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end
local narrationInfo =
{
end ,
local narrations = { }
if selectedEntry then
else
--If an entry is not selected, just narrate the current category name for the wheel
if hotbarCategory ~= ZO_UTILITY_WHEEL_HOTBAR_CATEGORY_HIDDEN then
end
end
return narrations
end ,
}
end
end
if selectedEntry then
--Only add this keybind if overrideTooltipScrollEnabled is not set
else
end
--tooltip update on active item
if slotType == ACTION_TYPE_COLLECTIBLE then
elseif slotType == ACTION_TYPE_ITEM then
GAMEPAD_TOOLTIPS : LayoutItemWithStackCountSimple ( self . tooltipType , itemLink , ZO_ITEM_TOOLTIP_INVENTORY_TITLE_COUNT )
elseif slotType == ACTION_TYPE_QUEST_ITEM then
elseif slotType == ACTION_TYPE_EMOTE then
elseif slotType == ACTION_TYPE_QUICK_CHAT then
elseif slotType == ACTION_TYPE_NOTHING then
else
end
else
end
end
--Re-narrate when the selection changes
end
end
self . radialMenu = ZO_RadialMenu : New ( self . control , "ZO_AssignableUtilityWheelSlot_Gamepad_Template" , nil , "SelectableItemRadialMenuEntryAnimation" , "RadialMenu" , nil , nil , nil , self . data . showKeybinds )
--Store entry controls to animate with later
end
--If we are showing keybinds, do not show name labels in any circumstance
else
--Only the emote wheel shows name labels by default
end
local NOT_SELECTED = false
local NO_STACK_COUNT = nil
ZO_SetupSelectableItemRadialMenuEntryTemplate ( entryControl , NOT_SELECTED , slotType ~= ACTION_TYPE_NOTHING and itemCount or NO_STACK_COUNT )
end
end
{
-- Toggle tooltip input
{
else
end
end ,
end ,
} ,
}
end
for i = actionBarOffset + 1 , actionBarOffset + numSlots do
local slotData =
{
slotIndex = i ,
}
end
end
if slot then
local slotIcon = ZO_UTILITY_SLOT_EMPTY_TEXTURE
if physicalSlotType ~= ACTION_TYPE_NOTHING then
end
if physicalSlotType == ACTION_TYPE_EMOTE then
local found = emoteInfo ~= nil
if found then
if emoteInfo . isOverriddenByPersonality then
else
end
end
elseif physicalSlotType == ACTION_TYPE_QUICK_CHAT then
end
elseif physicalSlotType ~= ACTION_TYPE_NOTHING then
end
local slotData =
{
slotIndex = physicalSlot ,
}
end
self . radialMenu : UpdateFirstEntryByFilter ( DoesSlotPassFilter , name , slotIcon , slotIcon , nil , slotData )
end
if physicalSlotType ~= ACTION_TYPE_NOTHING and playAnimation and slotControl and not slotControl : IsHidden ( ) then
end
--Show the center icon if we were waiting for an update to do so
local PLAY_ANIMATION = true
end
end
end
--Order matters. Clear the tooltip before cycling hotbar categories
--Re-narrate when cycling between hotbar categories
end
end
for i = 1 , numSlots do
end
local slotNum
slotNum = FindActionSlotMatchingSimpleAction ( self . pendingSlotData . slotType , self . pendingSlotData . actionId , hotbarCategory )
slotNum = FindActionSlotMatchingItem ( self . pendingSlotData . bagId , self . pendingSlotData . itemSlotIndex , hotbarCategory )
end
if slotNum then
--The center icon will appear on the next slot update
--This is so we can sync the appearance of the icon with the clearing of the corresponding slot
end
end
end
else
end
end
--Clear out any pending updates to the center icon
end
--Narrate the header when the utility wheel is first activated
local NARRATE_HEADER = true
end
end
if pendingSlotData . actionId then
SelectSlotSimpleAction ( pendingSlotData . slotType , pendingSlotData . actionId , actionSlotIndex , hotbarCategory )
elseif pendingSlotData . bagId and pendingSlotData . itemSlotIndex then
SelectSlotItem ( pendingSlotData . bagId , pendingSlotData . itemSlotIndex , actionSlotIndex , hotbarCategory )
else
end
if clearPending then
end
--Re-narrate when the pending entry is assigned to a slot
end
--No need to refresh the pending icon if we aren't showing it in the first place
end
end
end
{
slotType = slotType ,
actionId = actionId ,
}
end
end
{
slotType = ACTION_TYPE_ITEM ,
bagId = bagId ,
itemSlotIndex = itemSlotIndex ,
}
end
end
end
--Get the name of the currently pending data (if we have any)
if pendingData then
local slotType = pendingData . slotType
if slotType == ACTION_TYPE_COLLECTIBLE then
if collectibleData then
end
elseif slotType == ACTION_TYPE_ITEM then
if pendingData . bagId and pendingData . itemSlotIndex then
return zo_strformat ( SI_TOOLTIP_ITEM_NAME , GetItemName ( pendingData . bagId , pendingData . itemSlotIndex ) )
end
elseif slotType == ACTION_TYPE_QUEST_ITEM then
elseif slotType == ACTION_TYPE_EMOTE then
if emoteInfo then
if emoteInfo . isOverriddenByPersonality then
else
return emoteInfo . displayName
end
end
elseif slotType == ACTION_TYPE_QUICK_CHAT then
end
else
end
end
return ""
end
do
local slotEnabled
local slotIcon
if slotType == ACTION_TYPE_COLLECTIBLE then
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( self . pendingSlotData . actionId )
if collectibleData then
end
elseif slotType == ACTION_TYPE_ITEM then
local icon , _ , _ , meetsUsageRequirements = GetItemInfo ( self . pendingSlotData . bagId , self . pendingSlotData . itemSlotIndex )
slotEnabled = meetsUsageRequirements
end
elseif slotType == ACTION_TYPE_QUEST_ITEM then
slotEnabled = true
elseif slotType == ACTION_TYPE_EMOTE then
if emoteInfo then
if emoteInfo . isOverriddenByPersonality then
else
end
slotEnabled = true
end
elseif slotType == ACTION_TYPE_QUICK_CHAT then
slotEnabled = true
else
end
local iconColor = slotEnabled and DEFAULT_CENTER_ICON_COLOR or CENTER_ICON_DISABLED_COLOR
else
--If we have no pending data then there is nothing to show
end
end
else
end
end
end
if playAnimation then
end
end
end
end
end
--If we successfully set the selected radial entry, manually call OnSelectionChanged
end
end
end
end
end
end |