-- Path of Building -- -- Class: Slot Select Control -- Slot selector control, extends the basic dropdown control. -- local launch, main = ... local SlotSelectControlClass = common.NewClass("SlotSelectControl", "DropDownControl", function(self, anchor, x, y, width, height, build, selFunc) self.DropDownControl(anchor, x, y, width, height, { "None", "Weapon 1", "Weapon 2", "Helmet", "Body Armour", "Gloves", "Boots", "Amulet", "Ring 1", "Ring 2" }, selFunc) self.build = build end) function SlotSelectControlClass:Draw(viewPort) local x, y = self:GetPos() local width, height = self:GetSize() self.DropDownControl:Draw(viewPort) if self:IsMouseOver() then local ttSlot if self.dropped then if self.hoverSel and self.hoverSel > 1 then ttSlot = self.list[self.hoverSel] end elseif self.sel > 1 then ttSlot = self.list[self.sel] end SetDrawLayer(nil, 100) if ttSlot then local ttItem = self.build.itemsTab.list[self.build.itemsTab.slots[ttSlot].selItemId] if ttItem then self.build.itemsTab:AddItemTooltip(ttItem, self) main:DrawTooltip(x, y, width, height, viewPort, data.colorCodes[ttItem.rarity], true) else main:AddTooltipLine(16, "No item is equipped in this slot.") main:DrawTooltip(x, y, width, height, viewPort) end else main:AddTooltipLine(16, "Select the item in which this skill is socketed.") main:AddTooltipLine(16, "This will allow the skill to benefit from modifiers on the item that affect socketed gems.") main:DrawTooltip(x, y, width, height, viewPort) end SetDrawLayer(nil, 0) end end