo == _detalhes._detalhes_props["MODO_RAID"]
end

function _detalhes:IsGroupMode()
	return self.modo == _detalhes._detalhes_props["MODO_GROUP"]
end

function _detalhes:IsNormalMode()
	if (self:GetInstanceId() == 2 or self:GetInstanceId() == 3) then
		return true
	else
		return false
	end
end

function _detalhes:GetShowingCombat()
	return self.showing
end

function _detalhes:GetCustomObject (object_name)
	if (object_name) then
		for _, object in ipairs (_detalhes.custom) do
			if (object.name == object_name) then
				return object
			end
		end
	else
		return _detalhes.custom [self.sub_atributo]
	end
end

function _detalhes:ResetAttribute()
	if (self.iniciada) then 
		self:TrocaTabela (nil, 1, 1, true)
	else
		self.atributo = 1
		self.sub_atributo = 1
	end
end

function _detalhes:ListInstances()
	return _ipairs (_detalhes.tabela_instancias)
end

function _detalhes:GetPosition()
	return self.posicao
end

function _detalhes:GetDisplay()
	return self.atributo, self.sub_atributo
end

function _detalhes:GetMaxInstancesAmount()
	return _detalhes.instances_amount
end

function _detalhes:SetMaxInstancesAmount (amount)
	if (_type (amount) == "number") then
		_detalhes.instances_amount = amount
	end
end

function _detalhes:GetFreeInstancesAmount()
	return _detalhes.instances_amount - #_detalhes.tabela_instancias
end

function _detalhes:GetOpenedWindowsAmount()
	local amount = 0
	for _, instance in _detalhes:ListInstances() do
		if (instance:IsEnabled()) then
			amount = amount + 1
		end
	end
	return amount
end

function _detalhes:GetNumRows()
	return self.rows_fit_in_window
end

function _detalhes:GetRow (index)
	return self.barras [index]
end

function _detalhes:GetSkin()
	return _detalhes.skins [self.skin]
end

function _detalhes:GetSkinTexture()
	return _detalhes.skins [self.skin] and _detalhes.skins [self.skin].file
end

------------------------------------------------------------------------------------------------------------------------

--> retorna se a inst�ncia esta ou n�o ativa
function _detalhes:IsAtiva()
	return self.ativa
end

--> english alias
function _detalhes:IsShown()
	return self.ativa
end
function _detalhes:IsEnabled()
	return self.ativa
end

function _detalhes:IsStarted()
	return self.iniciada
end

------------------------------------------------------------------------------------------------------------------------

	function _detalhes:LoadLocalInstanceConfig()
		local config = _detalhes.local_instances_config [self.meu_id]
		if (config) then
		
			if (not _detalhes.profile_save_pos) then
				self.posicao = Details.CopyTable (config.pos)
			end
			
			if (_type (config.attribute) ~= "number") then
				config.attribute = 1
			end
			if (_type (config.sub_attribute) ~= "number") then
				config.sub_attribute = 1
			end
			if (_type (config.segment) ~= "number") then
				config.segment = 1
			end
			
			self.ativa = config.is_open
			self.atributo = config.attribute
			self.sub_atributo = config.sub_attribute
			self.modo = config.mode
			self.segmento = config.segment
			self.snap = config.snap and Details.CopyTable (config.snap) or {}
			self.horizontalSnap = config.horizontalSnap
			self.verticalSnap = config.verticalSnap
			self.sub_atributo_last = Details.CopyTable (config.sub_atributo_last)
			self.isLocked = config.isLocked
			self.last_raid_plugin = config.last_raid_plugin
		end
	end

	function _detalhes:ShutDownAllInstances()
		for index, instance in _ipairs (_detalhes.tabela_instancias) do
			if (instance:IsEnabled() and instance.baseframe and not instance.ignore_mass_showhide) then
				instance:ShutDown()
			end
		end
	end

	--> alias
	function _detalhes:HideWindow()
		return self:DesativarInstancia()
	end
	function _detalhes:ShutDown()
		return self:DesativarInstancia()
	end
	function _detalhes:Shutdown()
		return self:DesativarInstancia()
	end
	
	function _detalhes:GetNumWindows()
		
	end

--> desativando a inst�ncia ela fica em stand by e apenas hida a janela ~shutdown ~close ~fechar
	function _detalhes:DesativarInstancia()
	
		self.ativa = false
		_detalhes.opened_windows = _detalhes.opened_windows-1
	
		if (not self.baseframe) then
			--> windown isn't initialized yet
			if (_detalhes.debug) then
				_detalhes:Msg ("(debug) called HideWindow() but the window isn't initialized yet.")
			end
			return
		end
	
		local lower = _detalhes:GetLowerInstanceNumber()
		_detalhes:GetLowerInstanceNumber()
		
		if (lower == self.meu_id) then
			--> os icones dos plugins estao hostiados nessa instancia.
			_detalhes.ToolBar:ReorganizeIcons (true) --n�o precisa recarregar toda a skin
		end
		
		if (_detalhes.switch.current_instancia and _detalhes.switch.current_instancia == self) then
			_detalhes.switch:CloseMe()
		end
		
		self:ResetaGump()
		
		Details.FadeHandler.Fader (self.baseframe.cabecalho.ball, 1)
		Details.FadeHandler.Fader (self.baseframe, 1)
		Details.FadeHandler.Fader (self.rowframe, 1)
		Details.FadeHandler.Fader (self.windowSwitchButton, 1)
		
		self:Desagrupar (-1)
		
		if (self.modo == modo_raid) then
			_detalhes.RaidTables:DisableRaidMode (self)
			
		elseif (self.modo == modo_alone) then
			_detalhes.SoloTables:switch()
			self.atualizando = false
			_detalhes.solo = nil
		end
		
		if (not _detalhes.initializing) then
			_detalhes:SendEvent ("DETAILS_INSTANCE_CLOSE", nil, self)
		end
		
	end
------------------------------------------------------------------------------------------------------------------------

	function _detalhes:InstanciaFadeBarras (instancia, segmento)
		local _fadeType, _fadeSpeed = _unpack (_detalhes.row_fade_in)
		if (segmento) then
			if (instancia.segmento == segmento) then
				return Details.FadeHandler.Fader (instancia, _fadeType, _fadeSpeed, "barras")
			end
		else
			return Details.FadeHandler.Fader (instancia, _fadeType, _fadeSpeed, "barras")
		end
	end

	function _detalhes:ToggleWindow (index)
		local window = _detalhes:GetInstance (index)
		
		if (window and _getmetatable (window)) then
			if (window:IsEnabled()) then
				window:ShutDown()
			else
				window:EnableInstance()

				if (window.meu_id == 1) then
					local instance2 = _detalhes:GetInstance(2)
					if (instance2 and instance2:IsEnabled()) then
						_detalhes.move_janela_func (instance2.baseframe, true, instance2, true)
						_detalhes.move_janela_func (instance2.baseframe, false, instance2, true)
					end
					
				elseif (window.meu_id == 2) then
					_detalhes.move_janela_func (window.baseframe, true, window, true)
					_detalhes.move_janela_func (window.baseframe, false, window, true)
				end
				
			end
		end
	end
	
	function _detalhes:CheckCoupleWindows (instance1, instance2)
		instance1 = instance1 or _detalhes:GetInstance (1)
		instance2 = instance2 or _detalhes:GetInstance (2)
	
		if (instance1 and instance2 and not instance1.ignore_mass_showhide and not instance1.ignore_mass_showhide) then
			
			instance1.baseframe:ClearAllPoints()
			instance2.baseframe:ClearAllPoints()
			
			instance1:RestoreMainWindowPosition()
			instance2:RestoreMainWindowPosition()
		
			instance1:AtualizaPontos()
			instance2:AtualizaPontos()
	
			local _R, _T, _L, _B = _detalhes.VPL (instance2, instance1), _detalhes.VPB (instance2, instance1), _detalhes.VPR (instance2, instance1), _detalhes.VPT (instance2, instance1)
			
			if (_R) then
				instance2:MakeInstanceGroup ({false, false, 1, false})
			elseif (_T) then
				instance2:MakeInstanceGroup ({false, false, false, 1})
			elseif (_L) then
				instance2:MakeInstanceGroup ({1, false, false, false})
			elseif (_B) then
				instance2:MakeInstanceGroup ({false, 1, false, false})
			end
		end
	
	end
	
	function _detalhes:ToggleWindows()
	
		local instance
		
		for i = 1, #_detalhes.tabela_instancias do
			local this_instance = _detalhes:GetInstance (i)
			if (this_instance and not this_instance.ignore_mass_showhide) then
				instance = this_instance
				break
			end
		end
		
		if (instance) then
			if (instance:IsEnabled()) then
				_detalhes:ShutDownAllInstances()
			else
				_detalhes:ReabrirTodasInstancias()
				
				local instance1 = _detalhes:GetInstance(1)
				local instance2 = _detalhes:GetInstance(2)
				
				if (instance1 and instance2) then
					if (not Details.disable_window_groups) then
						if (not instance1.ignore_mass_showhide and not instance2.ignore_mass_showhide) then
							_detalhes:CheckCoupleWindows (instance1, instance2)
						end
					end
				end
			end
		end
	end
	
	-- reabre todas as instancias
	function _detalhes:ReabrirTodasInstancias (temp)
		for index = math.min (#_detalhes.tabela_instancias, _detalhes.instances_amount), 1, -1 do 
			local instancia = _detalhes:GetInstance (index)
			if (instancia and not instancia.ignore_mass_showhide) then
				instancia:AtivarInstancia (temp)
			end
		end
	end
	
	function _detalhes:LockInstance (flag)
		
		if (type (flag) == "boolean") then
			self.isLocked = not flag
		end
	
		if (self.isLocked) then
			self.isLocked = false
			if (self.baseframe) then
				self.baseframe.isLocked = false
				self.baseframe.lock_button.label:SetText (Loc ["STRING_LOCK_WINDOW"])
				self.baseframe.lock_button:SetWidth (self.baseframe.lock_button.label:GetStringWidth()+2)
				self.baseframe.resize_direita:SetAlpha (0)
				self.baseframe.resize_esquerda:SetAlpha (0)
				self.baseframe.lock_button:ClearAllPoints()
				self.baseframe.lock_button:SetPoint ("right", self.baseframe.resize_direita, "left", -1, 1.5)
			end
		else
			self.isLocked = true
			if (self.baseframe) then
				self.baseframe.isLocked = true
				self.baseframe.lock_button.label:SetText (Loc ["STRING_UNLOCK_WINDOW"])
				self.baseframe.lock_button:SetWidth (self.baseframe.lock_button.label:GetStringWidth()+2)
				self.baseframe.lock_button:ClearAllPoints()
				self.baseframe.lock_button:SetPoint ("bottomright", self.baseframe, "bottomright", -3, 0)
				self.baseframe.resize_direita:SetAlpha (0)
				self.baseframe.resize_esquerda:SetAlpha (0)
			end
		end
	end
	
	function _detalhes:TravasInstancias()
		for index, instancia in ipairs (_detalhes.tabela_instancias) do 
			instancia:LockInstance (true)
		end
	end
	
	function _detalhes:DestravarInstancias()
		for index, instancia in ipairs (_detalhes.tabela_instancias) do 
			instancia:LockInstance (false)
		end
	end

	--> alias
	function _detalhes:ShowWindow (temp)
		return self:AtivarInstancia (temp)
	end
	function _detalhes:EnableInstance (temp)
		return self:AtivarInstancia (temp)
	end
	
	function _detalhes:AtivarInstancia (temp)
		self.ativa = true
		self.cached_bar_width = self.cached_bar_width or 0

		self.modo = self.modo or 2
		
		local lower = _detalhes:GetLowerInstanceNumber()
		
		if (lower == self.meu_id) then
			--> os icones dos plugins precisam ser hostiados nessa instancia.
			_detalhes.ToolBar:ReorganizeIcons (true) --> n�o precisa recarregar toda a skin
		end
		
		if (not self.iniciada) then
			self:RestauraJanela (self.meu_id, nil, true) --parece que esta chamando o ativar instance denovo... passei true no load_only vamos ver o resultado
			--tiny threat parou de funcionar depois de /reload depois dessa mudança, talvez tenha algo para carregar ainda
			self.iniciada = true
		else
			_detalhes.opened_windows = _detalhes.opened_windows+1
		end

		self:ChangeSkin() --carrega a skin aqui que era antes feito dentro do restaura janela
		_detalhes:TrocaTabela (self, nil, nil, nil, true)

		if (self.hide_icon) then
			Details.FadeHandler.Fader (self.baseframe.cabecalho.atributo_icon, 1)
		else
			Details.FadeHandler.Fader (self.baseframe.cabecalho.atributo_icon, 0)
		end
		
		Details.FadeHandler.Fader (self.baseframe.cabecalho.ball, 0)
		Details.FadeHandler.Fader (self.baseframe, 0)
		Details.FadeHandler.Fader (self.rowframe, 0)
		Details.FadeHandler.Fader (self.windowSwitchButton, 0)
		
		self:SetMenuAlpha()
		self.baseframe.cabecalho.fechar:Enable()
		self:ChangeIcon()

		if (not temp) then
			if (self.modo == modo_raid) then
				_detalhes.RaidTables:EnableRaidMode(self)
				
			elseif (self.modo == modo_alone) then
				self:SoloMode (true)
			end
		end
		
		if (_detalhes.LastShowCommand and _detalhes.LastShowCommand+10 > GetTime()) then
			self:ToolbarMenuButtons()
			self:ToolbarSide()
			self:AttributeMenu()
		else
			self:AdjustAlphaByContext(true)
		end

		self:DesaturateMenu()
		
		self:CheckFor_EnabledTrashSuppression()
		
		if (not temp and not _detalhes.initializing) then
			_detalhes:SendEvent ("DETAILS_INSTANCE_OPEN", nil, self)
		end

		if (self.modo == modo_raid) then
			_detalhes.RaidTables:EnableRaidMode(self)
			
		elseif (self.modo == modo_alone) then
			self:SoloMode (true)
		end

	end
------------------------------------------------------------------------------------------------------------------------

--> apaga de vez um inst�ncia
	function _detalhes:ApagarInstancia (ID)
		return _table_remove (_detalhes.tabela_instancias, ID)
	end
------------------------------------------------------------------------------------------------------------------------

