ESO Lua File v100015

pregame/characterselect/keyboard/zo_characterselect_keyboard.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
local CHARACTER_DATA = 1
local g_currentlySelectedCharacterData
local g_deletingCharacterIds = {}
local function GetDataForCharacterId(charId)
    local dataList = ZO_ScrollList_GetDataList(ZO_CharacterSelectScrollList)
    for _, dataEntry in ipairs(dataList) do
        if(AreId64sEqual(dataEntry.data.id, charId)) then
            return dataEntry
        end
    end
end
    if(data) then
        ZO_CharacterSelectSelectedName:SetText(ZO_CharacterSelect_GetFormattedCharacterName(data))
        ZO_CharacterSelectSelectedRace:SetText(zo_strformat(SI_CHARACTER_SELECT_RACE, GetRaceName(data.gender, data.race)))
        ZO_CharacterSelectSelectedLocation:SetText(zo_strformat(SI_CHARACTER_SELECT_LOCATION, GetLocationName(data.location)))
        ZO_CharacterSelectSelectedClassLevel:SetText(ZO_CharacterSelect_GetFormattedLevelChampionAndClass(data))
    else
        ZO_CharacterSelectSelectedName:SetText("")
        ZO_CharacterSelectSelectedRace:SetText("")
        ZO_CharacterSelectSelectedLocation:SetText("")
        ZO_CharacterSelectSelectedClassLevel:SetText("")
    end
end
    ZO_CharacterSelectLogin:SetState(BSTATE_DISABLED, true)
end
    ZO_CharacterSelectLogin:SetState(BSTATE_NORMAL, false)
end
local function SetupCharacterEntry(control, data)
    local characterName = GetControl(control, "Name")
    local characterStatus = GetControl(control, "ClassLevel")
    local characterLocation = GetControl(control, "Location")
    local characterAlliance = GetControl(control, "Alliance")
    if(data.location ~= 0) then
        characterLocation:SetText(zo_strformat(SI_CHARACTER_SELECT_LOCATION, GetLocationName(data.location)))
    else
        characterLocation:SetText(GetString(SI_UNKNOWN_LOCATION))
    end
    local allianceTexture = ZO_GetAllianceIcon(data.alliance)
    if(allianceTexture) then
        characterAlliance:SetTexture(allianceTexture)
    end
end
local function SelectCharacter(characterData)
    ZO_ScrollList_SelectData(ZO_CharacterSelectScrollList, characterData)
    if(characterData.needsRename) then
        ZO_CharacterSelectLogin:SetText(GetString(SI_RENAME_CHARACTER))
    else
        ZO_CharacterSelectLogin:SetText(GetString(SI_LOGIN_CHARACTER))
    end
end
local function DoCharacterSelection(index)
    -- Get character select first random selection loaded in so not waiting for it
    -- when move to Create
        SelectClothing(DRESSING_OPTION_STARTING_GEAR)
    end
    SetCharacterManagerMode(CHARACTER_MODE_SELECTION)
    SelectCharacterToView(index)
end
do
    local function AddCharacter(characterData)
        local dataList = ZO_ScrollList_GetDataList(ZO_CharacterSelectScrollList)
        table.insert(dataList, ZO_ScrollList_CreateDataEntry(CHARACTER_DATA, characterData))
    end
    SetupCharacterList = function(self, eventCode, numCharacters, maxCharacters, mostRecentlyPlayedCharacterId, numCharacterDeletesRemaining, maxCharacterDeletes)
        
        ZO_CharacterSelect_OnCharacterListReceivedCommon(eventCode, numCharacters, maxCharacters, mostRecentlyPlayedCharacterId, numCharacterDeletesRemaining, maxCharacterDeletes)
        ZO_CharacterSelect_ClearList()
        ZO_CharacterSelectCreate:SetEnabled(numCharacters < maxCharacters)
        ZO_CharacterSelectCharacterSlots:SetText(zo_strformat(SI_CHARACTER_SELECT_SLOTS, numCharacters, maxCharacters))
        local formattedNumDeletes = zo_strformat(SI_DELETE_CHARACTER_NUM_DELETES, numCharacterDeletesRemaining)
        if(numCharacterDeletesRemaining > 0) then
            ZO_CharacterSelectDelete:SetText(zo_strformat(SI_DELETE_CHARACTER, ZO_DEFAULT_ENABLED_COLOR:Colorize(formattedNumDeletes)))
            ZO_CharacterSelectDelete:SetEnabled(true)
        else
