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import "Turbine.UI"; |
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import "Turbine.UI.Lotro"; |
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import "KragenPlugs.Utils"; |
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import "KragenPlugs.Utils.Extensions"; |
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import "KragenPlugs.KragenBars"; |
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SkillSlot = class ( KragenPlugs.Utils.Extensions.SimpleWindow ); |
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function SkillSlot:Constructor ( parent, x, y, active, level, hex ) |
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KragenPlugs.Utils.Extensions.SimpleWindow.Constructor( self ); |
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|
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-- declare variables |
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self.parent = parent; |
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self.x = x; |
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self.y = y; |
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self.active = active; |
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self.level = level; |
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self.hex = hex; |
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self.effectid = 0; |
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self.state = false; |
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self.hover = false; |
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self.incombat = true; |
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self.outcombat = true; |
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|
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-- convert level and hex into a table |
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if (type(level) ~= "table") then |
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self.level = { level }; |
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self.hex = { hex }; |
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else |
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self.level = level; |
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self.hex = hex; |
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end |
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|
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-- QUICKSLOT |
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self.quickslot = Turbine.UI.Lotro.Quickslot(); |
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self.quickslot:SetParent(self); |
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self.quickslot:SetZOrder(0); |
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self.quickslot:SetVisible(true); |
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|
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-- TIMER |
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self.timer = Timer(); |
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self.timerOn = true; |
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self.timerEnd = true; |
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|
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-- TIMER EVENT |
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self.timer.TimerElapsed = function () |
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if (self.timerEnd) then |
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self:SetActive( true ); |
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self:SetHover( true ); |
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else |
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self:SetActive( false ); |
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self.parent:SetZOrder(-10); |
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end |
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end |
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|
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-- set properties |
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self:SetParent( parent ); |
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self:SetPosition( (x - 1) * 35, (y - 1) * 35 ); |
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self:SetVisible(true); |
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self:SetFadeSpeed(.3); |
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self:SetActive(self.active); |
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|
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-- COLOR BAND |
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self.border = Turbine.UI.Window(); |
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self.bordervisible = true; |
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self.border:SetSize(36, 36); |
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self.border:SetPosition(self:PointToScreen(1, 1)); |
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self.border:SetZOrder(-20); |
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self.border:SetVisible(false); |
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|
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-- EVENTS |
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-- hover mouse enter event |
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self.quickslot.MouseEnter = function(sender,args) |
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if (self.hover and self.active and ( ( vars.player:IsInCombat() and self.incombat ) or ( not vars.player:IsInCombat() and self.outcombat ) )) then |
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self:SetOpacity(settings.opacity); |
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end |
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end |
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|
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-- hover mouse leave event |
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self.quickslot.MouseLeave = function(sender,args) |
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if (self.hover and self.active and ( ( vars.player:IsInCombat() and self.incombat ) or ( not vars.player:IsInCombat() and self.outcombat ) )) then |
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self:SetOpacity(settings.opacity * .5); |
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end |
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end |
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|
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-- swap positions when skill is dropped on the skill slot |
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self.quickslot.DragDrop = function (sender, args) |
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self:ResetQuickslot(); |
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KragenBars:SwapSlots(self, args.DragDropInfo:GetShortcut():GetData()); |
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end |
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|
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end |
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|
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-- SET ACTIVE (To be used in place of SetVisible) |
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function SkillSlot:SetActive( active ) |
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self.active = active; |
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if ( self.active and ( ( vars.player:IsInCombat() and self.incombat ) or ( not vars.player:IsInCombat() and self.outcombat ) ) ) then |
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if (self.hover) then |
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self:SetOpacity(settings.opacity * .5) |
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else |
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self:SetOpacity(settings.opacity) |
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end |
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self:ResetQuickslot(); |
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else |
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self:SetOpacity(0); |
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if (self.quickslot ~= nil and self.quickslot:GetShortcut():GetData() ~= "") then |
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self.quickslot:SetShortcut( Turbine.UI.Lotro.Shortcut( Turbine.UI.Lotro.ShortcutType.Undefined, "" ) ); |
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end |
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end |
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|
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end |
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|
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-- SET STATE (To be used to track the effect state of buffs/debuffs) |
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function SkillSlot:SetState( state, visible, id ) |
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|
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-- update state and effect id |
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if ( state ) then |
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self.state = true; |
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self.effectid = id; |
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else |
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if ( id == self.effectid ) then |
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self.state = false; |
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self.effectid = 0; |
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end |
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|
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end |
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|
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-- update visibility |
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if (self.effectid == 0 or state) then |
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self:SetActive(visible); |
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end |
