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ESO Lua File v101042

ingame/actionbar/actionbar.lua

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local g_actionBarButtons = {}
local g_backBarSlots = {}
local g_companionUltimateButton
local g_quickslotButton
local g_keybindBG
local g_showHiddenButtonsRefCount = 1
local g_actionBarActiveWeaponPair
local g_activeHotbar = HOTBAR_CATEGORY_PRIMARY
local g_backHotbar = HOTBAR_CATEGORY_BACKUP
local MINIMUM_ACTION_BAR_TIMER_DISPLAYED_TIME_MS = 1000
ZO_ABILITY_DROP_CALLOUT_VALIDITY_FUNCTION_BY_ACTION_TYPE =
{
    [ACTION_TYPE_ABILITY] = IsValidAbilityForSlot,
    [ACTION_TYPE_CRAFTED_ABILITY] = IsValidCraftedAbilityForSlot,
}
    for physicalSlot in pairs(g_actionBarButtons) do
        if GetSlotType(physicalSlot, g_activeHotbar) ~= ACTION_TYPE_NOTHING then
            return true
        end
    end
    return false
end
function ZO_ActionBar_IsUltimateSlot(slotNum, hotbarCategory)
    return IsActiveAbilityHotBarCategory(hotbarCategory) and slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
end
function ZO_ActionBar_GetButton(slotNum, hotbarCategory)
    --If no hotbar category was specified, default to the currently active bar
    hotbarCategory = hotbarCategory or g_activeHotbar
    if hotbarCategory == HOTBAR_CATEGORY_COMPANION then
        if ZO_ActionBar_IsUltimateSlot(slotNum, hotbarCategory) then
            return g_companionUltimateButton
        end
    elseif hotbarCategory == g_backHotbar then
        return g_backBarSlots[slotNum]
    elseif hotbarCategory == g_activeHotbar then
        return g_actionBarButtons[slotNum]
    elseif hotbarCategory == HOTBAR_CATEGORY_QUICKSLOT_WHEEL then
        return g_quickslotButton
    end
    return nil
end
    return (not (IsGameCameraActive() or IsInteractionCameraActive() or IsProgrammableCameraActive()) or SCENE_MANAGER:IsShowing("hud")) and not IsUnitDead("player")
end
function ZO_ActionBar_OnActionButtonDown(slotNum, hotbarCategory)
    local button = ZO_ActionBar_GetButton(slotNum, hotbarCategory)
    if button then
        button:OnPress()
    end
end
function ZO_ActionBar_OnActionButtonUp(slotNum, hotbarCategory)
    local button = ZO_ActionBar_GetButton(slotNum, hotbarCategory)
    if button then
        button:OnRelease()
    end
end
    return GetSetting_Bool(SETTING_TYPE_ACTION_BARS, ACTION_BAR_SETTING_LOCK_ACTION_BARS)
end
    return (g_showHiddenButtonsRefCount > 0)
end
function ZO_ActionBar_AttemptPlacement(slotNum, hotbarCategory)
    PlaceInActionBar(slotNum, hotbarCategory)   -- Fails and shows an error if the button is locked
end
function ZO_ActionBar_AttemptPickup(slotNum, hotbarCategory)
        return
    end
    PickupAction(slotNum, hotbarCategory)   -- Fails and shows an error if the button is locked
    ClearTooltip(AbilityTooltip)
end
local function HandleSlotEffectUpdated(slotNum, hotbarCategory)
    local physicalSlot = ZO_ActionBar_GetButton(slotNum, hotbarCategory)
    if physicalSlot then
        if hotbarCategory == g_backHotbar then
            local timeRemainingMS = GetActionSlotEffectTimeRemaining(slotNum, g_backHotbar)
            if timeRemainingMS > MINIMUM_ACTION_BAR_TIMER_DISPLAYED_TIME_MS then
                local durationMS = GetActionSlotEffectDuration(slotNum, g_backHotbar)
                physicalSlot:SetFillBar(timeRemainingMS, durationMS)
            elseif timeRemainingMS == 0 then
                physicalSlot:SetFillBar(0, 0)
            end
        else
            local timeRemainingMS = GetActionSlotEffectTimeRemaining(slotNum, hotbarCategory)
            if timeRemainingMS > MINIMUM_ACTION_BAR_TIMER_DISPLAYED_TIME_MS then
                physicalSlot:SetTimer(timeRemainingMS)
            elseif timeRemainingMS == 0 then
                physicalSlot:SetTimer(0)
            end
            
            local stackCount = GetActionSlotEffectStackCount(slotNum, hotbarCategory)
            physicalSlot:SetStackCount(stackCount)
        end