            ZO_CharacterSelectDelete:SetText(zo_strformat(SI_DELETE_CHARACTER, formattedNumDeletes))
            ZO_CharacterSelectDelete:SetEnabled(false)
        end
        -- Sharing data from ZO_CharacterSelectCommon
        local characterDataList = ZO_CharacterSelect_GetCharacterDataList()
        if(#characterDataList > 0) then
            for _, dataEntry in ipairs(characterDataList) do
                AddCharacter(dataEntry)
            end
            ZO_ScrollList_Commit(ZO_CharacterSelectScrollList)
            local characterData = ZO_CharacterSelect_GetBestSelectionData()
            SelectCharacter(characterData)
            if characterData then
                ZO_ScrollList_ScrollDataToCenter(ZO_CharacterSelectScrollList, characterData.index)
            end
        end
        local accountChampionPoints = ZO_CharacterSelect_GetAccountChampionPoints()
        if accountChampionPoints > 0 then
            ZO_CharacterSelectChampionPoints:SetText(zo_strformat(SI_KEYBOARD_ACCOUNT_CHAMPION_POINTS, accountChampionPoints))
        else
            ZO_CharacterSelectChampionPoints:SetHidden(true)
        end
    end
    SelectedCharacterChanged = function(self, previouslySelected, selected)
        if(selected) then
            if(g_currentlySelectedCharacterData == nil or g_currentlySelectedCharacterData.index ~= selected.index) then
                g_currentlySelectedCharacterData = selected
                if(IsPregameCharacterConstructionReady()) then
                    ZO_CharacterSelect_EnableSelection(g_currentlySelectedCharacterData)
                    DoCharacterSelection(g_currentlySelectedCharacterData.index)
                end
            end
        end
    end
end
local function CharacterDeleted(eventCode, charId)
    -- Destroy the existing character list...then request a new one and the server will tell us which state to drop into.
    -- NOTE: This is actually passed the character id, but we're going to let the server handle the empty list case for now.
    ZO_CharacterSelect_FlagAsDeleting(charId, false)
end
local g_requestedCharacterRename = ""
end
local function OnCharacterRenamed(eventCode, charId, result)
    local OnSuccessCallback = nil
    ZO_CharacterSelect_OnCharacterRenamedCommon(eventCode, charId, result, g_requestedCharacterRename, OnSuccessCallback, OnCharacterRenamedErrorCallback)
end
function ZO_CharacterSelect_BeginRename(characterData)
    ZO_Dialogs_ShowDialog("RENAME_CHARACTER_KEYBOARD", { characterData = characterData }, { titleParams = { GetString(dialogTitle) }})
end
local function SetupRenameDialog(dialog, data)
    local nameHeader = dialog:GetNamedChild("NameHeader")
    nameHeader:SetText(zo_strformat(SI_RENAME_CHARACTER_NAME_LABEL, data.characterData.name))
    dialog.nameEdit = dialog:GetNamedChild("NameEdit")
    dialog.attemptRenameButton = dialog:GetNamedChild("AttemptRename")
    dialog.cancelButton = dialog:GetNamedChild("Cancel")
    if(dialog.renameInstructions == nil) then
        local NAME_INSTRUCTIONS_OFFSET_X = -20
        local NAME_INSTRUCTIONS_OFFSET_Y = 0
    
        dialog.renameInstructions = ZO_ValidNameInstructions:New(dialog:GetNamedChild("RenameInstructions"))
        dialog.renameInstructions:SetPreferredAnchor(RIGHT, dialog, LEFT, NAME_INSTRUCTIONS_OFFSET_X, NAME_INSTRUCTIONS_OFFSET_Y)   -- Attach instructions to left side of the dialog
    end
    SetupEditControlForNameValidation(dialog.nameEdit)
    dialog.nameEdit:SetText("")
end
    ZO_Dialogs_RegisterCustomDialog("RENAME_CHARACTER_KEYBOARD",
    {
        customControl = self,
        canQueue = true,
        setup = SetupRenameDialog,
        title =
        {
            text = function(dialog)
                        local titleText = SI_CHARACTER_SELECT_RENAME_CHARACTER_FROM_TOKEN_TITLE
                        if dialog.data.characterData.needsRename then