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end |
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|
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-- RESET QUICKSLOT SHORTCUT AND CHECK LEVEL |
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function SkillSlot:ResetQuickslot() |
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if ( (self.active and self.level[2] ~= nil and vars.playerlevel >= self.level[2])) then |
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self.quickslot:SetShortcut( Turbine.UI.Lotro.Shortcut( 6.000000, self.hex[2] ) ); |
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elseif ( (self.active and vars.playerlevel >= self.level[1])) then |
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self.quickslot:SetShortcut( Turbine.UI.Lotro.Shortcut( 6.000000, self.hex[1] ) ); |
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else |
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self.quickslot:SetShortcut( Turbine.UI.Lotro.Shortcut( Turbine.UI.Lotro.ShortcutType.Undefined, "" ) ); |
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self:SetOpacity(0); |
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end |
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end |
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|
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-- SET HOVER (Set the hover state) |
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function SkillSlot:SetHover(bol) |
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self.hover = bol; |
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|
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if (self.active and ( ( vars.player:IsInCombat() and self.incombat ) or ( not vars.player:IsInCombat() and self.outcombat ) )) then |
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if (bol) then |
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self:SetOpacity(settings.opacity * .5); |
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else |
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self:SetOpacity(settings.opacity); |
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end |
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end |
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end |
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|
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-- SET COMBAT (Sets the combat visibility variables) |
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function SkillSlot:SetCombat( incombat, outcombat ) |
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self.incombat = incombat; |
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self.outcombat = outcombat; |
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self:SetActive(self.active); |
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end |
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|
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-- REFRESH COMBAT (Refresh Visibility for combat changes) |
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function SkillSlot:RefreshCombat() |
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self:SetActive( self.active ); |
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end |
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|
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-- LOAD POSITION, RECALL SAVED POSITION AND PARENT |
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function SkillSlot:LoadPosition(data) |
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self.x = data.pos[1]; |
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self.y = data.pos[2]; |
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self:SetPosition( (self.x - 1) * 35, (self.y - 1) * 35 ); |
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self.border:SetPosition(self:PointToScreen(1, 1)); |
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|
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self:SetParent(data.parent); |
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self.parent = data.parent; |
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end |
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|
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-- SWAP POSITION WITH ANOTHER SKILLSLOT (REF) |
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function SkillSlot:SwapPosition(ref) |
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local newx = ref.x; |
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local newy = ref.y; |
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local newparent = ref.parent; |
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|
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self:SetPosition( (newx - 1) * 35, (newy - 1) * 35 ); |
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self.border:SetPosition(self:PointToScreen(1, 1)); |
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self:SetParent(newparent); |
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ref:SetPosition( (self.x - 1) * 35, (self.y - 1) * 35 ); |
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ref.border:SetPosition(ref:PointToScreen(1, 1)); |
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ref:SetParent(self.parent); |
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|
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ref.x = self.x; |
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ref.y = self.y; |
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ref.parent = self.parent; |
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self.x = newx; |
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self.y = newy; |
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self.parent = newparent; |
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|
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self:SetActive(self.active); |
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ref:SetActive(ref.active); |
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|
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end |
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|
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-- UPDATE THE WINDOW STATE |
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function SkillSlot:Refresh() |
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self:SetActive( self.active ); |
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self:RefreshBorders(); |
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end |
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|
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-- START TIMER |
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function SkillSlot:StartTimer(duration, bol) |
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self.timer:Stop(); |
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self.timer:SetInterval(duration); |
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self.timer:Start(); |
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self.timerEnd = bol; |
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end |
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|
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-- ROTATE BAR: SWAP THE SLOTS X AND Y POSITION |
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function SkillSlot:RotateBar() |
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local newx = self.y; |
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local newy = self.x; |
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|
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self:SetPosition( (newx - 1) * 35, (newy - 1) * 35 ); |
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|
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self.x = newx; |
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self.y = newy; |
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end |
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|
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function SkillSlot:SetColor(color) |
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if (color == "purple") then |
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self.border:SetBackColor(Turbine.UI.Color(.8, .0, 1)); |
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self.border:SetVisible(self.active and self.bordervisible and vars.playerlevel >= self.level[1]); |
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|
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elseif (color == "red") then |
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self.border:SetBackColor(Turbine.UI.Color(1, 0, 0)); |
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self.border:SetVisible(self.active and self.bordervisible and vars.playerlevel >= self.level[1]); |
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|
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elseif (color == "green") then |
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self.border:SetBackColor(Turbine.UI.Color(.1, 1, .1)); |
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self.border:SetVisible(self.active and self.bordervisible and vars.playerlevel >= self.level[1]); |
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|
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elseif (color == nil) then |
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self.border:SetVisible(false); |
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end |
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end |
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|
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function SkillSlot:RefreshBorders() |
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if (not self.parent.parent:IsVisible()) then |
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self.bordervisible = false; |
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self.border:SetVisible(false); |
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else |
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self.border:SetVisible(true); |
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end |
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end |
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|