--> retorna quantas inst�ncia h� no momento
	function _detalhes:GetNumInstancesAmount()
		return #_detalhes.tabela_instancias
	end
	function _detalhes:QuantasInstancias()
		return #_detalhes.tabela_instancias
	end
------------------------------------------------------------------------------------------------------------------------

	function _detalhes:DeleteInstance (id)

		local instance = _detalhes:GetInstance (id)
		
		if (not instance) then
			return false
		end

		--> break snaps of previous and next window
		local left_instance = _detalhes:GetInstance (id-1)
		if (left_instance) then
			for snap_side, instance_id in _pairs (left_instance.snap) do
				if (instance_id == id) then --snap na proxima instancia
					left_instance.snap [snap_side] = nil
				end
			end
		end
		local right_instance = _detalhes:GetInstance (id+1)
		if (right_instance) then
			for snap_side, instance_id in _pairs (right_instance.snap) do
				if (instance_id == id) then --snap na proxima instancia
					right_instance.snap [snap_side] = nil
				end
			end
		end
		
		--> re align snaps for higher instances
		for i = id+1, #_detalhes.tabela_instancias do
			local this_instance = _detalhes:GetInstance (i)
			--fix the snaps
			for snap_side, instance_id in _pairs (this_instance.snap) do
				if (instance_id == i+1) then --snap na proxima instancia
					this_instance.snap [snap_side] = i
				elseif (instance_id == i-1 and i-2 > 0) then --snap na instancia anterior
					this_instance.snap [snap_side] = i-2
				else
					this_instance.snap [snap_side] = nil
				end
			end
		end
		
		table.remove (_detalhes.tabela_instancias, id)
	end


------------------------------------------------------------------------------------------------------------------------
--> cria uma nova inst�ncia e a joga para o container de inst�ncias

	function _detalhes:CreateInstance (id)
		return _detalhes:CriarInstancia (_, id)
	end

	function _detalhes:CriarInstancia (_, id)

		if (id and _type (id) == "boolean") then
			
			if (#_detalhes.tabela_instancias >= _detalhes.instances_amount) then
				_detalhes:Msg (Loc ["STRING_INSTANCE_LIMIT"])
				return false
			end
			
			local next_id = #_detalhes.tabela_instancias+1
			
			if (_detalhes.unused_instances [next_id]) then
				local new_instance = _detalhes.unused_instances [next_id]
				_detalhes.tabela_instancias [next_id] = new_instance
				_detalhes.unused_instances [next_id] = nil
				new_instance:AtivarInstancia()
				return new_instance
			end
			
			local new_instance = _detalhes:NovaInstancia (next_id)
			
			if (_detalhes.standard_skin) then
				for key, value in pairs (_detalhes.standard_skin) do
					if (type (value) == "table") then
						new_instance [key] = Details.CopyTable (value)
					else
						new_instance [key] = value
					end
				end
				new_instance:ChangeSkin()
				
			else
				--> se n�o tiver um padr�o, criar de outra inst�ncia j� aberta.
				local copy_from
				for i = 1, next_id-1 do
					local opened_instance = _detalhes:GetInstance (i)
					if (opened_instance and opened_instance:IsEnabled() and opened_instance.baseframe) then
						copy_from = opened_instance
						break
					end
				end
				
				if (copy_from) then
					for key, value in pairs (copy_from) do 
						if (_detalhes.instance_defaults [key] ~= nil) then
							if (type (value) == "table") then
								new_instance [key] = Details.CopyTable (value)
							else
								new_instance [key] = value
							end
						end
					end
					new_instance:ChangeSkin()
				end
			end
			
			return new_instance
			
		elseif (id) then
			local instancia = _detalhes.tabela_instancias [id]
			if (instancia and not instancia:IsAtiva()) then
				instancia:AtivarInstancia()
				_detalhes:DelayOptionsRefresh (instancia)
				return instancia
			end
		end
	
		--> antes de criar uma nova, ver se n�o h� alguma para reativar
		for index, instancia in _ipairs (_detalhes.tabela_instancias) do
			if (not instancia:IsAtiva()) then
				instancia:AtivarInstancia()
				return instancia
			end
		end
		
		if (#_detalhes.tabela_instancias >= _detalhes.instances_amount) then
			return _detalhes:Msg (Loc ["STRING_INSTANCE_LIMIT"])
		end
		
		--> verifica se n�o tem uma janela na pool de janelas fechadas
		local next_id = #_detalhes.tabela_instancias+1
		
		if (_detalhes.unused_instances [next_id]) then
			local new_instance = _detalhes.unused_instances [next_id]
			_detalhes.tabela_instancias [next_id] = new_instance
			_detalhes.unused_instances [next_id] = nil
			new_instance:AtivarInstancia()
			
			_detalhes:GetLowerInstanceNumber()
			
			return new_instance
		end
		
		--> cria uma nova janela
		local new_instance = _detalhes:NovaInstancia (#_detalhes.tabela_instancias+1)
		
		if (not _detalhes.initializing) then
			_detalhes:SendEvent ("DETAILS_INSTANCE_OPEN", nil, new_instance)
		end
		
		_detalhes:GetLowerInstanceNumber()
		
		return new_instance
	end
------------------------------------------------------------------------------------------------------------------------

--> self � a inst�ncia que esta sendo movida.. instancia � a que esta parada
function _detalhes:EstaAgrupada (esta_instancia, lado) --> lado //// 1 = encostou na esquerda // 2 = escostou emaixo // 3 = encostou na direita // 4 = encostou em cima
	--local meu_snap = self.snap --> pegou a tabela com {side, side, side, side}
	
	if (esta_instancia.snap [lado]) then
		return true --> ha possui uma janela grudapa neste lado
	elseif (lado == 1) then
		if (self.snap [3]) then
			return true
		end
	elseif (lado == 2) then
		if (self.snap [4]) then
			return true
		end
	elseif (lado == 3) then
		if (self.snap [1]) then
			return true
		end
	elseif (lado == 4) then
		if (self.snap [2]) then
			return true
		end
	end

	return false --> do contr�rio retorna false
end

function _detalhes:BaseFrameSnap()

	local group = self:GetInstanceGroup()

	for meu_id, instancia in _ipairs (group) do
		if (instancia:IsAtiva()) then
			instancia.baseframe:ClearAllPoints()
		end
	end

	local scale = self.window_scale
	for _, instance in _ipairs (group) do
		instance:SetWindowScale (scale)
	end
	
	local my_baseframe = self.baseframe
	for lado, snap_to in _pairs (self.snap) do
		local instancia_alvo = _detalhes.tabela_instancias [snap_to]

		if (instancia_alvo) then
			if (instancia_alvo.ativa and instancia_alvo.baseframe) then
				if (lado == 1) then --> a esquerda
					instancia_alvo.baseframe:SetPoint ("TOPRIGHT", my_baseframe, "TOPLEFT")
					
				elseif (lado == 2) then --> em baixo
					local statusbar_y_mod = 0
					if (not self.show_statusbar) then
						statusbar_y_mod = 14
					end
					instancia_alvo.baseframe:SetPoint ("TOPLEFT", my_baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
					
				elseif (lado == 3) then --> a direita
					instancia_alvo.baseframe:SetPoint ("BOTTOMLEFT", my_baseframe, "BOTTOMRIGHT")
					
				elseif (lado == 4) then --> em cima
					local statusbar_y_mod = 0
					if (not instancia_alvo.show_statusbar) then
						statusbar_y_mod = -14
					end
					instancia_alvo.baseframe:SetPoint ("BOTTOMLEFT", my_baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod)

				end
			end
		end
	end

	--[
	--> aqui precisa de um efeito reverso
	local reverso = self.meu_id - 2 --> se existir 
	if (reverso > 0) then --> se tiver uma inst�ncia l� tr�s
		--> aqui faz o efeito reverso:
		local inicio_retro = self.meu_id - 1
		for meu_id = inicio_retro, 1, -1 do
			local instancia = _detalhes.tabela_instancias [meu_id]
			for lado, snap_to in _pairs (instancia.snap) do
				if (snap_to < instancia.meu_id and snap_to ~= self.meu_id) then --> se o lado que esta grudado for menor que o meu id... EX instnacia #2 grudada na #1
				
					--> ent�o tenho que pegar a inst�ncia do snap

					local instancia_alvo = _detalhes.tabela_instancias [snap_to]
					local lado_reverso
					if (lado == 1) then
						lado_reverso = 3
					elseif (lado == 2) then
						lado_reverso = 4
					elseif (lado == 3) then
						lado_reverso = 1
					elseif (lado == 4) then
						lado_reverso = 2
					end

					--> fazer os setpoints
					if (instancia_alvo.ativa and instancia_alvo.baseframe) then
					
						if (lado_reverso == 1) then --> a esquerda
							instancia_alvo.baseframe:SetPoint ("BOTTOMLEFT", instancia.baseframe, "BOTTOMRIGHT")
							
						elseif (lado_reverso == 2) then --> em baixo
						
							local statusbar_y_mod = 0
							if (not instancia_alvo.show_statusbar) then
								statusbar_y_mod = -14
							end
							
							instancia_alvo.baseframe:SetPoint ("BOTTOMLEFT", instancia.baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod) -- + (statusbar_y_mod*-1)
							
						elseif (lado_reverso == 3) then --> a direita
							instancia_alvo.baseframe:SetPoint ("TOPRIGHT", instancia.baseframe, "TOPLEFT")
							
						elseif (lado_reverso == 4) then --> em cima
						
							local statusbar_y_mod = 0
							if (not instancia.show_statusbar) then
								statusbar_y_mod = 14
							end
						
							instancia_alvo.baseframe:SetPoint ("TOPLEFT", instancia.baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
							
						end
					end
				end
			end
		end
	end
	--]]
	
	for meu_id, instancia in _ipairs (_detalhes.tabela_instancias) do
		if (meu_id > self.meu_id) then
			for lado, snap_to in _pairs (instancia.snap) do
				if (snap_to > instancia.meu_id and snap_to ~= self.meu_id) then
					local instancia_alvo = _detalhes.tabela_instancias [snap_to]
					
					if (instancia_alvo.ativa and instancia_alvo.baseframe) then
						if (lado == 1) then --> a esquerda
							instancia_alvo.baseframe:SetPoint ("TOPRIGHT", instancia.baseframe, "TOPLEFT")
							
						elseif (lado == 2) then --> em baixo
							local statusbar_y_mod = 0
							if (not instancia.show_statusbar) then
								statusbar_y_mod = 14
							end
							instancia_alvo.baseframe:SetPoint ("TOPLEFT", instancia.baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
							
						elseif (lado == 3) then --> a direita
							instancia_alvo.baseframe:SetPoint ("BOTTOMLEFT", instancia.baseframe, "BOTTOMRIGHT")
							
						elseif (lado == 4) then --> em cima
						
							local statusbar_y_mod = 0
							if (not instancia_alvo.show_statusbar) then
								statusbar_y_mod = -14
							end
						
							instancia_alvo.baseframe:SetPoint ("BOTTOMLEFT", instancia.baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod)
							
						end
					end
				end
			end
		end
	end
end

function _detalhes:agrupar_janelas (lados)

	local instancia = self
	
	for lado, esta_instancia in _pairs (lados) do
		if (esta_instancia) then
			instancia.baseframe:ClearAllPoints()
			esta_instancia = _detalhes.tabela_instancias [esta_instancia]
			
			instancia:SetWindowScale (esta_instancia.window_scale)
			
			if (lado == 3) then --> direita
				--> mover frame
				instancia.baseframe:SetPoint ("TOPRIGHT", esta_instancia.baseframe, "TOPLEFT")
				instancia.baseframe:SetPoint ("RIGHT", esta_instancia.baseframe, "LEFT")
				instancia.baseframe:SetPoint ("BOTTOMRIGHT", esta_instancia.baseframe, "BOTTOMLEFT")
				
				local _, height = esta_instancia:GetSize()
				instancia:SetSize (nil, height)
				
				--> salva o snap
				self.snap [3] = esta_instancia.meu_id
				esta_instancia.snap [1] = self.meu_id
				
			elseif (lado == 4) then --> cima
				--> mover frame
				
				local statusbar_y_mod = 0
				if (not esta_instancia.show_statusbar) then
					statusbar_y_mod = 14
				end
				
				instancia.baseframe:SetPoint ("TOPLEFT", esta_instancia.baseframe, "BOTTOMLEFT", 0, -34 + statusbar_y_mod)
				instancia.baseframe:SetPoint ("TOP", esta_instancia.baseframe, "BOTTOM", 0, -34 + statusbar_y_mod)
				instancia.baseframe:SetPoint ("TOPRIGHT", esta_instancia.baseframe, "BOTTOMRIGHT", 0, -34 + statusbar_y_mod)
				
				local _, height = esta_instancia:GetSize()
				instancia:SetSize (nil, height)
				
				--> salva o snap
				self.snap [4] = esta_instancia.meu_id
				esta_instancia.snap [2] = self.meu_id

			elseif (lado == 1) then --> esquerda
				--> mover frame
				
				instancia.baseframe:SetPoint ("TOPLEFT", esta_instancia.baseframe, "TOPRIGHT")
				instancia.baseframe:SetPoint ("LEFT", esta_instancia.baseframe, "RIGHT")
				instancia.baseframe:SetPoint ("BOTTOMLEFT", esta_instancia.baseframe, "BOTTOMRIGHT")
				
				local _, height = esta_instancia:GetSize()
				instancia:SetSize (nil, height)
				
				--> salva o snap
				self.snap [1] = esta_instancia.meu_id
				esta_instancia.snap [3] = self.meu_id
				
			elseif (lado == 2) then --> baixo
				--> mover frame
				
				local statusbar_y_mod = 0
				if (not instancia.show_statusbar) then
					statusbar_y_mod = -14
				end
				
				instancia.baseframe:SetPoint ("BOTTOMLEFT", esta_instancia.baseframe, "TOPLEFT", 0, 34 + statusbar_y_mod)
				instancia.baseframe:SetPoint ("BOTTOM", esta_instancia.baseframe, "TOP", 0, 34 + statusbar_y_mod)
				instancia.baseframe:SetPoint ("BOTTOMRIGHT", esta_instancia.baseframe, "TOPRIGHT", 0, 34 + statusbar_y_mod)
				
				local _, height = esta_instancia:GetSize()
				instancia:SetSize (nil, height)
				
