Back to Home

ESO Lua File v101041

ingame/crafting/craftingutils.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
--[[ Crafting Create Screen Base ]]--
ZO_CraftingCreateScreenBase = ZO_InitializingObject:Subclass()
function ZO_CraftingCreateScreenBase:Create(numIterations)
    assert(false, "Override me")
end
-- To be used with the C APIs, eg. CreateTradeskillItem(tradeskillObject:GetAllCraftingParameters())
-- Lua limitation:
-- writing tradeskillObject:GetAllCraftingParameters(), numIterations would truncate the crafting
-- parameters to only the first return, so each implementation of
-- GetAllCraftingParameters should manually place that argument at the end themselves
function ZO_CraftingCreateScreenBase:GetAllCraftingParameters(numIterations)
    assert(false, "Override me")
    -- return implementation defined
end
function ZO_CraftingCreateScreenBase:GetResultItemLink()
    assert(false, "Override me")
    -- should return resultItemLink
end
function ZO_CraftingCreateScreenBase:GetMultiCraftNumResults(numIterations)
    assert(false, "Override me")
    -- should return numResults
end
function ZO_CraftingCreateScreenBase:IsCraftable()
    assert(false, "Override me")
    -- should return bool
end
function ZO_CraftingCreateScreenBase:GetMultiCraftMaxIterations()
    -- override me
    return 1
end
function ZO_CraftingCreateScreenBase:ShouldCraftButtonBeEnabled()
    assert(false, "Override me")
    -- should return bool, errorString
end
function ZO_CraftingCreateScreenBase:ShouldMultiCraftButtonBeEnabled()
    local enabled, errorString = self:ShouldCraftButtonBeEnabled()
    if not enabled then
        return enabled, errorString
    end
    return self:GetMultiCraftMaxIterations() > 1
end
--[[ Crafting Multi Slot Base ]]--
ZO_CraftingMultiSlotBase = ZO_InitializingCallbackObject:Subclass()
function ZO_CraftingMultiSlotBase:Initialize(owner, control, slotType, emptyTexture, multipleItemsTexture, craftingInventory, emptySlotIconTexture)
    self.owner = owner
    self.control = control
    self.slotType = slotType
    self.emptyTexture = emptyTexture
    self.multipleItemsTexture = multipleItemsTexture
    self.craftingInventory = craftingInventory
    if emptySlotIconTexture then
        self.emptyTexture = emptySlotIconTexture
        self.useEmptySlotIcon = true
        self.emptySlotOverrideIcon = self.control:GetNamedChild("EmptySlotIcon")
        internalassert(self.emptySlotOverrideIcon ~= nil)
    end
    -- required
    self.inventorySlotIcon = self.control:GetNamedChild("Icon")
    self.dropCallout = self.control:GetNamedChild("DropCallout")
    -- optional
    self.iconBg = self.control:GetNamedChild("IconBg")
    self.items = {}
    self:Refresh()
end
function ZO_CraftingMultiSlotBase:ShowDropCallout(isCorrectType)
    self.dropCallout:SetHidden(false)
    if isCorrectType then
        self.dropCallout:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
    else
        self.dropCallout:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
    end
end
function ZO_CraftingMultiSlotBase:HideDropCallout()
    self.dropCallout:SetHidden(true)
end
-- Use to validate a list of virtually stacked items created from EnumerateInventorySlotsAndAddToScrollData
-- validItemFilterFn is optional
function ZO_CraftingMultiSlotBase:ValidateItemId(validItemIds, validItemFilterFn)
    local failed = false
    local itemsChanged = false
    for idx, item in ZO_NumericallyIndexedTableReverseIterator(self.items) do
        local bagId, slotIndex, itemInstanceId = item.bagId, item.slotIndex, item.itemInstanceId
        local itemInfo = validItemIds[itemInstanceId]
        if itemInfo and (validItemFilterFn == nil or validItemFilterFn(itemInfo.bag, itemInfo.index)) then
            itemsChanged = itemsChanged or item.bagId ~= itemInfo.bag or item.slotIndex ~= itemInfo.index
            item.bagId, item.slotIndex = itemInfo.bag, itemInfo.index
        else
            itemsChanged = true
            table.remove(self.items, idx)
            failed = true
        end
    end
    self:Refresh()
    if itemsChanged then
        self:FireCallbacks("ItemsChanged")
    end
    return not failed
end
do
    local function MatchesValidItemSlot(item, validItems)
        for i, validItem in ipairs(validItems) do
            if item.bagId == validItem.bagId and item.slotIndex == validItem.slotIndex then
                return true
            end
        end
        return false