    end
end
local function HandleSlotChanged(slotNum, hotbarCategory)
    local btn = ZO_ActionBar_GetButton(slotNum, hotbarCategory)
    if btn and not btn.noUpdates then
        if hotbarCategory == HOTBAR_CATEGORY_COMPANION then
            if not DoesUnitExist("companion") or not HasActiveCompanion() then
                btn:SetEnabled(false)
                return
            else
                btn:SetEnabled(true)
            end
        end
        btn:HandleSlotChanged(hotbarCategory)
        HandleSlotEffectUpdated(slotNum, hotbarCategory)
        local isBackBarSlot = hotbarCategory == g_backHotbar
        local buttonTemplate
        if ZO_ActionBar_IsUltimateSlot(slotNum, hotbarCategory) then
            buttonTemplate = isBackBarSlot and ZO_GetPlatformTemplate("ZO_ActionBarTimer_BackBarSlot_Ultimate") or ZO_GetPlatformTemplate("ZO_UltimateActionButton")
            if not isBackBarSlot then
                btn:UpdateUltimateMeter()
            end
        else
            buttonTemplate = isBackBarSlot and ZO_GetPlatformTemplate("ZO_ActionBarTimer_BackBarSlot") or ZO_GetPlatformTemplate("ZO_ActionButton")
        end
        btn:ApplyStyle(buttonTemplate)
    end
end
local function HandleSlotStateChanged(slotNum, hotbarCategory)
    if hotbarCategory ~= g_backHotbar then
        local btn = ZO_ActionBar_GetButton(slotNum, hotbarCategory)
        if btn and not btn.noUpdates then
            btn:UpdateState()
        end
    end
end
local function HandleAbilityUsed(slotNum)
    --Grab the button for the currently active hotbar
    local btn = ZO_ActionBar_GetButton(slotNum)
    if btn and IsInGamepadPreferredMode() then
        btn:PlayAbilityUsedBounce()
    end
end
local function MakeActionButton(slotNum, buttonStyle, buttonClass)
    local button
    if buttonStyle.isBackBar then
        button = buttonClass:New(slotNum, buttonStyle.parentBar, buttonStyle.template, g_backHotbar)
        g_backBarSlots[slotNum] = button
    elseif buttonStyle.isCompanion then
        button = buttonClass:New(slotNum, buttonStyle.type, buttonStyle.parentBar, buttonStyle.template, HOTBAR_CATEGORY_COMPANION)
        button:SetShowBindingText(buttonStyle.showBinds)
        g_companionUltimateButton = button
    elseif buttonStyle.isQuickslot then
        button = buttonClass:New(slotNum, buttonStyle.type, buttonStyle.parentBar, buttonStyle.template, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
        button:SetShowBindingText(buttonStyle.showBinds)
        g_quickslotButton = button
    else
        button = buttonClass:New(slotNum, buttonStyle.type, buttonStyle.parentBar, buttonStyle.template, g_activeHotbar)
        button:SetShowBindingText(buttonStyle.showBinds)
        g_actionBarButtons[slotNum] = button
    end
    return button
end
local function ShowHiddenButtons()
    g_showHiddenButtonsRefCount = g_showHiddenButtonsRefCount + 1
    if g_showHiddenButtonsRefCount == 1 then
        for _, control in pairs(g_actionBarButtons) do
            if control:GetButtonType() == ACTION_BUTTON_TYPE_HIDDEN then
                control.slot:SetHidden(false)
            end
        end
    end
end
local function HideHiddenButtons()
    g_showHiddenButtonsRefCount = g_showHiddenButtonsRefCount - 1
    if g_showHiddenButtonsRefCount == 0 then
        for _, control in pairs(g_actionBarButtons) do
            if control:GetButtonType() == ACTION_BUTTON_TYPE_HIDDEN then
                if not control:HasAction() then
                    control.slot:SetHidden(true)
                end
            end
        end
    end
end
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        local callout = ZO_ActionBar_GetButton(i).slot:GetNamedChild("DropCallout")
        callout:SetHidden(true)
    end
end
local function ShowAppropriateAbilityActionButtonDropCallouts(actionType, actionValue)
    local validityFunction = ZO_ABILITY_DROP_CALLOUT_VALIDITY_FUNCTION_BY_ACTION_TYPE[actionType]
