- Added MoM total to Calcs tab - Quality normalisation now only occurs when an item is first added
354 lines
11 KiB
Lua
354 lines
11 KiB
Lua
-- Path of Building
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--
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-- Class: Item DB
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-- Item DB control.
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--
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local launch, main = ...
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local t_insert = table.insert
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local t_remove = table.remove
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local m_min = math.min
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local m_max = math.max
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local m_floor = math.floor
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local ItemDBClass = common.NewClass("ItemDB", "Control", "ControlHost", function(self, anchor, x, y, width, height, itemsTab, db)
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self.Control(anchor, x, y, width, height)
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self.ControlHost()
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self.itemsTab = itemsTab
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self.db = db
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self.sortControl = {
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NAME = { key = "name", order = 1, dir = "ASCEND", func = function(a,b) return a:gsub("^The ","") < b:gsub("^The ","") end }
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}
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self.controls.scrollBar = common.New("ScrollBarControl", {"RIGHT",self,"RIGHT"}, -1, 0, 16, 0, 32)
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self.controls.scrollBar.height = function()
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local width, height = self:GetSize()
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return height - 2
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end
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local leagueFlag = { }
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local typeFlag = { }
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for _, item in pairs(db.list) do
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if item.league then
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for leagueName in item.league:gmatch(" ?([%w ]+),?") do
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leagueFlag[leagueName] = true
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end
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end
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typeFlag[item.type] = true
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end
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self.leagueList = { }
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for leagueName in pairs(leagueFlag) do
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t_insert(self.leagueList, leagueName)
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end
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table.sort(self.leagueList)
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t_insert(self.leagueList, 1, "Any league")
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t_insert(self.leagueList, 2, "No league")
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self.typeList = { }
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for type in pairs(typeFlag) do
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t_insert(self.typeList, type)
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end
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table.sort(self.typeList)
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t_insert(self.typeList, 1, "Any type")
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self.slotList = { "Any slot", "Weapon 1", "Weapon 2", "Helmet", "Body Armour", "Gloves", "Boots", "Amulet", "Ring", "Belt", "Jewel" }
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self.controls.slot = common.New("DropDownControl", {"BOTTOMLEFT",self,"TOPLEFT"}, 0, -22, 95, 18, self.slotList, function()
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self:BuildOrderList()
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end)
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self.controls.type = common.New("DropDownControl", {"LEFT",self.controls.slot,"RIGHT"}, 2, 0, 135, 18, self.typeList, function()
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self:BuildOrderList()
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end)
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self.controls.league = common.New("DropDownControl", {"LEFT",self.controls.type,"RIGHT"}, 2, 0, 126, 18, self.leagueList, function()
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self:BuildOrderList()
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end)
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self.controls.league.shown = function()
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return #self.leagueList > 2
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end
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self.controls.search = common.New("EditControl", {"BOTTOMLEFT",self,"TOPLEFT"}, 0, -2, 258, 18, "", "Search", "%c", 100, function()
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self:BuildOrderList()
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end)
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self.controls.searchMode = common.New("DropDownControl", {"LEFT",self.controls.search,"RIGHT"}, 2, 0, 100, 18, { "Anywhere", "Names", "Modifiers" }, function()
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self:BuildOrderList()
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end)
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self:BuildSortOrder()
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self:BuildOrderList()
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end)
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function ItemDBClass:DoesItemMatchFilters(item)
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if self.controls.slot.sel > 1 then
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local primarySlot = itemLib.getPrimarySlotForItem(item)
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if primarySlot ~= self.slotList[self.controls.slot.sel] and primarySlot:gsub(" %d","") ~= self.slotList[self.controls.slot.sel] then
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return false
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end
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end
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if self.controls.type.sel > 1 then
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if item.type ~= self.typeList[self.controls.type.sel] then
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return false
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end
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end
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if self.controls.league.sel > 1 then
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if (self.controls.league.sel == 2 and item.league) or (self.controls.league.sel > 2 and (not item.league or not item.league:match(self.leagueList[self.controls.league.sel]))) then
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return false
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end
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end
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local searchStr = self.controls.search.buf:lower()
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if searchStr:match("%S") then
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local found = false
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local mode = self.controls.searchMode.sel
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if mode == 1 or mode == 2 then
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if item.name:lower():match(searchStr) then
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found = true
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end
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end
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if mode == 1 or mode == 3 then
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for _, line in pairs(item.modLines) do
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if line.line:lower():match(searchStr) then
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found = true
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break
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end
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end
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if not found then
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searchStr = searchStr:gsub(" ","")
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for i, mod in pairs(item.baseModList) do
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if mod.name:lower():match(searchStr) then
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found = true
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break
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end
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end