    end
    -- Use to validate a list of slotDatas created from GetIndividualInventorySlotsAndAddToScrollData
    -- validItemFilterFn is optional
    function ZO_CraftingMultiSlotBase:ValidateSlottedItem(validItems, validItemFilterFn)
        local failed = false
        local needsValidation = {}
        for i = 1, #self.items do
            needsValidation[i] = true
        end
        for idx, item in ipairs(self.items) do
            if MatchesValidItemSlot(item, validItems) and (validItemFilterFn == nil or validItemFilterFn(item.bagId, item.slotIndex)) then
                needsValidation[idx] = nil
            end
        end
        if next(needsValidation) then
            -- There are items that were not validated, clear them out
            failed = true
            for i = #self.items, 1, -1 do
                if needsValidation[i] then
                    table.remove(self.items, i)
                end
            end
        end
        self:Refresh()
        if failed then
            self:FireCallbacks("ItemsChanged")
            return false
        else
            return true
        end
    end
end
function ZO_CraftingMultiSlotBase:ClearItemsInternal()
end
function ZO_CraftingMultiSlotBase:ClearItems()
    if self:HasItems() then
        self:ClearItemsInternal()
        self:Refresh()
        self:FireCallbacks("ItemsChanged")
        return true
    end
    return false
end
-- Crafting slots work off of virtual inventories, so this item is used to represent all items with the instance id that is slotted here, not just this slot
function ZO_CraftingMultiSlotBase:AddItemInternal(bagId, slotIndex)
    if bagId and slotIndex and not self:ContainsBagAndSlot(bagId, slotIndex) then
        local item =
        {
            bagId = bagId,
            slotIndex = slotIndex,
            itemInstanceId = GetItemInstanceId(bagId, slotIndex),
        }
        table.insert(self.items, item)
        return true
    end
    return false
end
function ZO_CraftingMultiSlotBase:AddItem(bagId, slotIndex)
    local addedItem = self:AddItemInternal(bagId, slotIndex)
    self:Refresh()
    if addedItem then
        self:FireCallbacks("ItemSlotted", bagId, slotIndex)
        self:FireCallbacks("ItemsChanged")
    end
    return addedItem
end
function ZO_CraftingMultiSlotBase:RemoveItem(bagId, slotIndex)
    local removedItem = false
    for idx, item in ipairs(self.items) do
        if item.bagId == bagId and item.slotIndex == slotIndex then
            table.remove(self.items, idx)
            removedItem = true
            break
        end
    end
    self:Refresh()
    if removedItem then
        self:FireCallbacks("ItemsChanged")
    end
    return removedItem
end
function ZO_CraftingMultiSlotBase:Refresh()
    local numItems = #self.items
    local isEmpty = numItems == 0
    local icon
    local quantity
    if isEmpty then
        icon = self.emptyTexture
        quantity = 0
        ZO_Inventory_BindSlot(self.control, self.slotType, nil, nil)
    elseif numItems == 1 then
        local bagId, slotIndex = self:GetItemBagAndSlot(1)
        icon = GetItemInfo(bagId, slotIndex)
        quantity = self:GetStackCount()
        ZO_Inventory_BindSlot(self.control, self.slotType, slotIndex, bagId)
    else
        icon = self.multipleItemsTexture
        quantity = 0 -- hide quantity label
        ZO_Inventory_BindSlot(self.control, SLOT_TYPE_MULTIPLE_PENDING_CRAFTING_COMPONENTS, nil, nil)
    end
    local MEETS_REQUIREMENTS = nil
    local LOCKED = nil
    if self:HasAnimationRefs() then
        ZO_ItemSlot_SetupSlotBase(self.control, quantity, icon, MEETS_REQUIREMENTS, LOCKED, self:ShouldBeVisible())
    else
        ZO_ItemSlot_SetupSlot(self.control, quantity, icon, MEETS_REQUIREMENTS, LOCKED, self:ShouldBeVisible())
    end
    if self.iconBg then
        self.iconBg:SetHidden(not isEmpty)
    end
    if self.useEmptySlotIcon then
        if icon == "" then
            -- Empty string represents no icon, in this case we should just hide both inventory slot icon and our empty slot override
            self.emptySlotOverrideIcon:SetHidden(true)
            self.inventorySlotIcon:SetHidden(true)
        else
            self.emptySlotOverrideIcon:SetTexture(icon)
            self.emptySlotOverrideIcon:SetHidden(not isEmpty)
            self.inventorySlotIcon:SetHidden(isEmpty)
        end
    end
    self:UpdateTooltip()
end
function ZO_CraftingMultiSlotBase:GetStackCount()