                            titleText = SI_CHARACTER_SELECT_RENAME_CHARACTER_TITLE
                        end
                        return GetString(titleText)
                   end,
        },
        buttons =
        {
            {
                control =   GetControl(self, "AttemptRename"),
                text =      SI_CHARACTER_SELECT_RENAME_SAVE_NEW_NAME,
                callback =  function(dialog)
                                g_requestedCharacterRename = ZO_RenameCharacterDialogNameEdit:GetText()
                                AttemptCharacterRename(dialog.data.characterData.id, g_requestedCharacterRename)
                                
                                -- Show a loading dialog in its place until the rename request finishes
                                ZO_Dialogs_ShowDialog("CHARACTER_SELECT_CHARACTER_RENAMING")
                            end,
            },
            {
                control =   GetControl(self, "Cancel"),
                text =      SI_DIALOG_CANCEL,
            },
        },
        updateFn = function(dialog)
                        local nameText = dialog.nameEdit:GetText()
                        local nameViolations = { IsValidCharacterName(nameText) }
                        if #nameViolations > 0 then
                            dialog.renameInstructions:Show(nil, nameViolations)
                            dialog.attemptRenameButton:SetEnabled(false)
                        else
                            dialog.renameInstructions:Hide()
                            dialog.attemptRenameButton:SetEnabled(true)
                        end
                        dialog.nameEdit:SetText(CorrectCharacterNameCase(nameText))
                   end,
    })
end
local function OnCharacterConstructionReady()
    if(GetNumCharacters() > 0) then
        ZO_CharacterSelect_EnableSelection(g_currentlySelectedCharacterData)
        DoCharacterSelection(g_currentlySelectedCharacterData.index)
    end
end
local function ContextFilter(callback)
    -- This will wrap the callback so that it gets called in the appropriate context
    return function(...)
        if not IsConsoleUI() then
            callback(...)
        end
    end
end
local function OnPregameCharacterListReceived(characterCount, previousCharacterCount)
    if (characterCount > 0) then
        if PregameStateManager_GetCurrentState() ~= "CharacterSelect" then
            PregameStateManager_SetState("CharacterSelect")
        end
    end
end
    ZO_CharacterSelectRealmName:SetText("")
    local function OnCharacterSelectionChanged(previouslySelected, selected)
        SelectedCharacterChanged(self, previouslySelected, selected)
    end
    local function OnCharacterListReceived(eventCode, numCharacters, maxCharacters, mostRecentlyPlayedCharacterId, numCharacterDeletesRemaining, maxCharacterDeletes)
        SetupCharacterList(self, eventCode, numCharacters, maxCharacters, mostRecentlyPlayedCharacterId, numCharacterDeletesRemaining, maxCharacterDeletes)
    end
    local function OnCharacterSelectedForPlay(eventCode, charId)
        local data = GetDataForCharacterId(charId)
        -- data will come back as nil on character creation
        local charData = data and data.data or nil
        ZO_CharacterSelect_DisableSelection(charData)
    end
    local function OnPregameFullyLoaded()
            local label = ZO_CharacterSelectExtraCharacterSlots
            local labelHeight = label:GetHeight()
            label:SetText(zo_strformat(SI_ADDITIONAL_CHARACTER_SLOTS_DESCRIPTION, ZO_CharacterSelect_GetAdditionalSlotsRemaining()))
            
            -- The label won't update automatically, but we need to recommit the scroll list once it does to ensure that all characters in the
            -- list can be selected.
