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function UIItem:onDragEnter(mousePos)
if self:isVirtual() then return false end
local item = self:getItem()
if not item then return false end
self:setBorderWidth(1)
self.currentDragThing = item
g_mouse.setTargetCursor()
return true
end
function UIItem:onDragLeave(droppedWidget, mousePos)
if self:isVirtual() then return false end
self.currentDragThing = nil
g_mouse.restoreCursor()
self:setBorderWidth(0)
self.hoveredWho = nil
return true
end
function UIItem:onDrop(widget, mousePos)
if self:isVirtual() then return false end
if not widget or not widget.currentDragThing then return false end
local item = widget.currentDragThing
if not item:isItem() then return false end
local toPos = self.position
local itemPos = item:getPosition()
if itemPos.x == toPos.x and itemPos.y == toPos.y and itemPos.z == toPos.z then return false end
if item:getCount() > 1 then
modules.game_interface.moveStackableItem(item, toPos)
else
g_game.move(item, toPos, 1)
end
self:setBorderWidth(0)
return true
end
function UIItem:onDestroy()
if self == g_ui.getDraggingWidget() and self.hoveredWho then
self.hoveredWho:setBorderWidth(0)
end
if self.hoveredWho then
self.hoveredWho = nil
end
end
function UIItem:onHoverChange(hovered)
UIWidget.onHoverChange(self, hovered)
if self:isVirtual() then return end
local draggingWidget = g_ui.getDraggingWidget()
if draggingWidget and self ~= draggingWidget then
local gotMap = draggingWidget:getClassName() == 'UIMap'
local gotItem = draggingWidget:getClassName() == 'UIItem' and not draggingWidget:isVirtual()
if hovered and (gotItem or gotMap) then
self:setBorderWidth(1)
draggingWidget.hoveredWho = self
else
self:setBorderWidth(0)
draggingWidget.hoveredWho = nil
end
end
end
function UIItem:onMouseRelease(mousePosition, mouseButton)
if self.cancelNextRelease then
self.cancelNextRelease = false
return true
end
if self:isVirtual() then return false end
local item = self:getItem()
if not item or not self:containsPoint(mousePosition) then return false end
if Options.getOption('classicControl') and
((g_mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton) or
(g_mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then
g_game.look(item)
self.cancelNextRelease = true
return true
elseif modules.game_interface.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item) then
return true
end
return false
end