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end
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end
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if not found then
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return false
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end
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end
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return true
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end
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function ItemDBClass:BuildSortOrder()
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self.sortOrder = wipeTable(self.sortOrder)
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for field, data in pairs(self.sortControl) do
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t_insert(self.sortOrder, data)
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end
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table.sort(self.sortOrder, function(a, b)
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return a.order < b.order
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end)
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end
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function ItemDBClass:BuildOrderList()
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self.orderList = wipeTable(self.orderList)
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for id, item in pairs(self.db.list) do
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if self:DoesItemMatchFilters(item) then
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t_insert(self.orderList, item)
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end
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end
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table.sort(self.orderList, function(a, b)
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for _, data in ipairs(self.sortOrder) do
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local aVal = a[data.key]
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local bVal = b[data.key]
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if aVal ~= bVal then
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if data.dir == "DESCEND" then
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if data.func then
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return data.func(bVal, aVal)
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else
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return bVal < aVal
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end
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else
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if data.func then
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return data.func(aVal, bVal)
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else
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return aVal < bVal
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end
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end
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end
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end
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end)
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end
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function ItemDBClass:SelectIndex(index)
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self.selItem = self.orderList[index]
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if self.selItem then
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self.selIndex = index
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self.controls.scrollBar:ScrollIntoView((index - 2) * 16, 48)
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end
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end
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function ItemDBClass:IsMouseOver()
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if not self:IsShown() then
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return
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end
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return self:IsMouseInBounds() or self:GetMouseOverControl()
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end
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function ItemDBClass:Draw(viewPort)
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local x, y = self:GetPos()
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local width, height = self:GetSize()
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local list = self.db.list
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local orderList = self.orderList
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local scrollBar = self.controls.scrollBar
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scrollBar:SetContentDimension(#orderList * 16, height - 4)
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if self.selItem and self.selDragging then
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local cursorX, cursorY = GetCursorPos()
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if not self.selDragActive and (cursorX-self.selCX)*(cursorX-self.selCX)+(cursorY-self.selCY)*(cursorY-self.selCY) > 100 then
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self.selDragActive = true
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end
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end
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if self.hasFocus then
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SetDrawColor(1, 1, 1)
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else
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SetDrawColor(0.5, 0.5, 0.5)
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end
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DrawImage(nil, x, y, width, height)
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SetDrawColor(0, 0, 0)
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DrawImage(nil, x + 1, y + 1, width - 2, height - 2)
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self:DrawControls(viewPort)
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SetViewport(x + 2, y + 2, width - 20, height - 4)
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local ttItem, ttY, ttWidth
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local minIndex = m_floor(scrollBar.offset / 16 + 1)
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local maxIndex = m_min(m_floor((scrollBar.offset + height) / 16 + 1), #orderList)
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for index = minIndex, maxIndex do
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local item = orderList[index]
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local itemY = 16 * (index - 1) - scrollBar.offset
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local nameWidth = DrawStringWidth(16, "VAR", item.name)
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if not scrollBar.dragging and (not self.itemsTab.selControl or self.hasFocus or self.controls.search.hasFocus) and not main.popups[1] then
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local cursorX, cursorY = GetCursorPos()
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local relX = cursorX - (x + 2)
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local relY = cursorY - (y + 2)
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if relX >= 0 and relX < width - 17 and relY >= 0 and relY >= itemY and relY < height - 2 and relY < itemY + 16 then
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ttItem = item
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ttWidth = m_max(nameWidth + 8, relX)
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ttY = itemY + y + 2
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end
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end
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if item == ttItem or item == self.selItem then
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if self.hasFocus then
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SetDrawColor(1, 1, 1)
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else
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SetDrawColor(0.5, 0.5, 0.5)
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end
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DrawImage(nil, 0, itemY, width - 20, 16)
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SetDrawColor(0.15, 0.15, 0.15)
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DrawImage(nil, 0, itemY + 1, width - 20, 14)
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end
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SetDrawColor(data.colorCodes[item.rarity])
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DrawString(0, itemY, "LEFT", 16, "VAR", item.name)
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end
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SetViewport()
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if ttItem then
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self.itemsTab:AddItemTooltip(ttItem, nil, true)
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SetDrawLayer(nil, 100)
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main:DrawTooltip(x + 2, ttY, ttWidth, 16, viewPort, data.colorCodes[ttItem.rarity], true)
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SetDrawLayer(nil, 0)
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end