				--> salva o snap
				self.snap [2] = esta_instancia.meu_id
				esta_instancia.snap [4] = self.meu_id

			end
			
			if (not esta_instancia.ativa) then
				esta_instancia:AtivarInstancia()
			end
			
		end
	end
	
	if (not _detalhes.disable_lock_ungroup_buttons) then
		instancia.break_snap_button:SetAlpha (1)
	end
	
	if (_detalhes.tutorial.unlock_button < 4) then
	
		_detalhes.temp_table1.IconSize = 32
		_detalhes.temp_table1.TextHeightMod = -6
		_detalhes.popup:ShowMe (instancia.break_snap_button, "tooltip", "Interface\\Buttons\\LockButton-Unlocked-Up", Loc ["STRING_UNLOCK"], 150, _detalhes.temp_table1)
		
		--UIFrameFlash (instancia.break_snap_button, .5, .5, 5, false, 0, 0)
		_detalhes.tutorial.unlock_button = _detalhes.tutorial.unlock_button + 1
	end
	
	_detalhes:DelayOptionsRefresh()
	
end

_detalhes.MakeInstanceGroup = _detalhes.agrupar_janelas

function _detalhes:UngroupInstance()
	return self:Desagrupar(-1)
end

function _detalhes:Desagrupar (instancia, lado, lado2)
	if (lado2 == -1) then
		instancia = lado
		self = instancia
		lado = lado2
	end

	if (self.meu_id and not lado2) then --> significa que self � uma instancia
		lado = instancia
		instancia = self
	end
	
	if (_type (instancia) == "number") then --> significa que passou o n�mero da inst�ncia
		instancia =  _detalhes.tabela_instancias [instancia]
	end
	
	_detalhes:DelayOptionsRefresh (nil, true)
	
	if (not lado) then
		return
	end
	
	if (lado < 0) then --> clicou no bot�o para desagrupar tudo
		local ID = instancia.meu_id
		
		for id, esta_instancia in _ipairs (_detalhes.tabela_instancias) do 
			for index, iid in _pairs (esta_instancia.snap) do -- index = 1 left , 3 right, 2 bottom, 4 top
				if (iid and (iid == ID or id == ID)) then -- iid = instancia.meu_id
				
					esta_instancia.snap [index] = nil
					
					if (instancia.verticalSnap or esta_instancia.verticalSnap) then
						if (not esta_instancia.snap [2] and not esta_instancia.snap [4]) then
							esta_instancia.verticalSnap = false
							esta_instancia.horizontalSnap = false
						end
					elseif (instancia.horizontalSnap or esta_instancia.horizontalSnap) then
						if (not esta_instancia.snap [1] and not esta_instancia.snap [3]) then
							esta_instancia.horizontalSnap = false
							esta_instancia.verticalSnap = false
						end
					end
					
					if (index == 2) then  -- index � o codigo do snap
						--esta_instancia.baseframe.rodape.StatusBarLeftAnchor:SetPoint ("left", esta_instancia.baseframe.rodape.top_bg, "left", 5, 58)
						--esta_instancia.baseframe.rodape.StatusBarCenterAnchor:SetPoint ("center", esta_instancia.baseframe.rodape.top_bg, "center", 0, 58)
						--esta_instancia.baseframe.rodape.esquerdo:SetTexture ("Interface\\AddOns\\Details\\images\\bar_down_left")
						--esta_instancia.baseframe.rodape.esquerdo.have_snap = nil
					end
					
				end
			end
		end
		
		instancia.break_snap_button:SetAlpha (0)
		
		instancia.verticalSnap = false
		instancia.horizontalSnap = false
		return
	end
	
	local esta_instancia = _detalhes.tabela_instancias [instancia.snap[lado]]
	
	if (not esta_instancia) then
		return
	end
	
	instancia.snap [lado] = nil
	
	if (lado == 1) then
		esta_instancia.snap [3] = nil
	elseif (lado == 2) then
		esta_instancia.snap [4] = nil
	elseif (lado == 3) then
		esta_instancia.snap [1] = nil
	elseif (lado == 4) then
		esta_instancia.snap [2] = nil
	end

	instancia.break_snap_button:SetAlpha (0)
	
	
	if (instancia.iniciada) then
		instancia:SaveMainWindowPosition()
		instancia:RestoreMainWindowPosition()
	end
	
	if (esta_instancia.iniciada) then
		esta_instancia:SaveMainWindowPosition()
		esta_instancia:RestoreMainWindowPosition()	
	end
end

function _detalhes:SnapTextures (remove)
	for id, esta_instancia in _ipairs (_detalhes.tabela_instancias) do 
		if (esta_instancia:IsAtiva()) then
			if (esta_instancia.baseframe.rodape.esquerdo.have_snap) then
				if (remove) then
					--esta_instancia.baseframe.rodape.esquerdo:SetTexture ("Interface\\AddOns\\Details\\images\\bar_down_left")
				else
					--esta_instancia.baseframe.rodape.esquerdo:SetTexture ("Interface\\AddOns\\Details\\images\\bar_down_left_snap")
				end
			end
		end
	end
end

--> cria uma janela para uma nova inst�ncia
	--> search key: ~new ~nova
	function _detalhes:CreateDisabledInstance (ID, skin_table)
	
	--> first check if we can recycle a old instance
		if (_detalhes.unused_instances [ID]) then
			local new_instance = _detalhes.unused_instances [ID]
			_detalhes.tabela_instancias [ID] = new_instance
			_detalhes.unused_instances [ID] = nil
			--> replace the values on recycled instance
				new_instance:ResetInstanceConfig()
			
			--> copy values from a previous skin saved
				if (skin_table) then
					--> copy from skin_table to new_instance
					_detalhes.table.copy (new_instance, skin_table)
				end
			
			return new_instance
		end
	
	--> must create a new one
		local new_instance = {
			--> instance id
				meu_id = ID,
			--> internal stuff
				barras = {}, --container que ir� armazenar todas as barras
				barraS = {nil, nil}, --de x at� x s�o as barras que est�o sendo mostradas na tela
				rolagem = false, --barra de rolagem n�o esta sendo mostrada
				largura_scroll = 26,
				bar_mod = 0,
				bgdisplay_loc = 0,		
				
			--> displaying row info
				rows_created = 0,
				rows_showing = 0,
				rows_max = 50,

			--> saved pos for normal mode and lone wolf mode
				posicao = {
					["normal"] = {x = 1, y = 2, w = 300, h = 200},
					["solo"] = {x = 1, y = 2, w = 300, h = 200}
				},
				
			--> save information about window snaps
				snap = {},
			
			--> current state starts as normal
				mostrando = "normal",
			--> menu consolidated
				consolidate = false, --deprecated
				icons = {true, true, true, true},
				
			--> status bar stuff
				StatusBar = {options = {}},

			--> more stuff
				atributo = 1, --> dano 
				sub_atributo = 1, --> damage done
				sub_atributo_last = {1, 1, 1, 1, 1},
				segmento = 0, --> combate atual
				modo = modo_grupo,
				last_modo = modo_grupo,
				LastModo = modo_grupo,
		}
		
		_setmetatable (new_instance, _detalhes)
		_detalhes.tabela_instancias [#_detalhes.tabela_instancias+1] = new_instance

		--> fill the empty instance with default values
			new_instance:ResetInstanceConfig()
		
		--> copy values from a previous skin saved
			if (skin_table) then
				--> copy from skin_table to new_instance
				_detalhes.table.copy (new_instance, skin_table)
			end
			
		--> setup default wallpaper
			new_instance.wallpaper.texture = "Interface\\AddOns\\Details\\images\\background"
		
		--> finish
			return new_instance
	end
	
	function _detalhes:NovaInstancia (ID)

		local new_instance = {}
		_setmetatable (new_instance, _detalhes)
		_detalhes.tabela_instancias [#_detalhes.tabela_instancias+1] = new_instance
		
		--> instance number
			new_instance.meu_id = ID
		
		--> setup all config
			new_instance:ResetInstanceConfig()
			--> setup default wallpaper
			new_instance.wallpaper.texture = "Interface\\AddOns\\Details\\images\\background"

		--> internal stuff
			new_instance.barras = {} --container que ir� armazenar todas as barras
			new_instance.barraS = {nil, nil} --de x at� x s�o as barras que est�o sendo mostradas na tela
			new_instance.rolagem = false --barra de rolagem n�o esta sendo mostrada
			new_instance.largura_scroll = 26
			new_instance.bar_mod = 0
			new_instance.bgdisplay_loc = 0
			new_instance.cached_bar_width = 0
		
		--> displaying row info
			new_instance.rows_created = 0
			new_instance.rows_showing = 0
			new_instance.rows_max = 50
			new_instance.rows_fit_in_window = nil
		
		--> saved pos for normal mode and lone wolf mode
			new_instance.posicao = {
				["normal"] = {x = 1, y = 2, w = 300, h = 200},
				["solo"] = {x = 1, y = 2, w = 300, h = 200}
			}		
		--> save information about window snaps
			new_instance.snap = {}
		
		--> current state starts as normal
			new_instance.mostrando = "normal"
		--> menu consolidated
			new_instance.consolidate = false
			new_instance.icons = {true, true, true, true}

		--> create window frames
		
			local _baseframe, _bgframe, _bgframe_display, _scrollframe = gump:CriaJanelaPrincipal (ID, new_instance, true)
			new_instance.baseframe = _baseframe
			new_instance.bgframe = _bgframe
			new_instance.bgdisplay = _bgframe_display
			new_instance.scroll = _scrollframe

		--> status bar stuff
			new_instance.StatusBar = {}
			new_instance.StatusBar.left = nil
			new_instance.StatusBar.center = nil
			new_instance.StatusBar.right = nil
			new_instance.StatusBar.options = {}

			local clock = _detalhes.StatusBar:CreateStatusBarChildForInstance (new_instance, "DETAILS_STATUSBAR_PLUGIN_CLOCK")
			_detalhes.StatusBar:SetCenterPlugin (new_instance, clock)
			
			local segment = _detalhes.StatusBar:CreateStatusBarChildForInstance (new_instance, "DETAILS_STATUSBAR_PLUGIN_PSEGMENT")
			_detalhes.StatusBar:SetLeftPlugin (new_instance, segment)
			
			local dps = _detalhes.StatusBar:CreateStatusBarChildForInstance (new_instance, "DETAILS_STATUSBAR_PLUGIN_PDPS")
			_detalhes.StatusBar:SetRightPlugin (new_instance, dps)

		--> internal stuff
			new_instance.alturaAntiga = _baseframe:GetHeight()
			new_instance.atributo = 1 --> dano 
			new_instance.sub_atributo = 1 --> damage done
			new_instance.sub_atributo_last = {1, 1, 1, 1, 1}
			new_instance.segmento = -1 --> combate atual
			new_instance.modo = modo_grupo
			new_instance.last_modo = modo_grupo
			new_instance.LastModo = modo_grupo
			
		--> change the attribute
			_detalhes:TrocaTabela (new_instance, 0, 1, 1)
			
		--> internal stuff
			new_instance.row_height = new_instance.row_info.height + new_instance.row_info.space.between
			
			new_instance.oldwith = new_instance.baseframe:GetWidth()
			new_instance.iniciada = true
			new_instance:SaveMainWindowPosition()
			new_instance:ReajustaGump()
			
			new_instance.rows_fit_in_window = _math_floor (new_instance.posicao[new_instance.mostrando].h / new_instance.row_height)
		
		--> all done
			new_instance:AtivarInstancia()
			
		new_instance:ShowSideBars()

		new_instance.skin = "no skin"
		new_instance:ChangeSkin (_detalhes.default_skin_to_use)
		
		--> apply standard skin if have one saved
		--[[
			if (_detalhes.standard_skin) then

				local style = _detalhes.standard_skin
				local instance = new_instance
				local skin = style.skin
				
				instance.skin = ""
				instance:ChangeSkin (skin)
				
				--> overwrite all instance parameters with saved ones
				for key, value in pairs (style) do
					if (key ~= "skin") then
						if (type (value) == "table") then
							instance [key] = Details.CopyTable (value)
						else
							instance [key] = value
						end
					end
				end

			end
		--]]
		
		--> apply all changed attributes
		--new_instance:ChangeSkin()
		
		return new_instance
	end
------------------------------------------------------------------------------------------------------------------------

	function _detalhes:FixToolbarMenu (instance)
		--print ("fixing...", instance.meu_id)
		--instance:ToolbarMenuButtons()
	end

--> ao reiniciar o addon esta fun��o � rodada para recriar a janela da inst�ncia
--> search key: ~restaura ~inicio ~start

function Details:RestoreWindow(index, temp, loadOnly)
	self:RestauraJanela (index, temp, loadOnly)
end

function _detalhes:RestauraJanela(index, temp, load_only)

	--> load
		self:LoadInstanceConfig()

	--> reset internal stuff
		self.sub_atributo_last = self.sub_atributo_last or {1, 1, 1, 1, 1}
		self.rolagem = false
		self.need_rolagem = false
		self.barras = {}
		self.barraS = {nil, nil}
		self.rows_fit_in_window = nil
		self.consolidate = self.consolidate or false
		self.icons = self.icons or {true, true, true, true}
		self.rows_created = 0
		self.rows_showing = 0
		self.rows_max = 50
		self.rows_fit_in_window = nil
		self.largura_scroll = 26
		self.bar_mod = 0
		self.bgdisplay_loc = 0
		self.last_modo = self.last_modo or modo_grupo
		self.cached_bar_width = self.cached_bar_width or 0
		self.row_height = self.row_info.height + self.row_info.space.between

	--> create frames
		local isLocked = self.isLocked
		local _baseframe, _bgframe, _bgframe_display, _scrollframe = gump:CriaJanelaPrincipal (self.meu_id, self)
		self.baseframe = _baseframe
		self.bgframe = _bgframe
		self.bgdisplay = _bgframe_display
		self.scroll = _scrollframe		
		_baseframe:EnableMouseWheel (false)
		self.alturaAntiga = _baseframe:GetHeight()
		
		--self.isLocked = isLocked --window isn't locked when just created it

	--> change the attribute
		_detalhes:TrocaTabela (self, self.segmento, self.atributo, self.sub_atributo, true) --> passando true no 5� valor para a fun��o ignorar a checagem de valores iguais
	