            local oldUpdateFn = label:GetHandler("OnUpdate")
            label:SetHandler("OnUpdate", function(...)
                    if oldUpdateFn then
                        oldUpdateFn(...)
                    end
                    if label:GetHeight() ~= labelHeight then
                        -- Recommit and recenter scroll list
                        ZO_ScrollList_Commit(ZO_CharacterSelectScrollList)
                        local characterData = ZO_CharacterSelect_GetBestSelectionData()
                        if characterData then
                            ZO_ScrollList_ScrollDataToCenter(ZO_CharacterSelectScrollList, characterData.index)
                        end
                        label:SetHandler("OnUpdate", oldUpdateFn)
                    end
                end)
        end
    end
    local list = ZO_CharacterSelectScrollList
    ZO_ScrollList_AddDataType(list, CHARACTER_DATA, "ZO_CharacterEntry", 80, SetupCharacterEntry)
    ZO_ScrollList_EnableHighlight(list, "ZO_TallListHighlight")
    self:RegisterForEvent(EVENT_CHARACTER_LIST_RECEIVED, ContextFilter(OnCharacterListReceived))
    self:RegisterForEvent(EVENT_CHARACTER_DELETED, ContextFilter(CharacterDeleted))
    self:RegisterForEvent(EVENT_CHARACTER_SELECTED_FOR_PLAY, ContextFilter(OnCharacterSelectedForPlay))
    self:RegisterForEvent(EVENT_CHARACTER_RENAME_RESULT, ContextFilter(OnCharacterRenamed))
    CALLBACK_MANAGER:RegisterCallback("OnCharacterConstructionReady", ContextFilter(OnCharacterConstructionReady))
    CALLBACK_MANAGER:RegisterCallback("PregameCharacterListReceived", ContextFilter(OnPregameCharacterListReceived))
    CALLBACK_MANAGER:RegisterCallback("PregameFullyLoaded", ContextFilter(OnPregameFullyLoaded))
    CHARACTER_SELECT_FRAGMENT = ZO_FadeSceneFragment:New(self, 300)
end
    if not ADD_ON_MANAGER then
        ADD_ON_MANAGER = ZO_AddOnManager:New()
    end
    local dataList = ZO_ScrollList_GetDataList(ZO_CharacterSelectScrollList)
    ADD_ON_MANAGER:SetCharacterData(dataList)
end
    g_currentlySelectedCharacterData = nil
    g_currrentSelectionPriority = -1
    ZO_ScrollList_Clear(ZO_CharacterSelectScrollList)
    local dataList = ZO_ScrollList_GetDataList(ZO_CharacterSelectScrollList)
    if ADD_ON_MANAGER then
        ADD_ON_MANAGER:SetCharacterData(dataList)
    end
end
function ZO_CharacterSelect_Login(option)
    local state = PregameStateManager_GetCurrentState()
    --Entering and returning from a cinematic leaves us in CharacterSelect_FromCinematic. This is not a state, and it should
    --never have been one. It should be a edge back to the character select state.
