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local ITEM_BUY_CURRENCY_OPTIONS =
{
showTooltips = false ,
font = "ZoFontGameShadow" ,
iconSide = RIGHT ,
}
local DATA_TYPE_STORE_ITEM = 1
local STORE_ITEMS = false
-------------------
--Store Manager
-------------------
end
local INVENTORY_TYPE_LIST = { INVENTORY_BACKPACK }
if newState == SCENE_FRAGMENT_SHOWING then
end
elseif newState == SCENE_FRAGMENT_HIDING then
end
end
end
end )
{
title =
{
} ,
buttons =
{
[ 1 ] =
{
end ,
} ,
[ 2 ] =
{
}
}
} )
return zo_min ( zo_max ( GetStoreEntryMaxBuyable ( entryIndex ) , 1 ) , MAX_STORE_WINDOW_STACK_QUANTITY ) -- always attempt to let one item be bought, just to show the error; ensure that the quantity can't go above 999
end
self . buyMultipleSpinner : RegisterCallback ( "OnValueChanged" , function ( ) self : RefreshBuyMultiple ( ) end )
ZO_ScrollList_AddDataType ( self . list , DATA_TYPE_STORE_ITEM , "ZO_StoreEntrySlot" , 52 , function ( currentControl , data ) self : SetUpBuySlot ( currentControl , data ) end , nil , nil , ZO_InventorySlot_OnPoolReset )
end
-- We are using shared sort headers from the inventory, but store sorts its entries by value
-- differently, so we need to swap out the sort key
local typicalHiddenColumns =
{
[ "statusSortOrder" ] = true ,
[ "traitInformationSortOrder" ] = true ,
}
local gearHiddenColumns =
{
[ "statusSortOrder" ] = true ,
[ "traitInformationSortOrder" ] = true ,
}
local tabData =
{
-- Custom data
hiddenColumns = hiddenColumns ,
activeTabText = filterString ,
-- Menu bar data
normal = normal ,
pressed = pressed ,
highlight = highlight ,
}
return tabData
end
{
CreateNewTabFilterData ( ITEMFILTERTYPE_MISCELLANEOUS , "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds" , typicalHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_FURNISHING , "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds" , "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds" , "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds" , typicalHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_CRAFTING , "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds" , typicalHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_CONSUMABLE , "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds" , typicalHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_JEWELRY , "EsoUI/Art/Crafting/jewelry_tabIcon_icon_up.dds" , "EsoUI/Art/Crafting/jewelry_tabIcon_down.dds" , "EsoUI/Art/Crafting/jewelry_tabIcon_icon_over.dds" , gearHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_ARMOR , "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds" , gearHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_WEAPONS , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds" , gearHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_COLLECTIBLE , "EsoUI/Art/MainMenu/menuBar_collections_up.dds" , "EsoUI/Art/MainMenu/menuBar_collections_down.dds" , "EsoUI/Art/MainMenu/menuBar_collections_over.dds" , typicalHiddenColumns ) ,
CreateNewTabFilterData ( ITEMFILTERTYPE_ALL , "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds" , typicalHiddenColumns ) ,
}
local menuBarData =
{
initialButtonAnchorPoint = RIGHT ,
buttonTemplate = "ZO_StoreTab" ,
normalSize = 51 ,
downSize = 64 ,
buttonPadding = - 15 ,
animationDuration = 180 ,
}
end
end
-- Ensure that all dialogs related to the store also close when interaction ends
end
end
end
end
end
end
end
end
end
if cursorType == MOUSE_CONTENT_INVENTORY_ITEM then
end
end
end
if newState == SCENE_SHOWING then
-- set search context before calling InitializeStore, since that can add the
-- inventory fragment which will set a search context on showing (which is immediate)
PLAYER_INVENTORY : SelectAndChangeSort ( INVENTORY_BACKPACK , ITEMFILTERTYPE_ALL , "sellInformationSortOrder" , ZO_SORT_ORDER_UP )
elseif newState == SCENE_HIDDEN then
