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--[[ Character Create Slider ]] --
local sliderObject = label : GetParent ( ) and label : GetParent ( ) : GetParent ( ) and label : GetParent ( ) : GetParent ( ) . sliderObject
local category = sliderObject . category
local formattedCollectibleName = ZO_SELECTED_TEXT : Colorize ( zo_strformat ( SI_ITEM_FORMAT_STR_TEXT1_TEXT2 , collectibleName , categoryName ) )
local appearanceTypeText = ZO_SELECTED_TEXT : Colorize ( overrideAppearanceName or GetString ( "SI_CHARACTERAPPEARANCENAME" , category ) )
local previewTypeToShow = ZO_SELECTED_TEXT : Colorize ( zo_strformat ( SI_CREATE_CHARACTER_GAMEPAD_PREVIEW_OPTION_FORMAT , GetString ( "SI_CHARACTERCREATEDRESSINGOPTION" , DRESSING_OPTION_YOUR_GEAR ) ) )
local descriptionText = zo_strformat ( SI_CHARACTER_CREATE_PREVIEWING_COLLECTIBLES_TOOLTIP_DESCRIPTION_FORMATTER , appearanceTypeText , formattedCollectibleName , previewTypeToShow , appearanceTypeText )
end
end
end
end
--[[ Character Create Appearance Slider ]] --
-- The mixin seems to override the class definition of SetData, so set it back to this class
end
function ZO_CharacterCreateAppearanceSlider_Keyboard : SetData ( appearanceName , numValues , displayName )
if collectibleId ~= nil then
else
end
end
end
--[[ Character Create Color Slider ]] --
-- Similar construction details to the ZO_CharacterCreateSlider_Keyboard.
-- The one main difference is that this comes from a common utility class, so it needs a little extra
-- for wiring up the subsystems. The internal object and control will be a ZO_ColorSwatchPicker, but this will wrap that in an interface
-- that makes it look like a CharCreate*Slider object.
end
end
for paletteIndex = 1 , numValues do
if legalInitialSetting then
end
end
if collectibleId ~= nil then
else
end
end
end
-- Override parent function, otherwise parent function will break if called for this class object
end
local randomValue = 1
-- If this is the initial randomization and we have some legal initial values
-- then only randomize over those values
else
-- Otherwise, pick a random value from the valid values
if maxValue > 0 then
end
end
end
end
end
end
--[[ Character Create Dropdown Slider ]] --
-- Similar interface to the ZO_CharacterCreateSlider_Keyboard, completely different internals.
-- The drop down is used to choose named appearance types.
end
end
function ZO_CharacterCreateDropdownSlider_Keyboard : SetName ( displayName , enumNameFallback , enumValue )
-- nothing to do for now, the only dropdown in use has its own section
end
--TODO: Look into an approach that works for more than just voice name
end
end
for valueIndex = 1 , numValues do
if legalInitialSetting then
end
end
end
local randomValue = 1
-- If this is the initial randomization and we have some legal initial values
-- then only randomize over those values
else
-- Otherwise, pick a random value from the valid values
if maxValue > 0 then
end
end
end
end
end
end
end
end
-- Override parent function, otherwise parent function will break if called for this class object
end
end
return true
end
end
end
end
-- Global / XML functions
end |