    if(state == "CharacterSelect" or state == "CharacterSelect_FromCinematic") then
        local selectedData = ZO_ScrollList_GetSelectedData(ZO_CharacterSelectScrollList)
        if(selectedData) and (not g_deletingCharacterIds[selectedData.id]) then
            if(selectedData.needsRename) then
                ZO_CharacterSelect_BeginRename(selectedData)
            else
                PregameStateManager_PlayCharacter(selectedData.id, option)
            end
        end
    end
end
    return ZO_ScrollList_GetSelectedData(ZO_CharacterSelectScrollList)
end
local function ChangeSelectedCharacter(direction)
    local list = ZO_CharacterSelectScrollList
    local selectedData = ZO_ScrollList_GetSelectedData(list)
    if(PregameStateManager_GetCurrentState() == "CharacterSelect" and selectedData ~= nil) then
        local dataList = ZO_ScrollList_GetDataList(list)
        local selectedDataIndex = selectedData.index
        local nextDataIndex = selectedDataIndex + direction
        if(nextDataIndex >= 1 and nextDataIndex <= #dataList) then
            local nextDataEntry = dataList[nextDataIndex]
            ZO_CharacterSelect_SetPlayerSelectedCharacterId(nextDataEntry.data.id)
            SelectCharacter(nextDataEntry.data)
        end
    end
end
end
end
    local data = ZO_ScrollList_GetSelectedData(ZO_CharacterSelectScrollList)
    if(data and not ZO_Dialogs_IsShowing("DELETE_SELECTED_CHARACTER")) then
        local confirmationString = GetString(SI_DELETE_CHARACTER_CONFIRMATION_TEXT)
        local confirmationButtonName = GetString(SI_DELETE_CHARACTER_CONFIRMATION_BUTTON)
        local numCharacterDeletesRemaining = GetNumCharacterDeletesRemaining()
        ZO_Dialogs_ShowDialog("DELETE_SELECTED_CHARACTER", {characterId = data.id}, {mainTextParams = {data.name, confirmationString, confirmationButtonName, numCharacterDeletesRemaining}})
        ZO_CharacterSelectDelete:SetState(BSTATE_DISABLED, true)
    end
end
function ZO_CharacterSelect_FlagAsDeleting(characterId, deleting)
    if (deleting) then
        g_deletingCharacterIds[characterId] = true
    else
        g_deletingCharacterIds[characterId] = nil
    end
end
    local data = ZO_ScrollList_GetData(self)
end
    ZO_ScrollList_RefreshVisible(ZO_CharacterSelectScrollList)
end
    InitializeTooltip(InformationTooltip, control, BOTTOMRIGHT, 0, -5, TOPRIGHT)
    local numCharacterDeletesRemaining = GetNumCharacterDeletesRemaining()
    local maxCharacterDeletes = GetMaxCharacterDeletes()
    if numCharacterDeletesRemaining == maxCharacterDeletes then
        InformationTooltip:AddLine(zo_strformat(GetString(SI_DELETE_CHARACTER_MAX_ENABLED_TOOLTIP), numCharacterDeletesRemaining), "", ZO_NORMAL_TEXT:UnpackRGB())
    elseif numCharacterDeletesRemaining > 0 then
        InformationTooltip:AddLine(zo_strformat(GetString(SI_DELETE_CHARACTER_ENABLED_TOOLTIP), numCharacterDeletesRemaining), "", ZO_NORMAL_TEXT:UnpackRGB())
    else
        InformationTooltip:AddLine(GetString(SI_DELETE_CHARACTER_DISABLED_TOOLTIP), "", ZO_NORMAL_TEXT:UnpackRGB())
    end
end
    ClearTooltip(InformationTooltip)
end
-- Service Token Indicator Functions
local ServiceTokenIndicator = ZO_Object:Subclass()
function ServiceTokenIndicator:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ServiceTokenIndicator:Initialize(control, iconTexture)
    self.control = control
    self.icon = control:GetNamedChild("Icon")
    self.tokenCount = control:GetNamedChild("TokenCount")
    self.highlight = control:GetNamedChild("BG"):GetNamedChild("Highlight")
