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------------------------------
-- Shared Right Panel Logic --
------------------------------
--Category data --
return object
end
function ZO_RestyleCategoryData : Initialize ( allowsDyeing , specializedCollectibleCategory , specializedCollectibleCategoryEnabled , derivesCollectibleCategoriesFromSlots )
end
end
end
end
end
end
end
function ZO_RestyleCategoryData : SetDerivesCollectibleCategoriesFromSlots ( derivesCollectibleCategoriesFromSlots )
end
end
-- Panel --
return object
end
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
end
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectionUpdated" , function ( ) self : OnCollectionUpdated ( ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleNewStatusCleared" , function ( ... ) self : OnCollectibleNewStatusCleared ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleCategoryNewStatusCleared" , function ( ... ) self : OnCollectibleCategoryNewStatusCleared ( ... ) end )
end
local iconTexture
else
end
if not iconTexture then
iconTexture = ZO_NO_TEXTURE_FILE
end
end
end
if open and userRequested then
end
end
end
if selected and not reselectingDuringRebuild then
end
end
end
end
end
local rightReferenceData = rightData . referenceData
-- This functions goal is to find the previously selected node, but the reference datas get recycled, so we have to compare the values of the new nodes to the restyleSlotData we copied off before the clean
-- We don't want to compare set index though, because we don't want switching between outfits to reset your category
return rightReferenceData : GetRestyleMode ( ) == self . reselectTreeNodeRestyleSlotData : GetRestyleMode ( ) and rightReferenceData : GetRestyleSlotType ( ) == self . reselectTreeNodeRestyleSlotData : GetRestyleSlotType ( )
else
return leftData . referenceData == rightData . referenceData
end
end
local CHILD_INDENT = 76
local CHILD_SPACING = 0
local NO_SELECTED_CALLBACK = nil
self . categoryTree : AddTemplate ( "ZO_StatusIconHeader" , TreeHeaderSetup_Child , NO_SELECTED_CALLBACK , EqualityFunction , CHILD_INDENT , CHILD_SPACING )
self . categoryTree : AddTemplate ( "ZO_StatusIconChildlessHeader" , TreeHeaderSetup_Childless , TreeEntryOnSelected_Childless , EqualityFunction )
self . categoryTree : AddTemplate ( "ZO_TreeStatusLabelSubCategory" , TreeEntrySetup , TreeEntryOnSelected , EqualityFunction )
end
ZO_SharedInventory_ConnectPlayerCurrencyLabel ( self . control : GetNamedChild ( "InfoBarMoney" ) , CURT_MONEY , CURRENCY_LOCATION_CHARACTER , ZO_KEYBOARD_CURRENCY_OPTIONS )
ZO_SharedInventory_ConnectPlayerCurrencyLabel ( self . control : GetNamedChild ( "InfoBarAltMoney" ) , CURT_STYLE_STONES , CURRENCY_LOCATION_ACCOUNT , ZO_KEYBOARD_CURRENCY_OPTIONS )
end
-- Can be overriden
end
end
end
if categoryData then
local referenceData = categoryData . referenceData
-- Because we're using a pool, we need to store off a copy of the restyle slot data for the equality function, in case the previous memory gets reused for a different node
end
end
end
else
end
end
local autoSelectNode = nil
if restyleCategoryData : GetSpecializedCollectibleCategory ( ) and not restyleCategoryData : IsSpecializedCollectibleCategoryEnabled ( ) then
end
end
if restyleCategoryData then
COLLECTIONS_BOOK_SINGLETON : SetSearchCategorySpecializationFilters ( restyleCategoryData : GetSpecializedCollectibleCategory ( ) )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "UpdateSearchResults" , self . onUpdateSearchResultsCallback )
else
COLLECTIONS_BOOK_SINGLETON : UnregisterCallback ( "UpdateSearchResults" , self . onUpdateSearchResultsCallback )
end
else
end
else
COLLECTIONS_BOOK_SINGLETON : UnregisterCallback ( "UpdateSearchResults" , self . onUpdateSearchResultsCallback )
end
end
local referenceData = categoryData . referenceData
if referenceData . isDyesCategory then
ZO_OUTFIT_STYLES_PANEL_KEYBOARD : UnregisterCallback ( "MouseTargetChanged" , self . updateKeybindCallback )
end
else
end
end
end
end
local collectibleCategoryData = referenceData . GetCollectibleCategoryData and referenceData : GetCollectibleCategoryData ( ) or referenceData
end
function ZO_RestyleCommon_Keyboard : AddCategory ( nodeTemplate , parent , name , referenceData , normalIcon , pressedIcon , mouseoverIcon , disabledIcon , enabled )
local entryData =
{
referenceData = referenceData ,
normalIcon = normalIcon ,
pressedIcon = pressedIcon ,
mouseoverIcon = mouseoverIcon ,
disabledIcon = disabledIcon ,
}
entryData . node = node
return node
end
do