    local quantity = 0
    if self.craftingInventory then
        for index = 1, self:GetNumItems() do
            -- non virtual items will have a stack count of 0, but we know that they represent exactly one in quantity
            quantity = quantity + zo_max(1, self.craftingInventory:GetStackCount(self:GetItemBagAndSlot(index)))
        end
    end
    return quantity
end
function ZO_CraftingMultiSlotBase:AddAnimationRef()
    self.animationRefs = (self.animationRefs or 0) + 1
end
function ZO_CraftingMultiSlotBase:RemoveAnimationRef()
    self.animationRefs = self.animationRefs - 1
    if self.animationRefs == 0 then
        self:Refresh()
    end
end
function ZO_CraftingMultiSlotBase:HasAnimationRefs()
    return self.animationRefs ~= nil and self.animationRefs > 0
end
function ZO_CraftingMultiSlotBase:HasItems()
    return #self.items > 0
end
function ZO_CraftingMultiSlotBase:HasOneItem()
    return #self.items == 1
end
function ZO_CraftingMultiSlotBase:HasMultipleItems()
    return #self.items > 1
end
function ZO_CraftingMultiSlotBase:GetNumItems()
    return #self.items
end
function ZO_CraftingMultiSlotBase:GetItemBagAndSlot(itemIndex)
    local item = itemIndex and self.items[itemIndex]
    if item then
        return item.bagId, item.slotIndex
    end
    return nil
end
function ZO_CraftingMultiSlotBase:GetItemInstanceId(itemIndex)
    local item = itemIndex and self.items[itemIndex]
    if item then
        return item.itemInstanceId
    end
    return nil
end
function ZO_CraftingMultiSlotBase:ContainsItemId(itemId)
    for _, item in ipairs(self.items) do
        if item.itemInstanceId == itemId then
            return true
        end
    end
    return false
end
function ZO_CraftingMultiSlotBase:ContainsBagAndSlot(bagId, slotIndex)
    for _, item in ipairs(self.items) do
        if item.bagId == bagId and item.slotIndex == slotIndex then
            return true
        end
    end
    return false
end
function ZO_CraftingMultiSlotBase:IsSlotControl(slotControl)
    return self.control == slotControl
end
function ZO_CraftingMultiSlotBase:GetControl()
    return self.control
end
function ZO_CraftingMultiSlotBase:UpdateTooltip()
    if self.control == WINDOW_MANAGER:GetMouseOverControl() then
    end
end
function ZO_CraftingMultiSlotBase:SetEmptyTexture(emptyTexture)
    self.emptyTexture = emptyTexture
    self:Refresh()
end
function ZO_CraftingMultiSlotBase:SetMultipleItemsTexture(multipleItemsTexture)
    self.multipleItemsTexture = multipleItemsTexture
    self:Refresh()
end
function ZO_CraftingMultiSlotBase:ShouldBeVisible()
    -- To be overridden if managing the visibility of the slot
    return true
end
--[[ Crafting Slot Base ]]--
-- This is a multislot that only permits single items. The multislot API can
-- be used, but the old single-slot api has been implemented on top.
-- Attempting to add multiple items using AddItem() will instead replace the
-- current item.
ZO_CraftingSlotBase = ZO_CraftingMultiSlotBase:Subclass()
function ZO_CraftingSlotBase:Initialize(owner, control, slotType, emptyTexture, craftingInventory, emptySlotIcon)
    return ZO_CraftingMultiSlotBase.Initialize(self, owner, control, slotType, emptyTexture, "", craftingInventory, emptySlotIcon)
end
function ZO_CraftingSlotBase:SetItem(bagId, slotIndex)
    -- can be overriden for custom functionality, but should still call base or SetupItem
    self:SetupItem(bagId, slotIndex)
end
function ZO_CraftingSlotBase:SetupItem(bagId, slotIndex)
    local oldBagId, oldSlotIndex = self:GetBagAndSlot()
    self:AddItemInternal(bagId, slotIndex)
    self:Refresh()
    if oldBagId ~= bagId or oldSlotIndex ~= slotIndex then
        self:FireCallbacks("ItemsChanged")
    end
end
function ZO_CraftingSlotBase:AddItem(bagId, slotIndex)
    -- instead of adding, replace existing items
    self:SetItem(bagId, slotIndex)
end
function ZO_CraftingSlotBase:GetBagAndSlot()
    return self:GetItemBagAndSlot(1)
end
function ZO_CraftingSlotBase:IsBagAndSlot(bagId, slotIndex)
    return self:ContainsBagAndSlot(bagId, slotIndex)
end
function ZO_CraftingSlotBase:HasItem()
    return self:HasItems()
end
function ZO_CraftingSlotBase:IsItemId(itemId)
    return self:ContainsItemId(itemId)
end
function ZO_CraftingSlotBase:GetItemId()
    return self:GetItemInstanceId(1)
end
     -- Use the double click behavior as the single click behavior for consistency with all
     -- other aspects of the Crafting UI.