	--> set wallpaper
		if (self.wallpaper.enabled) then
			self:InstanceWallpaper (true)
		end

	--> set the color of this instance window
		self:InstanceColor (self.color)
		
	--> scrollbar
		self:EsconderScrollBar (true)

	--> check snaps
		self.snap = self.snap or {}

	--> status bar stuff
		self.StatusBar = {}
		self.StatusBar.left = nil
		self.StatusBar.center = nil
		self.StatusBar.right = nil
		self.StatusBarSaved = self.StatusBarSaved or {options = {}}
		self.StatusBar.options = self.StatusBarSaved.options

		if (self.StatusBarSaved.left and self.StatusBarSaved.left == "NONE") then
			self.StatusBarSaved.left = "DETAILS_STATUSBAR_PLUGIN_PSEGMENT"
		end
		local segment = _detalhes.StatusBar:CreateStatusBarChildForInstance (self, self.StatusBarSaved.left or "DETAILS_STATUSBAR_PLUGIN_PSEGMENT")
		_detalhes.StatusBar:SetLeftPlugin (self, segment, true)


		if (self.StatusBarSaved.center and self.StatusBarSaved.center == "NONE") then
			self.StatusBarSaved.center = "DETAILS_STATUSBAR_PLUGIN_CLOCK"
		end
		local clock = _detalhes.StatusBar:CreateStatusBarChildForInstance (self, self.StatusBarSaved.center or "DETAILS_STATUSBAR_PLUGIN_CLOCK")
		_detalhes.StatusBar:SetCenterPlugin (self, clock, true)


		if (self.StatusBarSaved.right and self.StatusBarSaved.right == "NONE") then
			self.StatusBarSaved.right = "DETAILS_STATUSBAR_PLUGIN_PDURABILITY"
		end
		local durability = _detalhes.StatusBar:CreateStatusBarChildForInstance (self, self.StatusBarSaved.right or "DETAILS_STATUSBAR_PLUGIN_PDURABILITY")
		_detalhes.StatusBar:SetRightPlugin (self, durability, true)


	--> load mode

		if (self.modo == modo_alone) then
			if (_detalhes.solo and _detalhes.solo ~= self.meu_id) then --> prote��o para ter apenas uma inst�ncia com a janela SOLO
				self.modo = modo_grupo
				self.mostrando = "normal"
			else
				self:SoloMode (true)
				_detalhes.solo = self.meu_id
			end
		elseif (self.modo == modo_raid) then
			_detalhes.raid = self.meu_id
		else
			self.mostrando = "normal"
		end

	--> internal stuff
		self.oldwith = self.baseframe:GetWidth()

		self:RestoreMainWindowPosition()
		self:ReajustaGump()
		--self:SaveMainWindowPosition()
		
		if (not load_only) then
			self.iniciada = true
			self:AtivarInstancia (temp)
			self:ChangeSkin()
		end
		
	--> all done
	return
end

function _detalhes:SwitchBack()
	local prev_switch = self.auto_switch_to_old
	
	if (prev_switch) then
		if (self.modo ~= prev_switch [1]) then
			_detalhes:AlteraModo (self, prev_switch [1])
		end
		
		if (self.modo == _detalhes._detalhes_props["MODO_RAID"]) then
			_detalhes.RaidTables:switch (nil, prev_switch [5], self)
			
		elseif (self.modo == _detalhes._detalhes_props["MODO_ALONE"]) then
			_detalhes.SoloTables:switch (nil, prev_switch [6])
			
		else
			_detalhes:TrocaTabela (self, prev_switch [4], prev_switch [2], prev_switch [3])
		end
		
		self.auto_switch_to_old = nil
	end
end

function _detalhes:SwitchTo (switch_table, nosave)
	if (not nosave) then
		self.auto_switch_to_old = {self.modo, self.atributo, self.sub_atributo, self.segmento, self:GetRaidPluginName(), _detalhes.SoloTables.Mode}
	end

	if (switch_table [1] == "raid") then
		local plugin_global_name, can_switch = switch_table[2], true

		--plugin global name
		for _, instance in ipairs (_detalhes.tabela_instancias) do 
			if (instance ~= self and instance:IsEnabled() and instance.baseframe and instance.modo == modo_raid) then
				if (instance.current_raid_plugin == plugin_global_name) then
					can_switch = false
					break
				end
			end
		end
		
		if (can_switch) then
			_detalhes.RaidTables:EnableRaidMode (self, switch_table [2])
		else
			local plugin = _detalhes:GetPlugin (plugin_global_name)
			_detalhes:Msg ("Auto Switch: a window is already showing " .. (plugin.__name or "" .. ", please review your switch config."))
		end
	else
		--muda para um atributo normal
		if (self.modo ~= _detalhes._detalhes_props["MODO_GROUP"]) then
			_detalhes:AlteraModo (self, _detalhes._detalhes_props["MODO_GROUP"])
		end
		_detalhes:TrocaTabela (self, nil, switch_table [1], switch_table [2])
	end
end

--backtable indexes: [1]: mode [2]: attribute [3]: sub attribute [4]: segment [5]: raidmode index [6]: solomode index
function _detalhes:CheckSwitchOnCombatEnd (nowipe, warning)

	local old_attribute, old_sub_atribute = self:GetDisplay()

	self:SwitchBack()
	
	local role = _UnitGroupRolesAssigned ("player")
	
	local got_switch = false
	
	if (role == "DAMAGER" and self.switch_damager) then
		self:SwitchTo (self.switch_damager)
		got_switch = true
		
	elseif (role == "HEALER" and self.switch_healer) then
		self:SwitchTo (self.switch_healer)
		got_switch = true
		
	elseif (role == "TANK" and self.switch_tank) then
		self:SwitchTo (self.switch_tank, true)
		got_switch = true
		
	elseif (role == "NONE" and _detalhes.last_assigned_role ~= "NONE") then
		self:SwitchBack()
		got_switch = true
		
	end
	
	if (warning and got_switch) then
		local current_attribute, current_sub_atribute = self:GetDisplay()
		if (current_attribute ~= old_attribute or current_sub_atribute ~= old_sub_atribute) then
			local attribute_name = self:GetInstanceAttributeText()
			self:InstanceAlert (string.format (Loc ["STRING_SWITCH_WARNING"], attribute_name), {[[Interface\CHARACTERFRAME\UI-StateIcon]], 18, 18, false, 0.5, 1, 0, 0.5}, 4)
		end
	end
	
	if (self.switch_all_roles_after_wipe and not nowipe) then
		if (_detalhes.tabela_vigente.is_boss and _detalhes.tabela_vigente.instance_type == "raid" and not _detalhes.tabela_vigente.is_boss.killed and _detalhes.tabela_vigente.is_boss.name) then
			self:SwitchBack()
			self:SwitchTo (self.switch_all_roles_after_wipe)
		end
	end
	
end

function _detalhes:CheckSwitchOnLogon (warning)
	for index, instancia in ipairs (_detalhes.tabela_instancias) do 
		if (instancia.ativa) then
			instancia:CheckSwitchOnCombatEnd (true, warning)
		end
	end
end

function _detalhes:CheckSegmentForSwitchOnCombatStart()
	
end

function _detalhes:CheckSwitchOnCombatStart (check_segment)

	self:SwitchBack()

	local all_roles = self.switch_all_roles_in_combat
	
	local role = _UnitGroupRolesAssigned ("player")
	local got_switch = false
	
	if (role == "DAMAGER" and self.switch_damager_in_combat) then
		self:SwitchTo (self.switch_damager_in_combat)
		got_switch = true
		
	elseif (role == "HEALER" and self.switch_healer_in_combat) then
		self:SwitchTo (self.switch_healer_in_combat)
		got_switch = true
		
	elseif (role == "TANK" and self.switch_tank_in_combat) then
		self:SwitchTo (self.switch_tank_in_combat)
		got_switch = true
		
	elseif (self.switch_all_roles_in_combat) then
		self:SwitchTo (self.switch_all_roles_in_combat)
		got_switch = true
		
	end
	
	if (check_segment and got_switch) then
		if (self:GetSegment() ~= 0) then
			self:TrocaTabela (0)
		end
	end
	
end

function _detalhes:ExportSkin()

	--create the table
	local exported = {
		version = _detalhes.preset_version --skin version
	}

	--export the keys
	for key, value in pairs (self) do
		if (_detalhes.instance_defaults [key] ~= nil) then	
			if (type (value) == "table") then
				exported [key] = Details.CopyTable (value)
			else
				exported [key] = value
			end
		end
	end
	
	--export size and positioning
	if (_detalhes.profile_save_pos) then
		exported.posicao = self.posicao
	else
		exported.posicao = nil
	end
	
	--export mini displays
	if (self.StatusBar and self.StatusBar.left) then
		exported.StatusBarSaved = {
			["left"] = self.StatusBar.left.real_name or "NONE",
			["center"] = self.StatusBar.center.real_name or "NONE",
			["right"] = self.StatusBar.right.real_name or "NONE",
		}
		exported.StatusBarSaved.options = {
			[exported.StatusBarSaved.left] = Details.CopyTable (self.StatusBar.left.options),
			[exported.StatusBarSaved.center] = Details.CopyTable (self.StatusBar.center.options),
			[exported.StatusBarSaved.right] = Details.CopyTable (self.StatusBar.right.options)
		}

	elseif (self.StatusBarSaved) then
		exported.StatusBarSaved = Details.CopyTable (self.StatusBarSaved)
		
	end

	return exported
	
end

function _detalhes:ApplySavedSkin (style)

	if (not style.version or _detalhes.preset_version > style.version) then
		return _detalhes:Msg (Loc ["STRING_OPTIONS_PRESETTOOLD"])
	end
	
	--> set skin preset
	local skin = style.skin
	self.skin = ""
	self:ChangeSkin (skin)

	--> overwrite all instance parameters with saved ones
	for key, value in pairs (style) do
		if (key ~= "skin") then
			if (type (value) == "table") then
				self [key] = Details.CopyTable (value)
			else
				self [key] = value
			end
		end
	end
	
	--> check for new keys inside tables
	for key, value in pairs (_detalhes.instance_defaults) do 
		if (type (value) == "table") then
			for key2, value2 in pairs (value) do 
				if (self [key] [key2] == nil) then
					if (type (value2) == "table") then
						self [key] [key2] = Details.CopyTable (_detalhes.instance_defaults [key] [key2])
					else
						self [key] [key2] = value2
					end
				end
			end
		end
	end	
	
	self.StatusBarSaved = style.StatusBarSaved and Details.CopyTable (style.StatusBarSaved) or {options = {}}
	self.StatusBar.options = self.StatusBarSaved.options
	_detalhes.StatusBar:UpdateChilds (self)
	
	--> apply all changed attributes
	self:ChangeSkin()
	
	--export size and positioning
	if (_detalhes.profile_save_pos) then
		self.posicao = style.posicao
		self:RestoreMainWindowPosition()
	else
		self.posicao = Details.CopyTable (self.posicao)
	end
	
end

------------------------------------------------------------------------------------------------------------------------

function _detalhes:InstanceReset (instance)
	if (instance) then
		self = instance
	end
	Details.FadeHandler.Fader (self, "in", nil, "barras")
	self:AtualizaSegmentos (self)
	self:AtualizaSoloMode_AfertReset()
	self:ResetaGump()
	
	if (not _detalhes.initializing) then
		_detalhes:RefreshMainWindow (self, true) --atualiza todas as instancias
	end
end

function _detalhes:RefreshBars (instance)
	if (instance) then
		self = instance
	end
	self:InstanceRefreshRows (instancia)
end

function _detalhes:SetBackgroundColor (...)

	local red = select (1, ...)
	if (not red) then
		self.bgdisplay:SetBackdropColor (self.bg_r, self.bg_g, self.bg_b, self.bg_alpha)
		self.baseframe:SetBackdropColor (self.bg_r, self.bg_g, self.bg_b, self.bg_alpha)
		return
	end

	local r, g, b = gump:ParseColors (...)
	self.bgdisplay:SetBackdropColor (r, g, b, self.bg_alpha or _detalhes.default_bg_alpha)
	self.baseframe:SetBackdropColor (r, g, b, self.bg_alpha or _detalhes.default_bg_alpha)
	self.bg_r = r
	self.bg_g = g
	self.bg_b = b
end

function _detalhes:SetBackgroundAlpha (alpha)
	if (not alpha) then
		alpha = self.bg_alpha
	end
	
	self.bgdisplay:SetBackdropColor (self.bg_r, self.bg_g, self.bg_b, alpha)
	self.baseframe:SetBackdropColor (self.bg_r, self.bg_g, self.bg_b, alpha)
	self.bg_alpha = alpha
end

function _detalhes:GetSize()
	return self.baseframe:GetWidth(), self.baseframe:GetHeight()
end

function _detalhes:GetRealSize()
	return self.baseframe:GetWidth() * self.baseframe:GetScale(), self.baseframe:GetHeight() * self.baseframe:GetScale()
end

function _detalhes:GetPositionOnScreen()
	local xOfs, yOfs = self.baseframe:GetCenter()
	if (not xOfs) then
		return
	end
	-- credits to ckknight (http://www.curseforge.com/profiles/ckknight/) 
	local _scale = self.baseframe:GetEffectiveScale()
	local _UIscale = UIParent:GetScale()
	xOfs = xOfs*_scale - GetScreenWidth()*_UIscale/2
	yOfs = yOfs*_scale - GetScreenHeight()*_UIscale/2
	return xOfs/_UIscale, yOfs/_UIscale
end

