Files
PathOfBuilding/Classes/ItemSlotControl.lua
LocalIdentity 7d699394a7 Existing files
2020-03-15 13:04:02 +11:00

160 lines
5.1 KiB
Lua

-- Path of Building
--
-- Class: Item Slot
-- Item Slot control, extends the basic dropdown control.
--
local pairs = pairs
local t_insert = table.insert
local m_min = math.min
local ItemSlotClass = newClass("ItemSlotControl", "DropDownControl", function(self, anchor, x, y, itemsTab, slotName, slotLabel, nodeId)
self.DropDownControl(anchor, x, y, 310, 20, { }, function(index, value)
if self.items[index] ~= self.selItemId then
self:SetSelItemId(self.items[index])
itemsTab:PopulateSlots()
itemsTab:AddUndoState()
itemsTab.build.buildFlag = true
end
end)
self.anchor.collapse = true
self.enabled = function()
return #self.items > 1
end
self.shown = function()
return not self.inactive
end
self.itemsTab = itemsTab
self.items = { }
self.slotName = slotName
self.slotNum = tonumber(slotName:match("%d+"))
if slotName:match("Flask") then
self.controls.activate = new("CheckBoxControl", {"RIGHT",self,"LEFT"}, -2, 0, 20, nil, function(state)
self.active = state
itemsTab.activeItemSet[self.slotName].active = state
itemsTab:AddUndoState()
itemsTab.build.buildFlag = true
end)
self.controls.activate.enabled = function()
return self.selItemId ~= 0
end
self.controls.activate.tooltipText = "Activate this flask."
self.labelOffset = -24
else
self.labelOffset = -2
end
self.abyssalSocketList = { }
self.tooltipFunc = function(tooltip, mode, index, itemId)
local item = itemsTab.items[self.items[index]]
if main.popups[1] or mode == "OUT" or not item or (not self.dropped and itemsTab.selControl and itemsTab.selControl ~= self.controls.activate) then
tooltip:Clear()
elseif tooltip:CheckForUpdate(item, launch.devModeAlt, itemsTab.build.outputRevision) then
itemsTab:AddItemTooltip(tooltip, item, self)
end
end
self.label = slotLabel or slotName
self.nodeId = nodeId
end)
function ItemSlotClass:SetSelItemId(selItemId)
local changed = selItemId ~= self.selItemId
self.selItemId = selItemId
if self.nodeId then
if self.itemsTab.build.spec then
self.itemsTab.build.spec.jewels[self.nodeId] = selItemId
if changed then
self.itemsTab.build.spec:BuildClusterJewelGraphs()
self.itemsTab.build.spec:BuildAllDependsAndPaths()
end
end
else
self.itemsTab.activeItemSet[self.slotName].selItemId = selItemId
end
end
function ItemSlotClass:Populate()
wipeTable(self.items)
wipeTable(self.list)
self.items[1] = 0
self.list[1] = "None"
self.selIndex = 1
for _, item in pairs(self.itemsTab.items) do
if self.itemsTab:IsItemValidForSlot(item, self.slotName) then
t_insert(self.items, item.id)
t_insert(self.list, colorCodes[item.rarity]..item.name)
if item.id == self.selItemId then
self.selIndex = #self.list
end
end
end
if not self.selItemId or not self.itemsTab.items[self.selItemId] or not self.itemsTab:IsItemValidForSlot(self.itemsTab.items[self.selItemId], self.slotName) then
self:SetSelItemId(0)
end
-- Update Abyssal Sockets
local abyssalSocketCount = 0
if self.selItemId > 0 then
local selItem = self.itemsTab.items[self.selItemId]
abyssalSocketCount = selItem.abyssalSocketCount or 0
end
for i, abyssalSocket in ipairs(self.abyssalSocketList) do
abyssalSocket.inactive = i > abyssalSocketCount
end
end
function ItemSlotClass:CanReceiveDrag(type, value)
return type == "Item" and self.itemsTab:IsItemValidForSlot(value, self.slotName)
end
function ItemSlotClass:ReceiveDrag(type, value, source)
if value.id and self.itemsTab.items[value.id] then
self:SetSelItemId(value.id)
else
local newItem = new("Item", self.itemsTab.build.targetVersion, value.raw)
newItem:NormaliseQuality()
self.itemsTab:AddItem(newItem, true)
self:SetSelItemId(newItem.id)
end
self.itemsTab:PopulateSlots()
self.itemsTab:AddUndoState()
self.itemsTab.build.buildFlag = true
end
function ItemSlotClass:Draw(viewPort)
local x, y = self:GetPos()
local width, height = self:GetSize()
DrawString(x + self.labelOffset, y + 2, "RIGHT_X", height - 4, "VAR", "^7"..self.label..":")
self.DropDownControl:Draw(viewPort)
self:DrawControls(viewPort)
if not main.popups[1] and self.nodeId and (self.dropped or (self:IsMouseOver() and (self.otherDragSource or not self.itemsTab.selControl))) then
SetDrawLayer(nil, 15)
local viewerX = x
local viewerY = m_min(y - 300 - 5, viewPort.y + viewPort.height - 304)
SetDrawColor(1, 1, 1)
DrawImage(nil, viewerX, viewerY, 304, 304)
local viewer = self.itemsTab.socketViewer
local node = self.itemsTab.build.spec.nodes[self.nodeId]
viewer.zoom = 5
local scale = 11.85
viewer.zoomX = -node.x / scale
viewer.zoomY = -node.y / scale
SetViewport(viewerX + 2, viewerY + 2, 300, 300)
viewer:Draw(self.itemsTab.build, { x = 0, y = 0, width = 300, height = 300 }, { })
SetDrawLayer(nil, 30)
SetDrawColor(1, 1, 1, 0.2)
DrawImage(nil, 149, 0, 2, 300)
DrawImage(nil, 0, 149, 300, 2)
SetViewport()
SetDrawLayer(nil, 0)
end
end
function ItemSlotClass:OnKeyDown(key)
if not self:IsShown() or not self:IsEnabled() then
return
end
local mOverControl = self:GetMouseOverControl()
if mOverControl and mOverControl == self.controls.activate then
return mOverControl:OnKeyDown(key)
end
return self.DropDownControl:OnKeyDown(key)
end