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end
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function ItemDBClass:OnKeyDown(key, doubleClick)
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if not self:IsShown() or not self:IsEnabled() then
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return
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end
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local mOverControl = self:GetMouseOverControl()
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if mOverControl and mOverControl.OnKeyDown then
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return mOverControl:OnKeyDown(key)
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end
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if not self:IsMouseOver() and key:match("BUTTON") then
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return
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end
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if key == "LEFTBUTTON" then
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self.selItem = nil
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self.selIndex = nil
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local x, y = self:GetPos()
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local width, height = self:GetSize()
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local cursorX, cursorY = GetCursorPos()
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if cursorX >= x + 2 and cursorY >= y + 2 and cursorX < x + width - 18 and cursorY < y + height - 2 then
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local index = m_floor((cursorY - y - 2 + self.controls.scrollBar.offset) / 16) + 1
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local selItem = self.orderList[index]
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if selItem then
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self.selItem = selItem
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self.selIndex = index
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if IsKeyDown("CTRL") then
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-- Immediately add and equip it
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self.itemsTab:CreateDisplayItemFromRaw(selItem.raw, true)
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local newItem = self.itemsTab.displayItem
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self.itemsTab:AddDisplayItem(true)
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itemLib.buildItemModList(newItem)
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local slotName = itemLib.getPrimarySlotForItem(newItem)
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if slotName and self.itemsTab.slots[slotName] then
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if IsKeyDown("SHIFT") then
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local altSlot = slotName:gsub("1","2")
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if self.itemsTab:IsItemValidForSlot(newItem, altSlot) then
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slotName = altSlot
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end
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end
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if self.itemsTab.slots[slotName].selItemId ~= newItem.id then
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self.itemsTab.slots[slotName]:SetSelItemId(newItem.id)
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self.itemsTab:PopulateSlots()
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self.itemsTab:AddUndoState()
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self.itemsTab.build.buildFlag = true
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end
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end
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elseif doubleClick then
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self.itemsTab:CreateDisplayItemFromRaw(selItem.raw, true)
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end
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end
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end
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if self.selItem then
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self.selCX = cursorX
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self.selCY = cursorY
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self.selDragging = true
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self.selDragActive = false
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end
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elseif key == "UP" then
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self:SelectIndex(((self.selIndex or 1) - 2) % #self.orderList + 1)
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elseif key == "DOWN" then
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self:SelectIndex((self.selIndex or #self.orderList) % #self.orderList + 1)
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elseif key == "HOME" then
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self:SelectIndex(1)
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elseif key == "END" then
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self:SelectIndex(#self.orderList)
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elseif key == "c" and IsKeyDown("CTRL") then
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if self.selItem then
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Copy(self.selItem.raw:gsub("\n","\r\n"))
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end
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end
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return self
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end
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function ItemDBClass:OnKeyUp(key)
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if not self:IsShown() or not self:IsEnabled() then
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return
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end
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if key == "WHEELDOWN" then
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self.controls.scrollBar:Scroll(1)
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elseif key == "WHEELUP" then
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self.controls.scrollBar:Scroll(-1)
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elseif self.selItem then
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if key == "LEFTBUTTON" then
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self.selDragging = false
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if self.selDragActive then
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self.selDragActive = false
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if self.itemsTab.controls.itemList:IsMouseOver() and self.itemsTab.controls.itemList.selDragIndex then
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self.itemsTab:CreateDisplayItemFromRaw(self.selItem.raw, true)
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local newItem = self.itemsTab.displayItem
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self.itemsTab:AddDisplayItem()
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itemLib.buildItemModList(newItem)
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t_remove(self.itemsTab.orderList, #self.itemsTab.orderList)
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t_insert(self.itemsTab.orderList, self.itemsTab.controls.itemList.selDragIndex, newItem.id)
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else
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for slotName, slot in pairs(self.itemsTab.slots) do
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if not slot.inactive and slot:IsMouseOver() then
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if self.itemsTab:IsItemValidForSlot(self.selItem, slotName) then
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self.itemsTab:CreateDisplayItemFromRaw(self.selItem.raw, true)
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local newItem = self.itemsTab.displayItem
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self.itemsTab:AddDisplayItem(true)
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itemLib.buildItemModList(newItem)
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slot:SetSelItemId(newItem.id)
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self.itemsTab:PopulateSlots()
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self.itemsTab:AddUndoState()
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self.itemsTab.build.buildFlag = true
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end
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self.selItem = nil
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self.selIndex = nil
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return
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end
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end
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end
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end
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end
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end
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return self
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end |