--> alias
function _detalhes:SetSize (w, h)
	return self:Resize (w, h)
end

function _detalhes:Resize (w, h)
	if (w) then
		self.baseframe:SetWidth (w)
	end
	
	if (h) then
		self.baseframe:SetHeight (h)
	end
	
	self:SaveMainWindowPosition()
	
	return true
end

--/run Details:GetWindow(1):ToggleMaxSize()
function _detalhes:ToggleMaxSize()
	if (self.is_in_max_size) then
		self.is_in_max_size = false
		self:SetSize (self.original_width, self.original_height)
	else
		local original_width, original_height = self:GetSize()
		self.original_width, self.original_height = original_width, original_height
		self.is_in_max_size = true
		self:SetSize (original_width, 450)
		
	end
end

------------------------------------------------------------------------------------------------------------------------

function _detalhes:PostponeSwitchToCurrent (instance)
	if (
		not instance.last_interaction or 
		(
			(instance.ativa) and
			(instance.last_interaction+3 < _detalhes._tempo) and 
			(not DetailsReportWindow or not DetailsReportWindow:IsShown()) and 
			(not _detalhes.playerDetailWindow:IsShown())
		)
	) then
		instance._postponing_switch = nil
		if (instance.segmento > 0 and instance.auto_current) then
			instance:TrocaTabela (0) --> muda o segmento pra current
			instance:InstanceAlert (Loc ["STRING_CHANGED_TO_CURRENT"], {[[Interface\AddOns\Details\images\toolbar_icons]], 18, 18, false, 32/256, 64/256, 0, 1}, 6)
			return
		else
			return
		end
	end
	if (instance.is_interacting and instance.last_interaction < _detalhes._tempo) then
		instance.last_interaction = _detalhes._tempo
	end
	instance._postponing_switch = _detalhes:ScheduleTimer ("PostponeSwitchToCurrent", 1, instance)
end

function _detalhes:CheckSwitchToCurrent()
	for _, instance in _ipairs (_detalhes.tabela_instancias) do
		if (instance.ativa and instance.auto_current and instance.baseframe and instance.segmento > 0) then
			if (instance.is_interacting and instance.last_interaction < _detalhes._tempo) then
				instance.last_interaction = _detalhes._tempo
			end
			
			if ((instance.last_interaction and (instance.last_interaction+3 > _detalhes._tempo)) or (DetailsReportWindow and DetailsReportWindow:IsShown()) or (_detalhes.playerDetailWindow:IsShown())) then
				--> postpone
				instance._postponing_switch = _detalhes:ScheduleTimer ("PostponeSwitchToCurrent", 1, instance)
			else
				instance:TrocaTabela (0) --> muda o segmento pra current
				instance:InstanceAlert (Loc ["STRING_CHANGED_TO_CURRENT"], {[[Interface\AddOns\Details\images\toolbar_icons]], 18, 18, false, 32/256, 64/256, 0, 1}, 6)
				instance._postponing_switch = nil
			end
		end
	end
end

function _detalhes:Freeze (instancia)

	if (not instancia) then
		instancia = self
	end

	if (not _detalhes.initializing) then
		instancia:ResetaGump()
		Details.FadeHandler.Fader (instancia, "in", nil, "barras")
	end
	
	instancia:InstanceMsg (Loc ["STRING_FREEZE"], [[Interface\CHARACTERFRAME\Disconnect-Icon]], "silver")
	
	--instancia.freeze_icon:Show()
	--instancia.freeze_texto:Show()
	
	local width = instancia:GetSize()
	instancia.freeze_texto:SetWidth (width-64)
	
	instancia.freezed = true
end

function _detalhes:UnFreeze (instancia)

	if (not instancia) then
		instancia = self
	end

	self:InstanceMsg (false)
	
	--instancia.freeze_icon:Hide()
	--instancia.freeze_texto:Hide()
	instancia.freezed = false
	
	if (not _detalhes.initializing) then
		--instancia:RestoreMainWindowPosition()
		instancia:ReajustaGump()
	end
end

function _detalhes:AtualizaSegmentos (instancia)
	if (instancia.iniciada) then
		if (instancia.segmento == -1) then
			--instancia.baseframe.rodape.segmento:SetText (segmentos.overall) --> localiza-me
			instancia.showing = _detalhes.tabela_overall
		elseif (instancia.segmento == 0) then
			--instancia.baseframe.rodape.segmento:SetText (segmentos.current) --> localiza-me
			instancia.showing = _detalhes.tabela_vigente
			--print ("==> Changing the Segment now! - classe_instancia.lua 1922")
		else
			instancia.showing = _detalhes.tabela_historico.tabelas [instancia.segmento]
			--instancia.baseframe.rodape.segmento:SetText (segmentos.past..instancia.segmento) --> localiza-me
		end
	end
end

function _detalhes:AtualizaSegmentos_AfterCombat (instancia, historico)

	if (instancia.freezed) then
		return --> se esta congelada n�o tem o que fazer
	end

	local segmento = instancia.segmento

	local _fadeType, _fadeSpeed = _unpack (_detalhes.row_fade_in)

	if (segmento == _detalhes.segments_amount) then --> significa que o index [5] passou a ser [6] com a entrada da nova tabela
		instancia.showing = historico.tabelas [_detalhes.segments_amount] --> ent�o ele volta a pegar o index [5] que antes era o index [4]
		--print ("==> Changing the Segment now! - classe_instancia.lua 1942")
		Details.FadeHandler.Fader (instancia, _fadeType, _fadeSpeed, "barras")
		instancia.showing[instancia.atributo].need_refresh = true
		instancia.v_barras = true
		instancia:ResetaGump()
		instancia:RefreshMainWindow (true)
		_detalhes:AtualizarJanela (instancia)
		
	elseif (segmento < _detalhes.segments_amount and segmento > 0) then
		instancia.showing = historico.tabelas [segmento]
		--print ("==> Changing the Segment now! - classe_instancia.lua 1952")
		
		Details.FadeHandler.Fader (instancia, _fadeType, _fadeSpeed, "barras") --"in", nil
		instancia.showing[instancia.atributo].need_refresh = true
		instancia.v_barras = true
		instancia:ResetaGump()
		instancia:RefreshMainWindow (true)
		_detalhes:AtualizarJanela (instancia)
	end
	
end

local function ValidateAttribute (atributo, sub_atributo)

	if (atributo == 1) then
		if (sub_atributo < 0 or sub_atributo > _detalhes.atributos[1]) then
			return false
		end
	elseif (atributo == 2) then
		if (sub_atributo < 0 or sub_atributo > _detalhes.atributos[2]) then
			return false
		end
	elseif (atributo == 3) then
		if (sub_atributo < 0 or sub_atributo > _detalhes.atributos[3]) then
			return false
		end
	elseif (atributo == 4) then
		if (sub_atributo < 0 or sub_atributo > _detalhes.atributos[4]) then
			return false
		end
	elseif (atributo == 5) then
		return true
	else
		return false
	end
	
	return true
end

function _detalhes:SetDisplay (segmento, atributo, sub_atributo, iniciando_instancia, InstanceMode)
	if (not self.meu_id) then
		return
	end
	return self:TrocaTabela (segmento, atributo, sub_atributo, iniciando_instancia, InstanceMode)
end

function _detalhes:TrocaTabela (instancia, segmento, atributo, sub_atributo, iniciando_instancia, InstanceMode)

	if (self and self.meu_id and not instancia) then --> self � uma inst�ncia
		InstanceMode = iniciando_instancia
		iniciando_instancia = sub_atributo
		sub_atributo = atributo
		atributo = segmento
		segmento = instancia
		instancia = self
	end
	
	if (iniciando_instancia == "LeftButton") then
		iniciando_instancia = nil
	end
	
	if (_type (instancia) == "number") then
		sub_atributo = atributo
		atributo = segmento
		segmento = instancia
		instancia = self
	end

	if (InstanceMode and InstanceMode ~= instancia:GetMode()) then
		instancia:AlteraModo (instancia, InstanceMode)
	end
	
	local update_coolTip = false
	local sub_attribute_click = false
	
	if (_type (segmento) == "boolean" and segmento) then --> clicou em um sub atributo
		sub_attribute_click = true
		segmento = instancia.segmento
	
	elseif (segmento == -2) then --> clicou para mudar de segmento
		segmento = instancia.segmento + 1
		
		if (segmento > _detalhes.segments_amount) then
			segmento = -1
		end
		update_coolTip = true
		
	elseif (segmento == -3) then --> clicou para mudar de atributo
		segmento = instancia.segmento
		
		atributo = instancia.atributo+1
		if (atributo > atributos[0]) then
			atributo = 1
		end
		update_coolTip = true
		
	elseif (segmento == -4) then --> clicou para mudar de sub atributo
		segmento = instancia.segmento
		
		sub_atributo = instancia.sub_atributo+1
		if (sub_atributo > atributos[instancia.atributo]) then
			sub_atributo = 1
		end
		update_coolTip = true
		
	end	
	
	--> pega os atributos desta instancia
	local current_segmento = instancia.segmento
	local current_atributo = instancia.atributo
	local current_sub_atributo = instancia.sub_atributo
	
	local atributo_changed = false
	
	--> verifica se os valores passados s�o v�lidos
	
	if (not segmento) then
		segmento = instancia.segmento
	elseif (_type (segmento) ~= "number") then
		segmento = instancia.segmento
	end
	
	if (not atributo) then
		atributo  = instancia.atributo
	elseif (_type (atributo) ~= "number") then
		atributo = instancia.atributo
	end
	
	if (not sub_atributo) then
		if (atributo == current_atributo) then
			sub_atributo  = instancia.sub_atributo
		else
			sub_atributo  = instancia.sub_atributo_last [atributo]
		end
	elseif (_type (sub_atributo) ~= "number") then
		sub_atributo = instancia.sub_atributo
	end
	
	--> j� esta mostrando isso que esta pedindo
	if (not iniciando_instancia and segmento == current_segmento and atributo == current_atributo and sub_atributo == current_sub_atributo and not _detalhes.initializing) then
		return
	end

	if (not ValidateAttribute (atributo, sub_atributo)) then
		sub_atributo = 1
		atributo = 1
		_detalhes:Msg ("invalid attribute, switching to damage done.")
	end
	
	--> Muda o segmento caso necess�rio
	if (segmento ~= current_segmento or _detalhes.initializing or iniciando_instancia) then

		--> na troca de segmento, conferir se a instancia esta frozen
		if (instancia.freezed) then
			if (not iniciando_instancia) then
				instancia:UnFreeze()
			else
				instancia.freezed = false
			end
		end
	
		instancia.segmento = segmento
	
		if (segmento == -1) then --> overall
			instancia.showing = _detalhes.tabela_overall
		elseif (segmento == 0) then --> combate atual
			instancia.showing = _detalhes.tabela_vigente
			--print ("==> Changing the Segment now! - classe_instancia.lua 2115")
		else --> alguma tabela do hist�rico
			instancia.showing = _detalhes.tabela_historico.tabelas [segmento]
		end
		
		if (update_coolTip) then
			_detalhes.popup:Select (1, segmento+2)
		end
		
		if (instancia.showing and instancia.showing.contra) then
			--print ("DEBUG: contra", instancia.showing.contra)
		end

		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGESEGMENT", nil, instancia, segmento)
		
		if (_detalhes.instances_segments_locked and not iniciando_instancia) then
			for _, instance in ipairs (_detalhes.tabela_instancias) do
				if (instance.meu_id ~= instancia.meu_id and instance.ativa and not instance._postponing_switch and not instance._postponing_current) then
					if (instance:GetSegment() >= 0 and instancia:GetSegment() ~= -1) then
						if (instance.modo == 2 or instance.modo == 3) then
							--> na troca de segmento, conferir se a instancia esta frozen
							if (instance.freezed) then
								if (not iniciando_instancia) then
									instance:UnFreeze()
								else
									instance.freezed = false
								end
							end
							
							instance.segmento = segmento
						
							if (segmento == -1) then --> overall
								instance.showing = _detalhes.tabela_overall
							elseif (segmento == 0) then --> combate atual
								instance.showing = _detalhes.tabela_vigente; --print ("==> Changing the Segment now! - classe_instancia.lua 2148")
							else --> alguma tabela do hist�rico
								instance.showing = _detalhes.tabela_historico.tabelas [segmento]
							end
							
							if (not instance.showing) then
								if (not iniciando_instancia) then
									instance:Freeze()
								end
								return
							end
							
							instance.v_barras = true
							instance.showing [atributo].need_refresh = true
							
							if (not _detalhes.initializing and not iniciando_instancia) then
								instance:ResetaGump()
								instance:RefreshMainWindow (true)
							end
							
							_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGESEGMENT", nil, instance, segmento)
						end
					end
				end
			end
		end
		
	end

	--> Muda o atributo caso  necess�rio
	if (atributo == 5) then
		if (#_detalhes.custom < 1) then 
			atributo = 1
			sub_atributo = 1
		end
	end
	
	if (atributo ~= current_atributo or _detalhes.initializing or iniciando_instancia or (instancia.modo == modo_alone or instancia.modo == modo_raid)) then
	
		if (instancia.modo == modo_alone and not (_detalhes.initializing or iniciando_instancia)) then
			if (_detalhes.SoloTables.Mode == #_detalhes.SoloTables.Plugins) then
				_detalhes.popup:Select (1, 1)
			else
				if (_detalhes.PluginCount.SOLO > 0) then
					_detalhes.popup:Select (1, _detalhes.SoloTables.Mode+1)
				end
			end
			return _detalhes.SoloTables.switch (nil, nil, -1)
	
		elseif ( (instancia.modo == modo_raid) and not (_detalhes.initializing or iniciando_instancia) ) then --> raid
			return --nao faz nada quando clicar no bot�o
		end
		
		atributo_changed  = true
		instancia.atributo = atributo
		instancia.sub_atributo = instancia.sub_atributo_last [atributo]

		--> troca icone
		instancia:ChangeIcon()
		
		if (update_coolTip) then
			_detalhes.popup:Select (1, atributo)
			_detalhes.popup:Select (2, instancia.sub_atributo, atributo)
		end
		
		if (_detalhes.cloud_process) then
			
			if (_detalhes.debug) then
				_detalhes:Msg ("(debug) instancia #"..instancia.meu_id.." found cloud process.")
			end
			
			local atributo = instancia.atributo
			local time_left = (_detalhes.last_data_requested+7) - _detalhes._tempo
			
			if (atributo == 1 and _detalhes.in_combat and not _detalhes:CaptureGet ("damage") and _detalhes.host_by) then
				if (_detalhes.debug) then
					_detalhes:Msg ("(debug) instancia need damage cloud.")
				end
			elseif (atributo == 2 and _detalhes.in_combat and (not _detalhes:CaptureGet ("heal") or _detalhes:CaptureGet ("aura")) and _detalhes.host_by) then
				if (_detalhes.debug) then
					_detalhes:Msg ("(debug) instancia need heal cloud.")
				end
			elseif (atributo == 3 and _detalhes.in_combat and not _detalhes:CaptureGet ("energy") and _detalhes.host_by) then
				if (_detalhes.debug) then
					_detalhes:Msg ("(debug) instancia need energy cloud.")
				end
			elseif (atributo == 4 and _detalhes.in_combat and not _detalhes:CaptureGet ("miscdata") and _detalhes.host_by) then
				if (_detalhes.debug) then
					_detalhes:Msg ("(debug) instancia need misc cloud.")
				end
			else
				time_left = nil
			end
			
			if (time_left) then
				if (_detalhes.debug) then
					_detalhes:Msg ("(debug) showing instance alert.")
				end
				instancia:InstanceAlert (Loc ["STRING_PLEASE_WAIT"], {[[Interface\COMMON\StreamCircle]], 22, 22, true}, time_left)
			end
		end
		