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        local callout = ZO_ActionBar_GetButton(i).slot:GetNamedChild("DropCallout")
        if validityFunction(actionValue, i) then
            callout:SetColor(1, 1, 1, 1)
        else
            callout:SetColor(1, 0, 0, 1)
        end
        callout:SetHidden(false)
    end
end
local function UpdateAllSlots()
    for physicalSlotNum in pairs(g_actionBarButtons) do
        HandleSlotChanged(physicalSlotNum, g_activeHotbar)
    end
    
    for physicalSlotNum in pairs(g_backBarSlots) do
        HandleSlotChanged(physicalSlotNum, g_backHotbar)
    end
    HandleSlotChanged(GetCurrentQuickslot(), HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
    HandleSlotChanged(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, HOTBAR_CATEGORY_COMPANION)
end
local GAMEPAD_CONSTANTS =
{
    abilitySlotOffsetX = 10,
    ultimateSlotOffsetX = 65,
    quickslotOffsetXFromCompanionUltimate = 45,
    quickslotOffsetXFromFirstSlot = 5,
    backRowSlotOffsetY = -17,
    backRowUltimateSlotOffsetY = -30,
    anchor = ZO_Anchor:New(BOTTOM, GuiRoot, BOTTOM, 0, -25),
    width = 606,
    showNormalBindingTextOnUltimate = false,
    showKeybindBG = false,
    showWeaponSwapButton = false,
    weaponSwapOffsetX = 61,
    weaponSwapOffsetY = 4,
}
local KEYBOARD_CONSTANTS =
{
    abilitySlotOffsetX = 2,
    ultimateSlotOffsetX = 62,
    quickslotOffsetXFromCompanionUltimate = 18,
    quickslotOffsetXFromFirstSlot = 5,
    backRowSlotOffsetY = -17,
    backRowUltimateSlotOffsetY = -20,
    anchor = ZO_Anchor:New(BOTTOM, GuiRoot, BOTTOM, 0, 0),
    width = 483,
    showNormalBindingTextOnUltimate = true,
    showKeybindBG = true,
    showWeaponSwapButton = true,
    weaponSwapOffsetX = 59,
    weaponSwapOffsetY = -4,
}
local function GetPlatformConstants()
    return IsInGamepadPreferredMode() and GAMEPAD_CONSTANTS or KEYBOARD_CONSTANTS
end
    local constants = GetPlatformConstants()
    return constants.anchor
end
    return DoesUnitExist("companion") and HasActiveCompanion()
end
local function SetCompanionAnchors()
    local IS_QUICKSLOT_ANCHORED_LEFT = true
        g_companionUltimateButton:SetEnabled(true)
        g_keybindBG:SetDimensions(580, 64)
        g_keybindBG:SetAnchor(BOTTOM, nil, nil, -34, 0)
        local xOffset = GetPlatformConstants().quickslotOffsetXFromCompanionUltimate
        g_quickslotButton:ApplyAnchor(ZO_ActionBar_GetButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, HOTBAR_CATEGORY_COMPANION).slot, xOffset, IS_QUICKSLOT_ANCHORED_LEFT)
    else
        g_companionUltimateButton:SetEnabled(false)
        g_keybindBG:SetDimensions(512, 64)
        g_keybindBG:SetAnchor(BOTTOM, nil, nil, 0, 0)
        local xOffset = GetPlatformConstants().quickslotOffsetXFromFirstSlot
        g_quickslotButton:ApplyAnchor(ZO_ActionBar1WeaponSwap, xOffset, IS_QUICKSLOT_ANCHORED_LEFT)
    end
end
local function ApplyStyle(style)
    ZO_ActionBar1:ClearAnchors()
    style.anchor:Set(ZO_ActionBar1)
    ZO_ActionBar1:SetWidth(style.width)
    local lastButton
    local buttonTemplate = ZO_GetPlatformTemplate("ZO_ActionButton")
    local backBarButtonTemplate = ZO_GetPlatformTemplate("ZO_ActionBarTimer_BackBarSlot")
    for physicalSlot, button in pairs(g_actionBarButtons) do
        if button then
            button:ApplyStyle(buttonTemplate)
            if physicalSlot > ACTION_BAR_FIRST_NORMAL_SLOT_INDEX and physicalSlot < ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE then
                local anchorTarget = lastButton and lastButton.slot
                if not lastButton then
                    local platformConstants = GetPlatformConstants()
                    local xOffset = platformConstants.weaponSwapOffsetX
                    local yOffset = platformConstants.weaponSwapOffsetY
                    ZO_ActionBar1WeaponSwap:SetAnchor(TOPLEFT, nil, TOPLEFT, xOffset, yOffset)
                    anchorTarget = ZO_ActionBar1WeaponSwap
                end
