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--------------------------
-- Skill Style Selector --
--------------------------
ZO_SKILL_STYLE_ICON_SELECTOR_PICK_KEYBOARD_SIZE = 96
ZO_SKILL_STYLE_ICON_SELECTOR_PICK_KEYBOARD_PADDING = - 16
ZO_SKILL_STYLE_ICON_SELECTOR_ICON_KEYBOARD_SIZE = 64
ZO_SKILL_STYLE_ICON_SELECTOR_ICON_KEYBOARD_OFFSET_X = 16
ZO_SKILL_STYLE_ICON_SELECTOR_ICON_KEYBOARD_OFFSET_Y = 0
--[[ Expected Attributes for Skill Style Selector Icon
gridListClass - The class object from which self.skillStyleSelectorGridList will be created,
entryTemplate - The name of the template control to be used for an icon in the view that allows a skill style to select its icon,
entryWidth - The width to be used for the the entryTemplate,
entryHeight - The height to be used for the entryTemplate,
entryPaddingX - The padding in pixels between icons horizontally,
entryPaddingY - The padding in pixels between icons vertically,
narrationText - Optional: The text used to narrate the entry when using screen narration. Can be a function or a string,
]]
{
gridListClass = ZO_GridScrollList_Keyboard ,
entryTemplate = "ZO_SkillStyle_SelectorIcon_Keyboard_Control" ,
entryWidth = ZO_SKILL_STYLE_ICON_SELECTOR_PICK_KEYBOARD_SIZE ,
entryHeight = ZO_SKILL_STYLE_ICON_SELECTOR_PICK_KEYBOARD_SIZE ,
entryPaddingX = ZO_SKILL_STYLE_ICON_SELECTOR_PICK_KEYBOARD_PADDING ,
entryPaddingY = ZO_SKILL_STYLE_ICON_SELECTOR_PICK_KEYBOARD_PADDING ,
}
end
end
end
end
local NO_AUTO_FILL_ROWS = nil
local RESIZE_TO_FIT_COLUMN_MAX = 5
local RESIZE_TO_FIT_ROW_MAX = 4
self . skillStyleSelectorGridList = templateData . gridListClass : New ( self . control , NO_AUTO_FILL_ROWS , RESIZE_TO_FIT_COLUMN_MAX , RESIZE_TO_FIT_ROW_MAX )
end
local HIDE_CALLBACK = nil
self . skillStyleSelectorGridList : AddEntryTemplate ( templateData . entryTemplate , templateData . entryWidth , templateData . entryHeight , skillStyleSelectorEntrySetup , HIDE_CALLBACK , nil , templateData . entryPaddingX , templateData . entryPaddingY )
end
end
end
else
end
end
end
local collectibleId = GetProgressionSkillAbilityFxOverrideCollectibleIdByIndex ( self . skillData . progressionId , index )
if collectibleData then
{
iconIndex = index ,
collectibleId = collectibleId ,
collectibleData = collectibleData ,
}
end
return nil
end
end
end
end
end
end
end
return true
end
end
return false
end
local selectedData = gridData [ newIconIndex ]
if selectedData then
if collectibleData and not collectibleData : IsBlocked ( ) and collectibleData : IsUnlocked ( ) and not collectibleData : IsActive ( ) then
end
end
end
end |