local NO_PARENT = nil
if categoryData then
local node = self : AddCategory ( template , NO_PARENT , categoryName , categoryData , normalIcon , pressedIcon , mouseoverIcon , disabledIcon , enabled )
return node
end
end
return categoryData : GetNumSubcategories ( ) > 0 --No support for non-subcategorized collectibles in restyle
end
return false
end
local categoryDataNodes = { }
for categoryIndex , categoryData in ZO_COLLECTIBLE_DATA_MANAGER : CategoryIterator ( { IsValidCategoryData } ) do
local enabled = restyleCategoryData : IsSpecializedCollectibleCategoryEnabled ( ) and ( not categoryEnabledCallback or categoryEnabledCallback ( categoryData ) )
categoryDataNodes [ categoryData ] = categoryNode
end
return categoryDataNodes
end
local DYE_REFERENCE_DATA = { isDyesCategory = true }
self . dyeCategoryNode = self : AddCategory ( "ZO_StatusIconChildlessHeader" , NO_PARENT , GetString ( SI_RESTYLE_DYES_CATEGORY_NAME ) , DYE_REFERENCE_DATA , "EsoUI/Art/Dye/dyes_categoryIcon_up.dds" , "EsoUI/Art/Dye/dyes_categoryIcon_down.dds" , "EsoUI/Art/Dye/dyes_categoryIcon_over.dds" )
end
end
if subcategoryData then
local node = self : AddCategory ( "ZO_TreeStatusLabelSubCategory" , parentNode , subcategoryName , restyleSlotData )
end
end
if specializedCollectibleCategory == COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES then
-- If no weapon is equipped, show the weapons category, but disable it
if weaponCategoryData then
return categoryData ~= weaponCategoryData
end
end
end
for outfitSlot = OUTFIT_SLOT_ITERATION_BEGIN , OUTFIT_SLOT_ITERATION_END do
if isArmor or isEquippedWeapon then
local categoryNode = categoryData and categoryDataNodes [ categoryData ]
if categoryNode then
end
end
end
end
end
end
local subcategoryData = ZO_COLLECTIBLE_DATA_MANAGER : GetCategoryDataByIndicies ( categoryIndex , subcategoryIndex )
if subcategoryData then
local node = self : AddCategory ( "ZO_TreeStatusLabelSubCategory" , parentNode , subcategoryName , subcategoryData )
end
end
end
end
end
end
do
if scrollToCollectibleData then
if specializedCollectibleCategory == COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES then
return true
end
end
return false
end
return false
end
if node then
if not ScrollToCollectibleData ( self : GetRestyleCategoryData ( ) : GetSpecializedCollectibleCategory ( ) , collectibleData ) then
end
end
end
function ZO_RestyleCommon_Keyboard : NavigateToCollectibleCategoryFromRestyleSlotData ( restyleSlotData )
local node = nil
else
local collectibleCategoryId = GetOutfitSlotDataCollectibleCategoryId ( restyleSlotData : GetRestyleSlotType ( ) )
end
if node then
if not ScrollToCollectibleData ( self : GetRestyleCategoryData ( ) : GetSpecializedCollectibleCategory ( ) , scrollToCollectibleData ) then
end
end
end
end
if restyleCategoryData then
end
end
end
end
end
--Can be overidden
end
end
end
end
end
end
end
end
end )
ZO_RESTYLE_SHEET_WINDOW_KEYBOARD : RegisterCallback ( "SheetMouseoverDataChanged" , self . updateKeybindCallback )
ZO_RESTYLE_SHEET_WINDOW_KEYBOARD : RegisterCallback ( "NavigateToCollectibleCategoryFromRestyleSlotData" , self . navigateToCollectibleCategoryCallback )
end
ZO_RESTYLE_SHEET_WINDOW_KEYBOARD : UnregisterCallback ( "SheetSlotRefreshed" , self . updateKeybindCallback )
ZO_RESTYLE_SHEET_WINDOW_KEYBOARD : UnregisterCallback ( "SheetMouseoverDataChanged" , self . updateKeybindCallback )
ZO_RESTYLE_SHEET_WINDOW_KEYBOARD : UnregisterCallback ( "NavigateToCollectibleCategoryFromRestyleSlotData" , self . navigateToCollectibleCategoryCallback )
end
end
end
end
end
-- To be overriden
end
end
end
do
if specializedCollectibleCategory == COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES then
end
return 0
end
if specializedCollectibleCategory then
local anyMatchingCategoryNode = nil
if GetRestyleSlotCollectibleCategoryId ( specializedCollectibleCategory , restyleSlotType ) == categoryId then
anyMatchingCategoryNode = categoryNode
end
end
else
if anyMatchingCategoryNode then
end
end
if anyMatchingCategoryNode then
end
end
end
end
end
if collectibleData then
if categoryData then
end
end
end
end
end
local collectibleCategoryData = referenceData . GetCollectibleCategoryData and referenceData : GetCollectibleCategoryData ( ) or referenceData
end
local newsAreFiltered = false
if not collectibleCategoryData : IsSubcategory ( ) and self : GetRestyleCategoryData ( ) : DerivesCollectibleCategoriesFromSlots ( ) then
newsAreFiltered = true
if children then
newsAreFiltered = false
break
end
end
end
end
if not newsAreFiltered then
end
end
end |