                button:ApplyAnchor(anchorTarget, style.abilitySlotOffsetX)
                local backBarButton = g_backBarSlots[physicalSlot]
                if backBarButton then
                    backBarButton:ApplyStyle(backBarButtonTemplate)
                    backBarButton:ApplyAnchor(button.slot, style.backRowSlotOffsetY)
                end
                lastButton = button
            elseif ZO_ActionBar_IsUltimateSlot(physicalSlot, g_activeHotbar) then
                button:ApplyStyle(ZO_GetPlatformTemplate("ZO_UltimateActionButton"))
                button:SetShowBindingText(style.showNormalBindingTextOnUltimate)
                button:ApplyAnchor(g_actionBarButtons[ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1].slot, style.ultimateSlotOffsetX)
                button:UpdateUltimateMeter()
                local backBarButton = g_backBarSlots[physicalSlot]
                if backBarButton then
                    backBarButton:ApplyStyle(ZO_GetPlatformTemplate("ZO_ActionBarTimer_BackBarSlot_Ultimate"))
                    backBarButton:ApplyAnchor(button.slot, style.backRowUltimateSlotOffsetY)
                end
                g_companionUltimateButton:ApplyStyle(ZO_GetPlatformTemplate("ZO_UltimateActionButton"))
                g_companionUltimateButton:SetShowBindingText(style.showNormalBindingTextOnUltimate)
                local IS_ANCHORED_LEFT = true
                g_companionUltimateButton:ApplyAnchor(g_actionBarButtons[ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1].slot, style.ultimateSlotOffsetX, IS_ANCHORED_LEFT)
                g_companionUltimateButton:UpdateUltimateMeter()
                SetCompanionAnchors()
            end
        end
    end
    g_quickslotButton:ApplyStyle(buttonTemplate)
    ZO_ActionBar1:GetNamedChild("KeybindBG"):SetHidden(not style.showKeybindBG)
    ZO_WeaponSwap_SetPermanentlyHidden(ZO_ActionBar1:GetNamedChild("WeaponSwap"), not style.showWeaponSwapButton)
end
local function PlayBackBarSwapAnimation(physicalSlot)
    local style = GetPlatformConstants()
    local offsetY
    if ZO_ActionBar_IsUltimateSlot(physicalSlot:GetSlot(), physicalSlot:GetHotbarCategory()) then
        offsetY = style.backRowUltimateSlotOffsetY
    else
        offsetY = style.backRowSlotOffsetY
    end
    physicalSlot:ApplySwapAnimationStyle(offsetY)
    physicalSlot.backBarSwapAnimation:PlayFromStart()
end
local function UpdateAllSlotsForActiveHotbar(didActiveHotbarChange)
        -- update bar category
        g_activeHotbar = GetActiveHotbarCategory()
        if g_activeHotbar == HOTBAR_CATEGORY_PRIMARY or g_activeHotbar == HOTBAR_CATEGORY_BACKUP then
            if g_activeHotbar == HOTBAR_CATEGORY_PRIMARY then
                g_backHotbar = HOTBAR_CATEGORY_BACKUP
            else
                g_backHotbar = HOTBAR_CATEGORY_PRIMARY
            end
            for _, physicalSlot in pairs(g_backBarSlots) do
                physicalSlot:SetActive(true)
            end
        else
            for _, physicalSlot in pairs(g_backBarSlots) do
                physicalSlot:SetActive(false)
            end
        end
        -- update bar slots
        if didActiveHotbarChange then
            for _, physicalSlot in pairs(g_actionBarButtons) do
                if physicalSlot.hotbarSwapAnimation then
                    physicalSlot.noUpdates = true
                    physicalSlot.hotbarSwapAnimation:PlayFromStart()
                    physicalSlot.timerSwapAnimation:PlayFromStart()
                    physicalSlot.stackCountSwapAnimation:PlayFromStart()
                end
            end
            for _, physicalSlot in pairs(g_backBarSlots) do
                if physicalSlot.backBarSwapAnimation then
                    physicalSlot.noUpdates = true
                    PlayBackBarSwapAnimation(physicalSlot)
                end
            end
        else
            g_activeWeaponSwapInProgress = false
            UpdateAllSlots()
        end