local REMOVE_CONTEXT = nil
end
PLAYER_INVENTORY : SelectAndChangeSort ( INVENTORY_BACKPACK , ITEMFILTERTYPE_ALL , "statusSortOrder" , ZO_SORT_ORDER_DOWN )
end
end
end )
end
end
if defaultSortField == STORE_DEFAULT_SORT_FIELD_NAME then
self . sortHeaderGroup : SelectHeaderByKey ( "name" , ZO_SortHeaderGroup . SUPPRESS_CALLBACKS , ZO_SortHeaderGroup . FORCE_RESELECT , ZO_SORT_ORDER_UP )
elseif defaultSortField == STORE_DEFAULT_SORT_FIELD_VALUE then
self . sortHeaderGroup : SelectHeaderByKey ( "stackBuyPrice" , ZO_SortHeaderGroup . SUPPRESS_CALLBACKS , ZO_SortHeaderGroup . FORCE_RESELECT , ZO_SORT_ORDER_UP )
end
end
else
end
end
end
return {
normal = normal ,
pressed = pressed ,
highlight = highlight ,
}
end
{
{
end ,
}
}
--Buy Button
"EsoUI/Art/Vendor/vendor_tabIcon_buy_down.dds" ,
"EsoUI/Art/Vendor/vendor_tabIcon_buy_over.dds" )
--Sell Button
"EsoUI/Art/Vendor/vendor_tabIcon_sell_down.dds" ,
"EsoUI/Art/Vendor/vendor_tabIcon_sell_over.dds" )
--Buy Back Button
"EsoUI/Art/Vendor/vendor_tabIcon_buyBack_down.dds" ,
"EsoUI/Art/Vendor/vendor_tabIcon_buyBack_over.dds" )
--Repair Button
"EsoUI/Art/Vendor/vendor_tabIcon_repair_down.dds" ,
"EsoUI/Art/Vendor/vendor_tabIcon_repair_over.dds" )
end
end
self . modeBar : Add ( SI_STORE_MODE_SELL , { INVENTORY_FRAGMENT , BACKPACK_STORE_LAYOUT_FRAGMENT } , self . sellButtonData , self . stackAllButton )
end
end
do
local DONT_COUNT_STOLEN_ITEMS = true
{
-- Repair All
{
return zo_strformat ( SI_REPAIR_ALL_KEYBIND_TEXT , ZO_Currency_FormatKeyboard ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON ) )
end
return zo_strformat ( SI_REPAIR_ALL_KEYBIND_TEXT , ZO_Currency_FormatKeyboard ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON ) )
end ,
visible = function ( ) return self . windowMode == ZO_STORE_WINDOW_MODE_NORMAL and CanStoreRepair ( ) and GetRepairAllCost ( ) > 0 end ,
end ,
} ,
-- Sell All Junk
{
return self . windowMode == ZO_STORE_WINDOW_MODE_NORMAL and HasAnyJunk ( BAG_BACKPACK , DONT_COUNT_STOLEN_ITEMS )
end ,
end ,
} ,
--End Preview
{
end ,
end ,
} ,
}
end
end
if numUsedSlots < numSlots then
self . freeSlotsLabel : SetText ( zo_strformat ( SI_INVENTORY_BACKPACK_REMAINING_SPACES , numUsedSlots , numSlots ) )
else
self . freeSlotsLabel : SetText ( zo_strformat ( SI_INVENTORY_BACKPACK_COMPLETELY_FULL , numUsedSlots , numSlots ) )
end
end
end
end
-- Manage hiding columns that show/hide depending on the current filter. If the sort was on a column that becomes hidden
-- then the sort needs to pick a new column. Currently this always falls back to the name key.
-- User wanted to sort by a column that's gone!
-- Fallback to name.
end
end
--Hide inventory capacity for collectibles since they don't take up space
end
for i = 1 , # itemData . filterData do
return true
end
end
return false
end
local sortKeys =
{
stackBuyPrice = { tiebreaker = "stackBuyPriceCurrency1" , isNumeric = true } ,
stackBuyPriceCurrency1 = { tiebreaker = "stackBuyPriceCurrency2" , isNumeric = true } ,
stackBuyPriceCurrency2 = { tiebreaker = "name" , isNumeric = true } ,
sellInformationSortOrder = { tiebreaker = "name" , isNumeric = true } ,
}
return ZO_TableOrderingFunction ( entry1 . data , entry2 . data , self . sortHeaderGroup : GetCurrentSortKey ( ) , sortKeys , self . sortHeaderGroup : GetSortDirection ( ) )
end
end
end
end
end
local HIDE_GOLD_AMOUNT = 0 -- if showPlayerGold is false then we pass in 0 as the amount to hide the gold display
local shownGoldAmount = showPlayerGold and GetCurrencyAmount ( CURT_MONEY , GetCurrencyPlayerStoredLocation ( CURT_MONEY ) ) or HIDE_GOLD_AMOUNT
ZO_CurrencyControl_SetCurrencyData ( self . currencyMoneyDisplay , CURT_MONEY , shownGoldAmount , showPlayerGold )
-- We're laying out the player alternate currency labels this way to ensure that we never display more than two labels, even if
