Files
PathOfBuilding/Classes/ItemSlotControl.lua
Openarl b21177e87e Release 1.1.3
- Fixed detection of existing skills during skill import
- Fixed skill import not preserving gem enabled states
2016-09-26 20:28:35 +10:00

103 lines
3.3 KiB
Lua

-- Path of Building
--
-- Class: Item Slot
-- Item Slot control, extends the basic dropdown control.
--
local launch, main = ...
local ipairs = ipairs
local t_insert = table.insert
local m_min = math.min
local ItemSlotClass = common.NewClass("ItemSlot", "DropDownControl", function(self, anchor, x, y, itemsTab, slotName, slotLabel, nodeId)
self.DropDownControl(anchor, x, y, 310, 20, { }, function(sel)
if self.items[sel] ~= self.selItemId then
self.selItemId = self.items[sel]
itemsTab:PopulateSlots()
itemsTab:AddUndoState()
itemsTab.build.buildFlag = true
end
end, 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+"))
self.label = slotLabel or slotName
self.nodeId = nodeId
itemsTab.slots[slotName] = self
end)
function ItemSlotClass:Populate()
wipeTable(self.items)
wipeTable(self.list)
self.items[1] = 0
self.list[1] = "None"
self.sel = 1
for _, item in pairs(self.itemsTab.list) do
if self.itemsTab:IsItemValidForSlot(item, self.slotName) then
t_insert(self.items, item.id)
t_insert(self.list, data.colorCodes[item.rarity]..item.name)
if item.id == self.selItemId then
self.sel = #self.list
end
end
end
if not self.selItemId or not self.itemsTab.list[self.selItemId] or not self.itemsTab:IsItemValidForSlot(self.itemsTab.list[self.selItemId], self.slotName) then
self.selItemId = 0
end
end
function ItemSlotClass:Draw(viewPort)
local x, y = self:GetPos()
local width, height = self:GetSize()
DrawString(x - 2, y + 2, "RIGHT_X", height - 4, "VAR", "^7"..self.label..":")
self.DropDownControl:Draw()
local highlight = false
for _, control in pairs({self.itemsTab.controls.itemList, self.itemsTab.controls.uniqueDB, self.itemsTab.controls.rareDB}) do
if control:IsShown() and control.selDragging and control.selDragActive and self.itemsTab:IsItemValidForSlot(control.selItem, self.slotName) then
highlight = true
SetDrawColor(0, 1, 0, 0.25)
DrawImage(nil, x, y, width, height)
break
end
end
if self.nodeId and (self.dropped or (self:IsMouseOver() and (highlight or not self.itemsTab.selControl))) then
SetDrawLayer(nil, 10)
local viewerX = x + width + 5
local viewerY = m_min(y, 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
viewer.zoomX = -node.x / 11.85
viewer.zoomY = -node.y / 11.85
SetViewport(viewerX + 2, viewerY + 2, 300, 300)
viewer:Draw(self.itemsTab.build, { x = 0, y = 0, width = 300, height = 300 }, { })
SetDrawColor(1, 1, 1, 0.1)
DrawImage(nil, 149, 0, 2, 300)
DrawImage(nil, 0, 149, 300, 2)
SetViewport()
SetDrawLayer(nil, 0)
end
if self:IsMouseOver() then
local ttItem
if self.dropped then
if self.hoverSel then
ttItem = self.itemsTab.list[self.items[self.hoverSel]]
end
elseif self.selItemId and not self.itemsTab.selControl then
ttItem = self.itemsTab.list[self.selItemId]
end
if ttItem then
self.itemsTab:AddItemTooltip(ttItem, self)
SetDrawLayer(nil, 100)
main:DrawTooltip(x, y, width, height, viewPort, data.colorCodes[ttItem.rarity], true)
SetDrawLayer(nil, 0)
end
end
end