end
    local function OnHotbarSlotUpdated(_, actionSlotIndex, hotbarCategory)
        HandleSlotChanged(actionSlotIndex, hotbarCategory)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_HOTBAR_SLOT_UPDATED, OnHotbarSlotUpdated)
    local function OnHotbarSlotStateUpdated(_, actionSlotIndex, hotbarCategory)
        HandleSlotStateChanged(actionSlotIndex, hotbarCategory)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_HOTBAR_SLOT_STATE_UPDATED, OnHotbarSlotStateUpdated)
    local function OnActiveCompanionStateChanged()
        HandleSlotChanged(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, HOTBAR_CATEGORY_COMPANION)
        SetCompanionAnchors()
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_COMPANION_STATE_CHANGED, OnActiveCompanionStateChanged)
    local function OnActiveHotbarUpdated(event, didActiveHotbarChange)
        UpdateAllSlotsForActiveHotbar(didActiveHotbarChange)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOTS_ACTIVE_HOTBAR_UPDATED, OnActiveHotbarUpdated)
    local function OnAllHotbarsUpdated(event)
        g_activeWeaponSwapInProgress = false
        UpdateAllSlots()
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOTS_ALL_HOTBARS_UPDATED, OnAllHotbarsUpdated)
    local function OnActionSlotAbilityUsed(_, actionSlotIndex)
        HandleAbilityUsed(actionSlotIndex)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_ABILITY_USED, OnActionSlotAbilityUsed)
    
    local function OnActionUpdateCooldowns()
        for i, button in pairs(g_actionBarButtons) do
            button:UpdateCooldown()
        end
        g_quickslotButton:UpdateCooldown()
        g_companionUltimateButton:UpdateCooldown()
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_UPDATE_COOLDOWNS, OnActionUpdateCooldowns)
    local function OnInventoryChanged()
        for _, physicalSlot in pairs(g_actionBarButtons) do
            if physicalSlot then
                local slotType = GetSlotType(physicalSlot:GetSlot())
                if slotType == ACTION_TYPE_ABILITY or slotType == ACTION_TYPE_CRAFTED_ABILITY then
                    physicalSlot:UpdateState()
                end
            end
        end
        local quickslotSlotType = GetSlotType(g_quickslotButton:GetSlot(), HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
        if quickslotSlotType == ACTION_TYPE_ITEM then
            g_quickslotButton:SetupCount()
            g_quickslotButton:UpdateState()
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_INVENTORY_FULL_UPDATE, OnInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_OPEN_BANK, OnInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CLOSE_BANK, OnInventoryChanged)
    local function OnPersonalityChanged()
        local slotNum = g_quickslotButton:GetSlot()
        local quickslotSlotType = GetSlotType(slotNum, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
        if quickslotSlotType == ACTION_TYPE_EMOTE then
            HandleSlotChanged(slotNum, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_PERSONALITY_CHANGED, OnPersonalityChanged)
    local function OnCursorPickup(_, cursorType, param1, param2, param3)
        if cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL then
            ShowHiddenButtons()
        end
        if cursorType == MOUSE_CONTENT_ACTION and ZO_ABILITY_DROP_CALLOUT_VALIDITY_FUNCTION_BY_ACTION_TYPE[param1] then
            ShowAppropriateAbilityActionButtonDropCallouts(param1, param3)
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CURSOR_PICKUP, OnCursorPickup)
    local function OnCursorDropped(_, cursorType)
        if cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL then
            HideHiddenButtons()
        end
        if cursorType == MOUSE_CONTENT_ACTION then
            HideAllAbilityActionButtonDropCallouts()
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CURSOR_DROPPED, OnCursorDropped)
    local function OnPowerUpdate(_, unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax)