		_detalhes:InstanceCall (_detalhes.CheckPsUpdate)
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instancia, atributo, sub_atributo)
		
	end

	if (sub_atributo ~= current_sub_atributo or _detalhes.initializing or iniciando_instancia or atributo_changed) then
		
		instancia.sub_atributo = sub_atributo
		
		if (sub_attribute_click) then
			instancia.sub_atributo_last [instancia.atributo] = instancia.sub_atributo
		end
		
		if (instancia.atributo == 5) then --> custom
			instancia:ChangeIcon()
		end
		
		_detalhes:InstanceCall (_detalhes.CheckPsUpdate)
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instancia, atributo, sub_atributo)
		
		instancia:ChangeIcon()
	end

	if (_detalhes.playerDetailWindow:IsShown() and instancia == _detalhes.playerDetailWindow.instancia) then	
		if (not instancia.showing or instancia.atributo > 4) then
			_detalhes:FechaJanelaInfo()
		else
			local actor = instancia.showing (instancia.atributo, _detalhes.playerDetailWindow.jogador.nome)
			if (actor) then
				instancia:AbreJanelaInfo (actor, true)
			else
				_detalhes:FechaJanelaInfo()
			end
		end
		--_detalhes:FechaJanelaInfo()
	end
	
	if (not instancia.showing) then
		if (not iniciando_instancia) then
			instancia:Freeze()
		end
		return
	else
		--> verificar relogio, precisaria dar refresh no plugin clock
	end
	
	instancia.v_barras = true
	
	instancia.showing [atributo].need_refresh = true

	if (not _detalhes.initializing and not iniciando_instancia) then
		instancia:ResetaGump()
		instancia:RefreshMainWindow (true)
	end

end

function _detalhes:GetRaidPluginName()
	return self.current_raid_plugin or self.last_raid_plugin
end

function _detalhes:GetInstanceAttributeText()
	
	if (self.modo == modo_grupo or self.modo == modo_all) then
		local attribute = self.atributo
		local sub_attribute = self.sub_atributo
		local name = _detalhes:GetSubAttributeName (attribute, sub_attribute)
		return name or "Unknown"
		
	elseif (self.modo == modo_raid) then
		local plugin_name = self.current_raid_plugin or self.last_raid_plugin
		if (plugin_name) then
			local plugin_object = _detalhes:GetPlugin (plugin_name)
			if (plugin_object) then
				return plugin_object.__name
			else
				return "Unknown Plugin"
			end
		else
			return "Unknown Plugin"
		end
	
	elseif (self.modo == modo_alone) then
		local atributo = _detalhes.SoloTables.Mode or 1
		local SoloInfo = _detalhes.SoloTables.Menu [atributo]
		if (SoloInfo) then
			return SoloInfo [1]
		else
			return "Unknown Plugin"
		end
	end
	
end

function _detalhes:MontaRaidOption (instancia)

	local available_plugins = _detalhes.RaidTables:GetAvailablePlugins()

	if (#available_plugins == 0) then
		return false
	end
	
	local amount = 0
	for index, ptable in _ipairs (available_plugins) do
		if (ptable [3].__enabled) then
			GameCooltip:AddMenu (1, _detalhes.RaidTables.switch, ptable [4], instancia, nil, ptable [1], ptable [2], true) --PluginName, PluginIcon, PluginObject, PluginAbsoluteName
			amount = amount + 1
		end
	end

	if (amount == 0) then
		return false
	end
	
	GameCooltip:SetOption ("NoLastSelectedBar", true)
	
	GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
	return true
end

function _detalhes:MontaSoloOption (instancia)
	for index, ptable in _ipairs (_detalhes.SoloTables.Menu) do 
		if (ptable [3].__enabled) then
			GameCooltip:AddMenu (1, _detalhes.SoloTables.switch, index, nil, nil, ptable [1], ptable [2], true)
		end
	end
	
	if (_detalhes.SoloTables.Mode) then
		GameCooltip:SetLastSelected (1, _detalhes.SoloTables.Mode)
	end
	
	GameCooltip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
	
	return true
end

-- ~menu
local menu_wallpaper_custom_color = {1, 0, 0, 1}
local wallpaper_bg_color = {.8, .8, .8, 0.2}
local menu_icones = {
	"Interface\\AddOns\\Details\\images\\atributos_icones_damage",
	"Interface\\AddOns\\Details\\images\\atributos_icones_heal",
	"Interface\\AddOns\\Details\\images\\atributos_icones_energyze",
	"Interface\\AddOns\\Details\\images\\atributos_icones_misc"
}
	
function _detalhes:MontaAtributosOption (instancia, func)

	func = func or instancia.TrocaTabela

	local checked1 = instancia.atributo
	local atributo_ativo = instancia.atributo --> pega o numero
	
	local options
	if (atributo_ativo == 5) then --> custom
		options = {Loc ["STRING_CUSTOM_NEW"]}
		for index, custom in _ipairs (_detalhes.custom) do 
			options [#options+1] = custom.name
		end
	else
		options = sub_atributos [atributo_ativo].lista
	end

	local CoolTip = _G.GameCooltip
	local p = 0.125 --> 32/256
	
	local gindex = 1
	for i = 1, atributos[0] do --> [0] armazena quantos atributos existem
		
		CoolTip:AddMenu (1, func, nil, i, nil, atributos.lista[i], nil, true)
		CoolTip:AddIcon ("Interface\\AddOns\\Details\\images\\atributos_icones", 1, 1, 20, 20, p*(i-1), p*(i), 0, 1)
		
		if (_detalhes.tooltip.submenu_wallpaper) then
			if (i == 1) then
				CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\WarlockDestruction-TopLeft]], {1, 0.22, 0, 0.55}, wallpaper_bg_color)
			elseif (i == 2) then
				CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\bg-priest-holy]], {1, .6, 0, .2}, wallpaper_bg_color)
			elseif (i == 3) then
				CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\ShamanEnhancement-TopLeft]], {0, 1, .2, .6}, wallpaper_bg_color)
			elseif (i == 4) then
				CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\WarlockCurses-TopLeft]], {.2, 1, 0, 1}, wallpaper_bg_color)
			end
		else
			--> wallpaper = main window
			--CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
		end
		
		local options = sub_atributos [i].lista

		if (not instancia.sub_atributo_last) then
			instancia.sub_atributo_last = {1, 1, 1, 1, 1}
		end

		for o = 1, atributos [i] do
			if (_detalhes:CaptureIsEnabled ( _detalhes.atributos_capture [gindex] )) then
				CoolTip:AddMenu (2, func, true, i, o, options[o], nil, true)
				CoolTip:AddIcon (menu_icones[i], 2, 1, 20, 20, p*(o-1), p*(o), 0, 1)
			else
				CoolTip:AddLine (options[o], nil, 2, .5, .5, .5, 1)
				CoolTip:AddMenu (2, func, true, i, o)
				CoolTip:AddIcon (menu_icones[i], 2, 1, 20, 20, p*(o-1), p*(o), 0, 1, {.3, .3, .3, 1})
			end

			gindex = gindex + 1
		end
		
		CoolTip:SetLastSelected (2, i, instancia.sub_atributo_last [i])
	end
	
	--> custom
	
	--GameCooltip:AddLine ("$div")
	CoolTip:AddLine ("$div", nil, 1, -3, 1)
	
	CoolTip:AddMenu (1, func, nil, 5, nil, atributos.lista[5], nil, true)
	CoolTip:AddIcon ("Interface\\AddOns\\Details\\images\\atributos_icones", 1, 1, 20, 20, p*(5-1), p*(5), 0, 1)
	
	CoolTip:AddMenu (2, _detalhes.OpenCustomDisplayWindow, nil, nil, nil, Loc ["STRING_CUSTOM_NEW"], nil, true)
	CoolTip:AddIcon ([[Interface\CHATFRAME\UI-ChatIcon-Maximize-Up]], 2, 1, 20, 20, 3/32, 29/32, 3/32, 29/32)
	
	CoolTip:AddLine ("$div", nil, 2, nil, -8, -13)
	
	for index, custom in _ipairs (_detalhes.custom) do 
		if (custom.temp) then
			CoolTip:AddLine (custom.name .. Loc ["STRING_CUSTOM_TEMPORARILY"], nil, 2)
		else
			CoolTip:AddLine (custom.name, nil, 2)
		end
		
		CoolTip:AddMenu (2, func, true, 5, index)
		CoolTip:AddIcon (custom.icon, 2, 1, 20, 20)
	end
	
	--> set the wallpaper on custom
	if (_detalhes.tooltip.submenu_wallpaper) then
		CoolTip:SetWallpaper (2, [[Interface\TALENTFRAME\WarriorArm-TopLeft]], menu_wallpaper_custom_color, wallpaper_bg_color)
	else
		--CoolTip:SetWallpaper (2, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
	end

	if (#_detalhes.custom == 0) then
		CoolTip:SetLastSelected (2, 6, 2)
	else
		if (instancia.atributo == 5) then
			CoolTip:SetLastSelected (2, 6, instancia.sub_atributo+2)
		else
			CoolTip:SetLastSelected (2, 6, instancia.sub_atributo_last [5]+2)
		end
	end

	CoolTip:SetOption ("StatusBarTexture", [[Interface\AddOns\Details\images\bar4_vidro]])
	CoolTip:SetOption ("ButtonsYMod", -7)
	CoolTip:SetOption ("HeighMod", 7)
	
	CoolTip:SetOption ("ButtonsYModSub", -7)
	CoolTip:SetOption ("HeighModSub", 7)
	
	CoolTip:SetOption ("SelectedTopAnchorMod", -2)
	CoolTip:SetOption ("SelectedBottomAnchorMod", 2)
	
	CoolTip:SetOption ("TextFont",  _detalhes.font_faces.menus)
	
	_detalhes:SetTooltipMinWidth()
	
	local last_selected = atributo_ativo
	if (atributo_ativo == 5) then
		last_selected = 6
	end
	CoolTip:SetLastSelected (1, last_selected)
	
	--removed the menu backdrop
	--CoolTip:SetWallpaper (1, _detalhes.tooltip.menus_bg_texture, _detalhes.tooltip.menus_bg_coords, _detalhes.tooltip.menus_bg_color, true)
	
	return menu_principal, sub_menus
end

local iconCoords = {
	[1] = {-1, 0, 0, 0, -1, -1, 0, 0}, --damage, dps, taken, friendldire, frags, enemy damage taken, auras, by spell
	[2] = {0, 1, 1, 1, 0, 0, 1}, --healing, hps, overheal, taken, enemyheal, damageprevented, healabsorbed
	[3] = {0, -2, -1, 0, 0, 0}, --mana, rage, energy, rune, other resources, alternate power
	[4] = {0, 0, -1, 0, 0, 0, 0, 0}, --ccBreak, res, kick, dispel, deaths, cooldowns, buffUptime, debuffUptime
}
local getFineTunedIconCoords = function(attribute, subAttribute)
	return iconCoords[attribute] and iconCoords[attribute][subAttribute] or 0
end

function _detalhes:ChangeIcon(icon)

	local skin = _detalhes.skins [self.skin]
	if (not skin) then
		skin = _detalhes.skins [_detalhes.default_skin_to_use]
	end

	if (not self.hide_icon) then
		if (skin.icon_on_top) then
			self.baseframe.cabecalho.atributo_icon:SetParent (self.floatingframe)
		else
			self.baseframe.cabecalho.atributo_icon:SetParent (self.baseframe)
		end
	end

	if (icon) then
		--> plugin chamou uma troca de icone
		self.baseframe.cabecalho.atributo_icon:SetTexture (icon)
		self.baseframe.cabecalho.atributo_icon:SetTexCoord (5/64, 60/64, 3/64, 62/64)

		local icon_size = skin.icon_plugins_size
		self.baseframe.cabecalho.atributo_icon:SetWidth (icon_size[1])
		self.baseframe.cabecalho.atributo_icon:SetHeight (icon_size[2])
		local icon_anchor = skin.icon_anchor_plugins

		self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
		self.baseframe.cabecalho.atributo_icon:SetPoint ("TOPRIGHT", self.baseframe.cabecalho.ball_point, "TOPRIGHT", icon_anchor[1], icon_anchor[2])

	elseif (self.modo == modo_alone) then --> solo
		--icon is set by the plugin

	elseif (self.modo == modo_grupo or self.modo == modo_all) then --> grupo

		if (self.atributo == 5) then
			--> custom
			if (_detalhes.custom [self.sub_atributo]) then
				local icon = _detalhes.custom [self.sub_atributo].icon
				self.baseframe.cabecalho.atributo_icon:SetTexture (icon)
				self.baseframe.cabecalho.atributo_icon:SetTexCoord (5/64, 60/64, 3/64, 62/64)
				
				local icon_size = skin.icon_plugins_size
				self.baseframe.cabecalho.atributo_icon:SetWidth (icon_size[1])
				self.baseframe.cabecalho.atributo_icon:SetHeight (icon_size[2])
				local icon_anchor = skin.icon_anchor_plugins
				
				self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
				self.baseframe.cabecalho.atributo_icon:SetPoint ("TOPRIGHT", self.baseframe.cabecalho.ball_point, "TOPRIGHT", icon_anchor[1], icon_anchor[2])
			end
		else
			--set the attribute icon
			self.baseframe.cabecalho.atributo_icon:SetTexture (menu_icones [self.atributo])

			if (self.icon_desaturated) then
				self.baseframe.cabecalho.atributo_icon:SetDesaturated(true)
			else
				self.baseframe.cabecalho.atributo_icon:SetDesaturated(false)
			end

