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Refactoring and flexibility changes
* Split game module into game and game_interface * Move core_lib to corelib * Move miniwindow to corelib * Introduce init.lua script for initializing the client, giving much more flexibility * OTClient is no longer Application derived and is much simpler
This commit is contained in:
81
modules/game_interface/widgets/uiitem.lua
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81
modules/game_interface/widgets/uiitem.lua
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function UIItem:onDragEnter(mousePos)
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if self:isVirtual() then return false end
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local item = self:getItem()
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if not item then return false end
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self:setBorderWidth(1)
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self.currentDragThing = item
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Mouse.setTargetCursor()
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return true
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end
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function UIItem:onDragLeave(droppedWidget, mousePos)
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if self:isVirtual() then return false end
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self.currentDragThing = nil
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Mouse.restoreCursor()
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self:setBorderWidth(0)
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return true
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end
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function UIItem:onDrop(widget, mousePos)
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if self:isVirtual() then return false end
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if not widget or not widget.currentDragThing then return false end
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local item = widget.currentDragThing
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local toPos = self.position
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local itemPos = item:getPosition()
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if itemPos.x == self.position.x and itemPos.y == self.position.y and itemPos.z == self.position.z then return false end
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if item:getCount() > 1 then
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GameInterface.moveStackableItem(item, toPos)
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else
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g_game.move(item, toPos, 1)
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end
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self:setBorderWidth(0)
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return true
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end
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function UIItem:onHoverChange(hovered)
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UIWidget.onHoverChange(self, hovered)
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if self:isVirtual() then return end
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local draggingWidget = g_ui.getDraggingWidget()
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if draggingWidget and self ~= draggingWidget then
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local gotMap = draggingWidget:getClassName() == 'UIMap'
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local gotItem = draggingWidget:getClassName() == 'UIItem' and not draggingWidget:isVirtual()
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if hovered and (gotItem or gotMap) then
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self:setBorderWidth(1)
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else
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self:setBorderWidth(0)
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end
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end
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end
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function UIItem:onMouseRelease(mousePosition, mouseButton)
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if self.cancelNextRelease then
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self.cancelNextRelease = false
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return true
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end
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if self:isVirtual() then return false end
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local item = self:getItem()
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if not item or not self:containsPoint(mousePosition) then return false end
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if Options.getOption('classicControl') and
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((Mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton) or
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(Mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then
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g_game.look(item)
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self.cancelNextRelease = true
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return true
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elseif GameInterface.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item) then
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return true
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end
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return false
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end
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