        g_actionBarButtons[ACTION_BAR_ULTIMATE_SLOT_INDEX + 1]:SetUltimateMeter(powerPool)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_POWER_UPDATE, OnPowerUpdate)
    EVENT_MANAGER:AddFilterForEvent("ZO_ActionBar", EVENT_POWER_UPDATE, REGISTER_FILTER_POWER_TYPE, COMBAT_MECHANIC_FLAGS_ULTIMATE, REGISTER_FILTER_UNIT_TAG, "player")
    local function OnCompanionPowerUpdate(_, unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax)
        g_companionUltimateButton:SetUltimateMeter(powerPool)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBarCompanion", EVENT_POWER_UPDATE, OnCompanionPowerUpdate)
    EVENT_MANAGER:AddFilterForEvent("ZO_ActionBarCompanion", EVENT_POWER_UPDATE, REGISTER_FILTER_POWER_TYPE, COMBAT_MECHANIC_FLAGS_ULTIMATE, REGISTER_FILTER_UNIT_TAG, "companion")
    local function OnItemSlotChanged(_, itemSoundCategory)
        PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_SLOT)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ITEM_SLOT_CHANGED, OnItemSlotChanged)
    local function OnActiveQuickslotChanged(_, actionSlotIndex)
        HandleSlotChanged(actionSlotIndex, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_QUICKSLOT_CHANGED, OnActiveQuickslotChanged)
    local function OnPlayerActivated()
        UpdateAllSlots()
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
    local function OnActiveWeaponPairChanged(eventCode, activeWeaponPair)
        if activeWeaponPair ~= g_actionBarActiveWeaponPair then
            g_activeWeaponSwapInProgress = true
            g_actionBarButtons[ACTION_BAR_ULTIMATE_SLOT_INDEX + 1]:UpdateUltimateMeter()
            g_actionBarActiveWeaponPair = activeWeaponPair
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_WEAPON_PAIR_CHANGED, OnActiveWeaponPairChanged)
    local function OnActionSlotEffectUpdated(_, hotbarCategory, actionSlotIndex)
        HandleSlotEffectUpdated(actionSlotIndex, hotbarCategory)
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_EFFECT_UPDATE, OnActionSlotEffectUpdated)
    local function OnActionSlotEffectsCleared(event)
        for _, physicalSlot in pairs(g_backBarSlots) do
            physicalSlot:SetFillBar(0, 0)
        end
        for _, physicalSlot in pairs(g_actionBarButtons) do
            physicalSlot:SetTimer(0)
            physicalSlot:SetStackCount(0)
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_EFFECTS_CLEARED, OnActionSlotEffectsCleared)
    local function OnCollectionUpdated()
        local UNUSED = nil
        --ZO_ActionBar_GetButton always returns the quickslot button when the category is HOTBAR_CATEGORY_QUICKSLOT_WHEEL, so there is no reason to pass in a slot
        local button = ZO_ActionBar_GetButton(UNUSED, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
        if button then
            local slotId = button:GetSlot()
            if ZO_UtilityWheelValidateOrClearSlot(slotId, HOTBAR_CATEGORY_QUICKSLOT_WHEEL) then
                HandleSlotChanged(slotId, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
            end
        end
    end
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectionUpdated", OnCollectionUpdated)
end
    g_keybindBG = control:GetNamedChild("KeybindBG")
    local weaponSwap = control:GetNamedChild("WeaponSwap")
    local platformConstants = GetPlatformConstants()
    local xOffset = platformConstants.weaponSwapOffsetX
    local yOffset = platformConstants.weaponSwapOffsetY
    weaponSwap:SetAnchor(TOPLEFT, nil, TOPLEFT, xOffset, yOffset)
    local MAIN_BAR_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_ActionButton",
        showBinds = true,
        parentBar = control,
    }
    local QUICKSLOT_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_ActionButton",
        showBinds = true,
        parentBar = control,
        isQuickslot = true,
    }
    --Quick Bar Slot
    local quickslotButton = MakeActionButton(1, QUICKSLOT_STYLE, QuickslotActionButton)
    quickslotButton:SetupBounceAnimation()