			local p = 0.125 --> 32/256
			self.baseframe.cabecalho.atributo_icon:SetTexCoord (p * (self.sub_atributo-1), p * (self.sub_atributo), 0, 1)
			self.baseframe.cabecalho.atributo_icon:SetSize (16, 16)
			
			self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
			if (self.menu_attribute_string) then
				local yOffset = getFineTunedIconCoords(self.atributo, self.sub_atributo)
				self.baseframe.cabecalho.atributo_icon:SetPoint ("right", self.menu_attribute_string.widget, "left", -4, 1 + yOffset)
			end
			
			if (skin.attribute_icon_anchor) then
				self.baseframe.cabecalho.atributo_icon:ClearAllPoints()
				self.baseframe.cabecalho.atributo_icon:SetPoint ("topleft", self.baseframe.cabecalho.ball_point, "topleft", skin.attribute_icon_anchor[1], skin.attribute_icon_anchor[2])
			end
			
			if (skin.attribute_icon_size) then
				self.baseframe.cabecalho.atributo_icon:SetSize (unpack (skin.attribute_icon_size))
			end


		end
	elseif (self.modo == modo_raid) then --> raid
		--icon is set by the plugin
	end
end

function _detalhes:SetMode (qual)
	return self:AlteraModo (qual)
end

function _detalhes:AlteraModo (instancia, qual, from_mode_menu)

	if (_type (instancia) == "number") then
		qual = instancia
		instancia = self
	end
	
	local update_coolTip = false
	
	if (qual == -2) then --clicou para mudar
		local update_coolTip = true
		
		if (instancia.modo == 1) then
			qual = 2
		elseif (instancia.modo == 2) then
			qual = 3
		elseif (instancia.modo == 3) then
			qual = 4
		elseif (instancia.modo == 4) then
			qual = 1
		end
	end

	if (instancia.showing) then
		if (not instancia.atributo) then
			instancia.atributo = 1
			instancia.sub_atributo = 1
		end
		if (not instancia.showing[instancia.atributo]) then
			instancia.showing = _detalhes.tabela_vigente; --print ("==> Changing the Segment now! - classe_instancia.lua 2636")
		end
		instancia.atributo = instancia.atributo or 1
		instancia.showing[instancia.atributo].need_refresh = true
	end

	if (qual == modo_alone) then
	
		instancia.LastModo = instancia.modo
	
		if (instancia:IsRaidMode()) then
			_detalhes.RaidTables:DisableRaidMode (instancia)
		end

		--> verifica se ja tem alguma instancia desativada em solo e remove o solo dela
		_detalhes:InstanciaCallFunctionOffline (_detalhes.InstanciaCheckForDisabledSolo)
		
		instancia.modo = modo_alone
		instancia:ChangeIcon()
		
		instancia:SoloMode (true)
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEMODE", nil, instancia, modo_alone)
		
	elseif (qual == modo_raid) then
		
		instancia.LastModo = instancia.modo
		
		if (instancia:IsSoloMode()) then
			instancia:SoloMode (false)
		end

		--_detalhes:InstanciaCallFunctionOffline (_detalhes.InstanciaCheckForDisabledRaid)

		instancia.modo = modo_raid
		instancia:ChangeIcon()
		
		_detalhes.RaidTables:EnableRaidMode (instancia)
		
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEMODE", nil, instancia, modo_raid)
	
	elseif (qual == modo_grupo) then
	
		instancia.LastModo = instancia.modo
	
		if (instancia:IsSoloMode()) then
			--instancia.modo = modo_grupo
			instancia:SoloMode (false)
		elseif (instancia:IsRaidMode()) then
			_detalhes.RaidTables:DisableRaidMode (instancia)
		end
		
		_detalhes:ResetaGump (instancia)
		--Details.FadeHandler.Fader (instancia, 1, nil, "barras")
		
		instancia.modo = modo_grupo
		instancia:ChangeIcon()
		
		instancia:RefreshMainWindow (true)
		instancia.last_modo = modo_grupo
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEMODE", nil, instancia, modo_grupo)
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instancia, instancia.atributo, instancia.sub_atributo)

	elseif (qual == modo_all) then
	
		instancia.LastModo = instancia.modo
	
		if (instancia:IsSoloMode()) then
			instancia.modo = modo_all
			instancia:SoloMode (false)

		elseif (instancia:IsRaidMode()) then
			_detalhes.RaidTables:DisableRaidMode (instancia)
		end
		
		instancia.modo = modo_all
		instancia:ChangeIcon()
		
		instancia:RefreshMainWindow (true)
		instancia.last_modo = modo_all
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEMODE", nil, instancia, modo_all)
		_detalhes:SendEvent ("DETAILS_INSTANCE_CHANGEATTRIBUTE", nil, instancia, instancia.atributo, instancia.sub_atributo)
	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	

	_detalhes.popup:Select (1, checked)
	
	if (from_mode_menu) then
		instancia.baseframe.cabecalho.modo_selecao:GetScript ("OnEnter")(instancia.baseframe.cabecalho.modo_selecao, _, true)
		
		--> running OnEnter does also trigger an instance enter event, so we need to manually leave the instance:
		_detalhes.OnLeaveMainWindow (instancia, instancia.baseframe.cabecalho.modo_selecao)
		
		if (instancia.desaturated_menu) then
			instancia.baseframe.cabecalho.modo_selecao:GetNormalTexture():SetDesaturated (true)
		end
	end
	
end

local function GetDpsHps (_thisActor, key)

	local keyname
	if (key == "dps") then
		keyname = "last_dps"
	elseif (key == "hps") then
		keyname = "last_hps"
	end
		
	if (_thisActor [keyname]) then
		return _thisActor [keyname]
	else
		if ((_detalhes.time_type == 2 and _thisActor.grupo) or not _detalhes:CaptureGet ("damage")) then
			local dps = _thisActor.total / _thisActor:GetCombatTime()
			_thisActor [keyname] = dps
			return dps
		else
			if (not _thisActor.on_hold) then
				local dps = _thisActor.total/_thisActor:Tempo() --calcula o dps deste objeto
				_thisActor [keyname] = dps --salva o dps dele
				return dps
			else
				if (_thisActor [keyname] == 0) then --> n�o calculou o dps dele ainda mas entrou em standby
					local dps = _thisActor.total/_thisActor:Tempo()
					_thisActor [keyname] = dps
					return dps
				else
					return _thisActor [keyname]
				end
			end
		end
	end
end

-- table sent to report func / f1: format value1 / f2: format value2
-- report_table = a table header: {"report results for:"}
-- data = table with {{value1 (string), value2 ( the value)} , {value1 (string), value2 ( the value)}}

local default_format_value1 = function (v) return v end
local default_format_value2 = function (v) return v end
local default_format_value3 = function (i, v1, v2) 
	return "" .. i .. ". " .. v1 .. " " .. v2
end

function _detalhes:FormatReportLines (report_table, data, f1, f2, f3)
	
	f1 = f1 or default_format_value1
	f2 = f2 or default_format_value2
	f3 = f3 or default_format_value3
	
	if (not _detalhes.fontstring_len) then
		_detalhes.fontstring_len = _detalhes.listener:CreateFontString (nil, "background", "GameFontNormal")
	end
	local _, fontSize = FCF_GetChatWindowInfo (1)
	if (fontSize < 1) then
		fontSize = 10
	end
	local fonte, _, flags = _detalhes.fontstring_len:GetFont()
	_detalhes.fontstring_len:SetFont (fonte, fontSize, flags)
	_detalhes.fontstring_len:SetText ("DEFAULT NAME")
	local biggest_len = _detalhes.fontstring_len:GetStringWidth()		
	
	for index, t in ipairs (data) do
		local v1 = f1 (t[1])
		_detalhes.fontstring_len:SetText (v1)
		local len = _detalhes.fontstring_len:GetStringWidth()
		if (len > biggest_len) then
			biggest_len = len
		end
	end
	
	if (biggest_len > 130) then
		biggest_len = 130
	end
	
	for index, t in ipairs (data) do
		local v1, v2 = f1 (t[1]), f2 (t[2])
		if (v1 and v2 and type (v1) == "string" and type (v2) == "string") then
			v1 = v1 .. " "
			_detalhes.fontstring_len:SetText (v1)
			local len = _detalhes.fontstring_len:GetStringWidth()
			
			while (len < biggest_len) do 
				v1 = v1 .. "."
				_detalhes.fontstring_len:SetText (v1)
				len = _detalhes.fontstring_len:GetStringWidth()
			end			
		
			report_table [#report_table+1] = f3 (index, v1, v2)
		end
	end
	
end

local report_name_function = function (name)
	local name, index = unpack (name)
	
	if (_detalhes.remove_realm_from_name and name:find ("-")) then
		return index .. ". " .. name:gsub (("%-.*"), "")
	else
		return index .. ". " .. name
	end
end

local report_amount_function = function (t)
	local amount, dps, percent, is_string, index = unpack (t)
	
	if (not is_string) then
		if (dps) then
			if (_detalhes.report_schema == 1) then
				return _detalhes:ToKReport (_math_floor (amount)) .. " (" .. _detalhes:ToKMin (_math_floor (dps)) .. ", " .. percent .. "%)"
			elseif (_detalhes.report_schema == 2) then
				return percent .. "% (" .. _detalhes:ToKMin (_math_floor (dps)) .. ", " .. _detalhes:ToKReport ( _math_floor (amount)) .. ")"
			elseif (_detalhes.report_schema == 3) then
				return percent .. "% (" .. _detalhes:ToKReport ( _math_floor (amount) ) .. ", " .. _detalhes:ToKMin (_math_floor (dps)) .. ")"
			end
		else
			if (_detalhes.report_schema == 1) then
				return _detalhes:ToKReport (amount) .. " (" .. percent .. "%)"
			else
				return percent .. "% (" .. _detalhes:ToKReport (amount) .. ")"
			end
		end
	else
		return amount
	end
end

local report_build_line = function (i, v1, v2) 
	return v1 .. " " .. v2
end

--> Reportar o que esta na janela da inst�ncia
function _detalhes:monta_relatorio (este_relatorio, custom)
	
	if (custom) then
		--> shrink
		local report_lines = {}
		for i = 1, _detalhes.report_lines+1, 1 do  --#este_relatorio -- o +1 � pq ele conta o cabe�alho como uma linha
			report_lines [#report_lines+1] = este_relatorio[i]
		end
		
		return self:envia_relatorio (report_lines, true)
	end

	local amt = _detalhes.report_lines

	local report_lines = {}

	if (self.atributo == 5) then --> custom
		if (self.segmento == -1) then --overall
			report_lines [#report_lines+1] = "Details!: " .. Loc ["STRING_OVERALL"] .. " " .. self.customName .. " " .. Loc ["STRING_CUSTOM_REPORT"]
		else
			report_lines [#report_lines+1] = "Details!: " .. self.customName .. " " .. Loc ["STRING_CUSTOM_REPORT"]
		end

	else
		if (self.segmento == -1) then --overall
			report_lines [#report_lines+1] = "Details!: " .. Loc ["STRING_OVERALL"] .. " " .. _detalhes.sub_atributos [self.atributo].lista [self.sub_atributo]
		else
			report_lines [#report_lines+1] = "Details!: " .. _detalhes.sub_atributos [self.atributo].lista [self.sub_atributo]
		end
	end
	
	if (self.meu_id and self.atributo and self.sub_atributo and _detalhes.report_where ~= "WHISPER" and _detalhes.report_where ~= "WHISPER2") then
		local already_exists
		for index, reported in ipairs (_detalhes.latest_report_table) do
			if (reported [1] == self.meu_id and reported [2] == self.atributo and reported [3] == self.sub_atributo and reported [5] == _detalhes.report_where) then
				already_exists = index
				break
			end
		end
		
		if (already_exists) then
			--push it to  front
			local t = tremove (_detalhes.latest_report_table, already_exists)
			t [4] = amt
			tinsert (_detalhes.latest_report_table, 1, t)
		else
			if (self.atributo == 5) then
				local custom_name = self:GetCustomObject():GetName()
				tinsert (_detalhes.latest_report_table, 1, {self.meu_id, self.atributo, self.sub_atributo, amt, _detalhes.report_where, custom_name})
			else
				tinsert (_detalhes.latest_report_table, 1, {self.meu_id, self.atributo, self.sub_atributo, amt, _detalhes.report_where})
			end
		end
		
		tremove (_detalhes.latest_report_table, 11)
	end
	
	local barras = self.barras
	local esta_barra
	local is_current = _G ["Details_Report_CB_1"]:GetChecked()
	local is_reverse = _G ["Details_Report_CB_2"]:GetChecked()
	local name_member = "nome"
	
	if (not is_current) then
	
		local total, keyName, keyNameSec, first
		local container_amount = 0
		local atributo = self.atributo
		local container = self.showing [atributo]._ActorTable
		
		if (atributo == 1) then --> damage
			if (self.sub_atributo == 5) then --> frags
				local frags = self.showing.frags
				local reportarFrags = {}
				for name, amount in pairs (frags) do 
					--> string para imprimir direto sem calculos
					reportarFrags [#reportarFrags+1] = {frag = tostring (amount), nome = name} 
				end
				container = reportarFrags
				container_amount = #reportarFrags
				keyName = "frag"
				
			elseif (self.sub_atributo == 7) then --> auras e voidzones
			
				total, keyName, first, container_amount, container, name_member = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
			
			elseif (self.sub_atributo == 8) then --> damage taken by spell
			
				total, keyName, first, container_amount, container = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
				
				for _, t in ipairs (container) do
					t.nome = _detalhes:GetSpellLink (t.spellid)
				end
				
			else
				total, keyName, first, container_amount = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
				if (self.sub_atributo == 1) then
					keyNameSec = "dps"
				elseif (self.sub_atributo == 2) then
					
				end
			end
		elseif (atributo == 2) then --> heal
			total, keyName, first, container_amount = _detalhes.atributo_heal:RefreshWindow (self, self.showing, true, true)

			if (self.sub_atributo == 1) then
				keyNameSec = "hps"
			end
		elseif (atributo == 3) then --> energy
			total, keyName, first, container_amount = _detalhes.atributo_energy:RefreshWindow (self, self.showing, true, true)
		elseif (atributo == 4) then --> misc
			if (self.sub_atributo == 5) then --> mortes

				local mortes = self.showing.last_events_tables
				local reportarMortes = {}
				for index, morte in ipairs (mortes) do 
					reportarMortes [#reportarMortes+1] = {dead = morte [6], nome = morte [3]:gsub (("%-.*"), "")}
				end
				container = reportarMortes
				container_amount = #reportarMortes
				keyName = "dead"
			else
				total, keyName, first, container_amount = _detalhes.atributo_misc:RefreshWindow (self, self.showing, true, true)
			end
		elseif (atributo == 5) then --> custom

			if (_detalhes.custom [self.sub_atributo]) then
				total, container, first, container_amount, nm = _detalhes.atributo_custom:RefreshWindow (self, self.showing, true, true)
				if (nm) then
					name_member = nm
				end
				keyName = "report_value"
			else
				total, keyName, first, container_amount = _detalhes.atributo_damage:RefreshWindow (self, self.showing, true, true)
				total = 1
				atributo = 1
				container = self.showing [atributo]._ActorTable
			end
		end
		
		amt = math.min (amt, container_amount or 0)
		local raw_data_to_report = {}

		for i = 1, container_amount do 
			local actor = container [i]
			
			if (actor) then 
			
				-- get the total
				local amount, is_string
				if (type (actor [keyName]) == "number") then
					amount = _math_floor (actor [keyName])
				else
					amount = actor [keyName]
					is_string = true
				end
				