-- more than two are applicable to this store, and to ensure that they maintain a consistent priority
if currencyType ~= CURT_MONEY then
local playerHeldCurrencyAmount = GetCurrencyAmount ( currencyType , GetCurrencyPlayerStoredLocation ( currencyType ) )
end
end
end
--The last filter added is the farthest left, so to the player it should be "first"
local lastFilter
if ( data . filterType == ITEMFILTERTYPE_ALL and self . showAllFilter ) or self . usedFilterTypes [ data . filterType ] then
end
end
if lastFilter then
end
end
local numUsedStoreFilters = 0
numUsedStoreFilters = numUsedStoreFilters + 1
end
end
-- We only want to show the all filter if we aren't showing one specific filter
-- because then all and the specific filter would have the same contents
end
end
end
end
-- Set info about what slot this is, on the top level slot control
slotControl . index = slotIndex
nameControl : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_TOOLTIP , ITEM_TOOLTIP_COLOR_QUEST_ITEM_NAME ) )
elseif slotControl . isCollectible then
else
-- data.quality is deprecated, included here for addon backwards compatibility
local qualityColor
else
end
end
else
end
local locked = false
if not data . meetsRequirementsToBuy and ZO_StoreManager_DoesBuyStoreFailureLockEntry ( data . buyStoreFailure ) then
locked = true
end
ZO_CurrencyControl_SetCurrencyData ( priceControl , CURT_MONEY , data . stackBuyPrice , CURRENCY_DONT_SHOW_ALL , not self : HasEnoughCurrencyToBuyItem ( CURT_MONEY , data . stackBuyPrice ) )
ZO_CurrencyControl_SetCurrencyData ( priceControl , currencyType1 , data . currencyQuantity1 , CURRENCY_DONT_SHOW_ALL , not self : HasEnoughCurrencyToBuyItem ( currencyType1 , data . stackBuyPriceCurrency1 ) , data . slotIndex , 1 )
ZO_CurrencyControl_SetCurrencyData ( priceControl , currencyType2 , data . currencyQuantity2 , CURRENCY_DONT_SHOW_ALL , not self : HasEnoughCurrencyToBuyItem ( currencyType2 , data . stackBuyPriceCurrency2 ) , data . slotIndex , 2 )
end
end
end
if quantity ~= 0 then
end
end
end
local icon , _ , stack , price , _ , meetsRequirementsToBuy , meetsRequirementsToEquip , _ , _ , currencyType1 , currencyQuantity1 ,
-- Set info about what slot this is, on the top level slot control
slotControl . index = entryIndex
-- Fill in the rest of the controls.
if stack ~= 1 then
else
end
ZO_ItemSlot_SetupUsableAndLockedColor ( slotControl , meetsRequirementsToBuy and meetsRequirementsToEquip )
local total = quantity * price
local type1Total = quantity * currencyQuantity1
local type2Total = quantity * currencyQuantity2
ZO_CurrencyControl_SetCurrencyData ( currencyControl , CURT_MONEY , total , CURRENCY_DONT_SHOW_ALL , not self : HasEnoughCurrencyToBuyItem ( CURT_MONEY , total ) )
ZO_CurrencyControl_SetCurrencyData ( currencyControl , currencyType1 , type1Total , CURRENCY_DONT_SHOW_ALL , not self : HasEnoughCurrencyToBuyItem ( currencyType1 , type1Total ) , entryIndex , 1 )
ZO_CurrencyControl_SetCurrencyData ( currencyControl , currencyType2 , type2Total , CURRENCY_DONT_SHOW_ALL , not self : HasEnoughCurrencyToBuyItem ( currencyType2 , type2Total ) , entryIndex , 2 )
end
end
ITEM_PREVIEW_KEYBOARD : ToggleInteractionCameraPreview ( FRAME_TARGET_STORE_WINDOW_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , RIGHT_PANEL_BG_EMPTY_WORLD_ITEM_PREVIEW_OPTIONS_FRAGMENT )
end
end
end
-------------------
-- Global functions
-------------------
if slotType == SLOT_TYPE_STORE_BUY then
local storeEntryIndex = inventorySlot . index
return storeEntryIndex
end
end
return nil
end
end
local cursor = MOUSE_CURSOR_DO_NOT_CARE
cursor = MOUSE_CURSOR_PREVIEW
end
end
end
-- left button for an inventory slot click will only try and drag and drop, but that
-- should be handled for us by the OnReceiveDrag handler, so if we left click
-- we'll do our custom behavior
end
else
end
end
end
end
end
end
end
end
end |