    local function OnSwapAnimationHalfDone(animation, button, isBackBarSlot)
        if not isBackBarSlot then
            --Order matters. HandleSlotChanged should be called before we try to update the ultimate meter
            button:HandleSlotChanged(g_activeHotbar)
            local slotNum = button:GetSlot()
            if ZO_ActionBar_IsUltimateSlot(slotNum, g_activeHotbar) then
                button:UpdateUltimateMeter()
            end
            local timeRemainingMS = GetActionSlotEffectTimeRemaining(slotNum, g_activeHotbar)
            button:SetTimer(timeRemainingMS)
            local stackCount = GetActionSlotEffectStackCount(slotNum, g_activeHotbar)
            button:SetStackCount(stackCount)
        else
            local slotNum = button:GetSlot()
            local timeRemainingMS = GetActionSlotEffectTimeRemaining(slotNum, g_backHotbar)
            local durationMS = GetActionSlotEffectDuration(slotNum, g_backHotbar)
            button:SetFillBar(timeRemainingMS, durationMS)
            button:HandleSlotChanged(g_backHotbar)
        end
    end
    local function OnSwapAnimationDone(animation, button)
        button.noUpdates = false
            g_activeWeaponSwapInProgress = false
        end
    end
    local function SetupSwapAnimation(button)
    end
    --Main Bar
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1 do
        local barButton = MakeActionButton(i, MAIN_BAR_STYLE, ActionButton)
        SetupSwapAnimation(barButton)
        barButton:SetupBounceAnimation()
        barButton:SetupTimerSwapAnimation()
    end
    local ULTIMATE_BUTTON_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_UltimateActionButton",
        showBinds = true,
        parentBar = control,
    }
    --Ultimate Button
    local ultimateButton = MakeActionButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, ULTIMATE_BUTTON_STYLE, ActionButton)
    SetupSwapAnimation(ultimateButton)
    ultimateButton:SetupBounceAnimation()
    ultimateButton:SetupKeySlideAnimation()
    ultimateButton:SetupTimerSwapAnimation()
    ultimateButton:UpdateUltimateMeter()
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ULTIMATE_ABILITY_COST_CHANGED, function() ultimateButton:UpdateUltimateMeter() end)
    local COMPANION_ULTIMATE_BUTTON_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_UltimateActionButton",
        showBinds = true,
        parentBar = control,
        isCompanion = true,
    }
    --Companion Ultimate Button
    local companionUltimateButton = MakeActionButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, COMPANION_ULTIMATE_BUTTON_STYLE, ActionButton)
    companionUltimateButton:SetupBounceAnimation()
    companionUltimateButton:SetupKeySlideAnimation()
    companionUltimateButton:SetupTimerSwapAnimation()
    companionUltimateButton:UpdateUltimateMeter()
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ULTIMATE_ABILITY_COST_CHANGED, function() companionUltimateButton:UpdateUltimateMeter() end)
    local BACK_BAR_STYLE =
    {
        template = "ZO_ActionBarTimer_BackBarSlot",
        parentBar = control,
        isBackBar = true,
    }
    --Back Bar
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1 do
        local backBarButton = MakeActionButton(i, BACK_BAR_STYLE, ZO_ActionBarTimer)
        SetupSwapAnimation(backBarButton)
    end
    local BACK_BAR_ULTIMATE_STYLE =
    {
        template = "ZO_ActionBarTimer_BackBarSlot_Ultimate",
        parentBar = control,
        isBackBar = true,
    }
    --Back Bar Ultimate
    local ultimateBackBarButton = MakeActionButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, BACK_BAR_ULTIMATE_STYLE, ZO_ActionBarTimer)
    SetupSwapAnimation(ultimateBackBarButton)
    local FORCE_INITIAL_HOTBAR_UPDATE = true
    UpdateAllSlotsForActiveHotbar(FORCE_INITIAL_HOTBAR_UPDATE)
    ZO_PlatformStyle:New(ApplyStyle, KEYBOARD_CONSTANTS, GAMEPAD_CONSTANTS)
    ACTION_BAR_FRAGMENT = ZO_HUDFadeSceneFragment:New(control)
end