				-- get the name
				local name = actor [name_member] or ""
				
				if (not is_string) then
					-- get the percent
					local percent
					if (self.atributo == 2 and self.sub_atributo == 3) then --overheal
						percent = _cstr ("%.1f", actor.totalover / (actor.totalover + actor.total) * 100)
					elseif (not is_string) then
						percent = _cstr ("%.1f", amount / max(total, 0.00001) * 100)
					end
					
					-- get the dps
					local dps = false
					if (keyNameSec) then
						dps = GetDpsHps (actor, keyNameSec)
					end
					
					raw_data_to_report [#raw_data_to_report+1] = {{name, i}, {amount, dps, percent, false}}
				else
					raw_data_to_report [#raw_data_to_report+1] = {{name, i}, {amount, false, false, true}}
				end
				
			else
				break
			end
		end

		if (is_reverse) then
			local t = {}
			for i = #raw_data_to_report, 1, -1 do
				tinsert (t, raw_data_to_report [i])
				if (#t >= amt) then
					break
				end
			end
			_detalhes:FormatReportLines (report_lines, t, report_name_function, report_amount_function, report_build_line)
		else
			for i = #raw_data_to_report, amt+1, -1 do
				tremove (raw_data_to_report, i)
			end
			_detalhes:FormatReportLines (report_lines, raw_data_to_report, report_name_function, report_amount_function, report_build_line)
		end

	else
		
		local raw_data_to_report = {}
		
		for i = 1, amt do
			local window_bar = self.barras [i]
			if (window_bar) then
				if (not window_bar.hidden or window_bar.fading_out) then
					raw_data_to_report [#raw_data_to_report+1] = {window_bar.lineText1:GetText(), window_bar.lineText4:GetText()}
				else
					break
				end
			else
				break
			end
		end
		
		_detalhes:FormatReportLines (report_lines, raw_data_to_report, nil, nil, report_build_line)
		
	end

	return self:envia_relatorio (report_lines)
	
end

function _detalhes:envia_relatorio (linhas, custom)

	local segmento = self.segmento
	local luta = nil
	local combatObject
	
	if (not custom) then
	
		if (not linhas[1]) then
			return _detalhes:Msg (Loc ["STRING_ACTORFRAME_NOTHING"])
		end

		if (segmento == -1) then --overall
			--luta = Loc ["STRING_REPORT_LAST"] .. " " .. #_detalhes.tabela_historico.tabelas .. " " .. Loc ["STRING_REPORT_FIGHTS"]
			luta = _detalhes.tabela_overall.overall_enemy_name
			combatObject = _detalhes.tabela_overall
			
		elseif (segmento == 0) then --current
		
			if (_detalhes.tabela_vigente.is_boss) then
				local encounterName = _detalhes.tabela_vigente.is_boss.name
				if (encounterName) then
					luta = encounterName
				end
				
			elseif (_detalhes.tabela_vigente.is_pvp) then
				local battleground_name = _detalhes.tabela_vigente.is_pvp.name
				if (battleground_name) then
					luta = battleground_name
				end
			end
			
			local isMythicDungeon = _detalhes.tabela_vigente:IsMythicDungeon()
			if (isMythicDungeon) then
				local mythicDungeonInfo = _detalhes.tabela_vigente:GetMythicDungeonInfo()
				if (mythicDungeonInfo) then
					local isMythicOverallSegment, segmentID, mythicLevel, EJID, mapID, zoneName, encounterID, encounterName, startedAt, endedAt, runID = _detalhes:UnpackMythicDungeonInfo (mythicDungeonInfo)
					
					if (isMythicOverallSegment) then
						luta = zoneName .. " +" .. mythicLevel .. " (" .. Loc ["STRING_SEGMENTS_LIST_OVERALL"] .. ")"
					else
						if (segmentID == "trashoverall") then
							luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
						else
							luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_BOSS"] .. ")"
						end
					end
				else
					luta = Loc ["STRING_SEGMENTS_LIST_TRASH"]
				end
			end
			
			if (not luta) then
				if (_detalhes.tabela_vigente.enemy) then
					luta = _detalhes.tabela_vigente.enemy
				end
			end
			
			if (not luta) then
				luta = _detalhes.segmentos.current
			end
			
			combatObject = _detalhes.tabela_vigente
			
		else
			if (segmento == 1) then
			
				if (_detalhes.tabela_historico.tabelas[1].is_boss) then
					local encounterName = _detalhes.tabela_historico.tabelas[1].is_boss.name
					if (encounterName) then
						luta = encounterName .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"]  .. ")"
					end
					
				elseif (_detalhes.tabela_historico.tabelas[1].is_pvp) then
					local battleground_name = _detalhes.tabela_historico.tabelas[1].is_pvp.name
					if (battleground_name) then
						luta = battleground_name .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"]  .. ")"
					end
				end
				
				local thisSegment = _detalhes.tabela_historico.tabelas[1]
				local isMythicDungeon = thisSegment:IsMythicDungeon()
				if (isMythicDungeon) then
					local mythicDungeonInfo = thisSegment:GetMythicDungeonInfo()
					if (mythicDungeonInfo) then
						local isMythicOverallSegment, segmentID, mythicLevel, EJID, mapID, zoneName, encounterID, encounterName, startedAt, endedAt, runID = _detalhes:UnpackMythicDungeonInfo (mythicDungeonInfo)
						
						if (isMythicOverallSegment) then
							luta = zoneName .. " +" .. mythicLevel .. " (" .. Loc ["STRING_SEGMENTS_LIST_OVERALL"] .. ")"
						else
							if (segmentID == "trashoverall") then
								luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
							else
								luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_BOSS"] .. ")"
							end
						end
					else
						luta = Loc ["STRING_SEGMENTS_LIST_TRASH"]
					end
				end
				
				if (not luta) then
					if (_detalhes.tabela_historico.tabelas[1].enemy) then
						luta = _detalhes.tabela_historico.tabelas[1].enemy .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"]  .. ")"
					end
				end
			
				if (not luta) then
					luta = Loc ["STRING_REPORT_LASTFIGHT"]
				end
				
				combatObject = _detalhes.tabela_historico.tabelas[1]
				
			else
			
				if (_detalhes.tabela_historico.tabelas[segmento].is_boss) then
					local encounterName = _detalhes.tabela_historico.tabelas[segmento].is_boss.name
					if (encounterName) then
						luta = encounterName .. " (" .. segmento .. " " .. Loc ["STRING_REPORT_PREVIOUSFIGHTS"] .. ")"
					end
					
				elseif (_detalhes.tabela_historico.tabelas[segmento].is_pvp) then
					local battleground_name = _detalhes.tabela_historico.tabelas[segmento].is_pvp.name
					if (battleground_name) then
						luta = battleground_name .. " (" .. Loc ["STRING_REPORT_LASTFIGHT"]  .. ")"
					end
				end
				
				local thisSegment = _detalhes.tabela_historico.tabelas [segmento]
				local isMythicDungeon = thisSegment:IsMythicDungeon()
				if (isMythicDungeon) then
					local mythicDungeonInfo = thisSegment:GetMythicDungeonInfo()
					if (mythicDungeonInfo) then
						local isMythicOverallSegment, segmentID, mythicLevel, EJID, mapID, zoneName, encounterID, encounterName, startedAt, endedAt, runID = _detalhes:UnpackMythicDungeonInfo (mythicDungeonInfo)
						
						if (isMythicOverallSegment) then
							luta = zoneName .. " +" .. mythicLevel .. " (" .. Loc ["STRING_SEGMENTS_LIST_OVERALL"] .. ")"
						else
							if (segmentID == "trashoverall") then
								luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_TRASH"] .. ")"
							else
								luta = encounterName .. " (" .. Loc ["STRING_SEGMENTS_LIST_BOSS"] .. ")"
							end
						end
					else
						luta = Loc ["STRING_SEGMENTS_LIST_TRASH"]
					end
				end
				
				if (not luta) then
					if (_detalhes.tabela_historico.tabelas[segmento].enemy) then
						luta = _detalhes.tabela_historico.tabelas[segmento].enemy .. " (" .. segmento .. " " .. Loc ["STRING_REPORT_PREVIOUSFIGHTS"] .. ")"
					end
				end
			
				if (not luta) then
					luta = " (" .. segmento .. " " .. Loc ["STRING_REPORT_PREVIOUSFIGHTS"] .. ")"
				end
				
				combatObject = _detalhes.tabela_historico.tabelas[segmento]
			end
		end
		
		linhas[1] = linhas[1] .. " " .. Loc ["STRING_REPORT"] .. " " .. luta

	end
	
	--adicionar o tempo de luta
	local segmentTime = ""
	if (combatObject) then
		local time = combatObject:GetCombatTime()
		segmentTime = _detalhes.gump:IntegerToTimer (time or 0)
	end
	
	--effective ou active time
	if (_detalhes.time_type == 2) then
		linhas[1] = linhas[1] .. " [" .. segmentTime .. " EF]"
	else
		linhas[1] = linhas[1] .. " [" .. segmentTime .. " AC]"
	end
	
	
	local editbox = _detalhes.janela_report.editbox
	if (editbox.focus) then --> n�o precionou enter antes de clicar no okey
		local texto = _detalhes:trim (editbox:GetText())
		if (_string_len (texto) > 0) then
			_detalhes.report_to_who = texto
			editbox:AddHistoryLine (texto)
			editbox:SetText (texto)
		else
			_detalhes.report_to_who = ""
			editbox:SetText ("")
		end 
		editbox.perdeu_foco = true --> isso aqui pra quando estiver editando e clicar em outra caixa
		editbox:ClearFocus()
	end

	_detalhes:DelayUpdateReportWindowRecentlyReported()
	
	if (_detalhes.report_where == "COPY") then
		_detalhes:SendReportTextWindow (linhas)
		return
	end
	
	local to_who = _detalhes.report_where
	
	local channel = to_who:find ("CHANNEL")
	local is_btag = to_who:find ("REALID")
	
	local send_report_channel = function (timerObject)
		_SendChatMessage (timerObject.Arg1, timerObject.Arg2, timerObject.Arg3, timerObject.Arg4)
	end
	
	local sendReportBnet = function (timerObject)
		BNSendWhisper(timerObject.Arg1, timerObject.Arg2)
	end
	
	local delay = 200
	
	if (channel) then
		
		channel = to_who:gsub ((".*|"), "")

		for i = 1, #linhas do 
			if (channel == "Trade") then
				channel = "Trade - City"
			end
			
			local channelName = GetChannelName (channel)
			local timer = C_Timer.NewTimer (i * delay / 1000, send_report_channel)
			timer.Arg1 = linhas[i]
			timer.Arg2 = "CHANNEL"
			timer.Arg3 = nil
			timer.Arg4 = channelName
		end
		
		return
		
	elseif (is_btag) then
		local bnetAccountID = to_who:gsub ((".*|"), "")
		bnetAccountID = tonumber(bnetAccountID)
		
		for i = 1, #linhas do
			local timer = C_Timer.NewTimer (i * delay / 1000, sendReportBnet)
			timer.Arg1 = bnetAccountID
			timer.Arg2 = linhas[i]
		end
		
		return

	elseif (to_who == "WHISPER") then --> whisper
	
		local alvo = _detalhes.report_to_who
		
		if (not alvo or alvo == "") then
			_detalhes:Msg (Loc ["STRING_REPORT_INVALIDTARGET"])
			return
		end
		
		for i = 1, #linhas do 
			local timer = C_Timer.NewTimer (i * delay / 1000, send_report_channel)
			timer.Arg1 = linhas[i]
			timer.Arg2 = to_who
			timer.Arg3 = nil
			timer.Arg4 = alvo
		end
		return
		
	elseif (to_who == "WHISPER2") then --> whisper target
		to_who = "WHISPER"
		
		local alvo
		if (_UnitExists ("target")) then
			if (_UnitIsPlayer ("target")) then
				local nome, realm = _UnitName ("target")
				if (realm and realm ~= "") then
					nome = nome.."-"..realm
				end
				alvo = nome
			else
				_detalhes:Msg (Loc ["STRING_REPORT_INVALIDTARGET"])
				return
			end
		else
			_detalhes:Msg (Loc ["STRING_REPORT_INVALIDTARGET"])
			return
		end
		
		for i = 1, #linhas do 
			local timer = C_Timer.NewTimer (i * delay / 1000, send_report_channel)
			timer.Arg1 = linhas[i]
			timer.Arg2 = to_who
			timer.Arg3 = nil
			timer.Arg4 = alvo
		end

		return
	end
	
	if (to_who == "RAID" or to_who == "PARTY") then
		if (GetNumGroupMembers (LE_PARTY_CATEGORY_INSTANCE) > 0) then
			to_who = "INSTANCE_CHAT"
		end
	end
	
	for i = 1, #linhas do 
		local timer = C_Timer.NewTimer (i * delay / 1000, send_report_channel)
		timer.Arg1 = linhas[i]
		timer.Arg2 = to_who
		timer.Arg3 = nil
		timer.Arg4 = nil
		
	end
	
end

-- enda elsef