    if iconTexture then
        self.icon:SetTexture(iconTexture)
    end
    self.tooltip = ServiceTooltip
    control:SetHidden(true)
end
function ServiceTokenIndicator:SetTokenCount(numTokens)
    self.tokenCount:SetText(numTokens)
    self.enabled = numTokens ~= 0
    if self.enabled then
        self.icon:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
    else
        self.icon:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
    end
end
function ServiceTokenIndicator:OnMouseEnter()
    InitializeTooltip(self.tooltip, self.control, BOTTOM, 0, -10, TOP)
    self.highlight:SetHidden(false)
end
local SET_TO_FULL_SIZE = true
function ServiceTokenIndicator:AddHeader(headerText)
    local r, g, b = ZO_TOOLTIP_DEFAULT_COLOR:UnpackRGB()
    self.tooltip:AddHeaderLine(GetString(SI_SERVICE_TOOLTIP_TYPE), "ZoFontWinH5", 1, THS_LEFT, r, g, b)
    r, g, b = ZO_SELECTED_TEXT:UnpackRGB()
    self.tooltip:AddLine(headerText, "ZoFontWinH3", r, g, b, TOPLEFT, MODIFY_TEXT_TYPE_UPPERCASE, TEXT_ALIGN_CENTER, SET_TO_FULL_SIZE)
    ZO_Tooltip_AddDivider(self.tooltip)
end
function ServiceTokenIndicator:AddBodyText(bodyText, bodyTextColor)
    local r, g, b
    if bodyTextColor then
        r, g, b = bodyTextColor:UnpackRGB()
    else
        r, g, b = ZO_TOOLTIP_DEFAULT_COLOR:UnpackRGB()
    end
    self.tooltip:AddLine(bodyText, "", r, g, b, TOPLEFT, MODIFY_TEXT_TYPE_NONE, TEXT_ALIGN_CENTER, SET_TO_FULL_SIZE)
end
function ServiceTokenIndicator:OnMouseExit()
    ClearTooltip(self.tooltip)
    self.highlight:SetHidden(true)
end
-- Name Change Tokens
local NameChangeTokenIndicator = ServiceTokenIndicator:Subclass()
function NameChangeTokenIndicator:New(...)
    return ServiceTokenIndicator.New(self, ...)
end
function NameChangeTokenIndicator:Initialize(control)
    local NAME_CHANGE_TOKEN_TEXTURE = "EsoUI/Art/Icons/Token_NameChange.dds"
    ServiceTokenIndicator.Initialize(self, control, NAME_CHANGE_TOKEN_TEXTURE)
    self.tooltipHeaderText = GetString(SI_SERVICE_TOOLTIP_NAME_CHANGE_TOKEN_HEADER)
    self.tooltipBodyText1 = GetString(SI_SERVICE_TOOLTIP_NAME_CHANGE_TOKEN_DESCRIPTION)
    local function OnRenameTokensUpdated(eventId, numTokens)
        self:SetTokenCount(numTokens)
    end
    control:RegisterForEvent(EVENT_RENAME_TOKENS_UPDATED, ContextFilter(OnRenameTokensUpdated))
end
function NameChangeTokenIndicator:OnMouseEnter()
    ServiceTokenIndicator.OnMouseEnter(self)
    local bodyText2
    local bodyText2Color
    local numTokens = GetNumCharacterRenameTokens()
    if numTokens ~= 0 then
        bodyText2 = zo_strformat(SI_SERVICE_TOOLTIP_NAME_CHANGE_TOKENS_AVAILABLE, numTokens)
        bodyText2Color = ZO_SUCCEEDED_TEXT
    else
        bodyText2 = zo_strformat(SI_SERVICE_TOOLTIP_NO_NAME_CHANGE_TOKENS_AVAILABLE, numTokens)
        bodyText2Color = ZO_ERROR_COLOR
    end
    self:AddHeader(self.tooltipHeaderText)
    self:AddBodyText(self.tooltipBodyText1)
    self:AddBodyText(bodyText2, bodyText2Color)
end
function NameChangeTokenIndicator:OnMouseUp()
    if self.enabled then
        local characterData = ZO_CharacterSelect_GetSelectedCharacterData()
        if characterData.needsRename then
            ZO_Dialogs_ShowDialog("INELIGIBLE_SERVICE")
        else
            ZO_CharacterSelect_BeginRename(characterData)
        end      
    end
end
    NAME_CHANGE_TOKEN_INDICATOR = NameChangeTokenIndicator:New(control)
end
    NAME_CHANGE_TOKEN_INDICATOR:OnMouseEnter()
end
    NAME_CHANGE_TOKEN_INDICATOR:OnMouseExit()
end
    NAME_CHANGE_TOKEN_INDICATOR:OnMouseUp()
end