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