     self:SetHandler("OnClicked", self:GetHandler("OnMouseDoubleClick"))
     self:SetHandler("OnMouseDoubleClick", nil)
    self.animation = ANIMATION_MANAGER:CreateTimelineFromVirtual("CraftingGlowAlphaAnimation", self:GetNamedChild("Glow"))
    local icon = self:GetNamedChild("Icon")
    icon:ClearAnchors()
    icon:SetAnchor(CENTER, self, CENTER)
end
--[[ Crafting Slot Animation Base ]]--
ZO_CraftingSlotAnimationBase = ZO_Object:Subclass()
function ZO_CraftingSlotAnimationBase:New(...)
    local craftingSlotAnimationBase = ZO_Object.New(self)
    craftingSlotAnimationBase:Initialize(...)
    return craftingSlotAnimationBase
end
function ZO_CraftingSlotAnimationBase:Initialize(sceneName, visibilityPredicate)
    self.slots = {}
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", function()
        if SCENE_MANAGER:IsShowing(sceneName) and (not visibilityPredicate or visibilityPredicate()) then
            self:Play(sceneName)
        end
    end)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function() self:Stop() end)
end
function ZO_CraftingSlotAnimationBase:AddSlot(slot)
    self.slots[#self.slots + 1] = slot
end
function ZO_CraftingSlotAnimationBase:Clear()
    if #self.slots > 0 then
        self.slots = {}
    end
end
function ZO_CraftingSlotAnimationBase:Play(sceneName)
    -- intended to be overridden
end
function ZO_CraftingSlotAnimationBase:Stop(sceneName)
    -- intended to be overridden
end
--[[ Global Utils ]]--
    if cost > 0 then
        if GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) >= cost then
            return zo_strformat(SI_CRAFTING_PERFORM_CRAFT, ZO_Currency_FormatKeyboard(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_AMOUNT_ICON))
        end
        return zo_strformat(SI_CRAFTING_PERFORM_CRAFT, ZO_Currency_FormatKeyboard(CURT_MONEY, cost, ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON))
    end
    return GetString(SI_CRAFTING_PERFORM_FREE_CRAFT)
end
    local function OnCraftStarted()
        if not menuBar:IsHidden() then
            ZO_MenuBar_SetAllButtonsEnabled(menuBar, false)
        end
    end
    local function OnCraftCompleted()
        ZO_MenuBar_SetAllButtonsEnabled(menuBar, true)
        ZO_MenuBar_UpdateButtons(menuBar, true)
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", OnCraftStarted)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", OnCraftCompleted)
end
    local function UpdateKeyBindDescriptorGroup()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(keybindStripDescriptor)
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", UpdateKeyBindDescriptorGroup)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", UpdateKeyBindDescriptorGroup)
end
    local function OnCraftStarted()
        if not editBox:IsHidden() then
            editBox:SetEditEnabled(false)
        end
    end
    local function OnCraftCompleted()
        editBox:SetEditEnabled(true)
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", OnCraftStarted)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", OnCraftCompleted)
end
local function ConnectStandardObjectToCraftingProcess(object)
    local function OnCraftStarted()
        if not object:GetControl():IsHidden() then
            object:SetEnabled(false)
        end
    end
    local function OnCraftCompleted()
        object:SetEnabled(true)
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", OnCraftStarted)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", OnCraftCompleted)
end
    ConnectStandardObjectToCraftingProcess(horizontalScrollList)
end
end
    local function OnCraftStarted()
        if not checkBox:IsHidden() then
            ZO_CheckButton_SetEnableState(checkBox, false)
        end
    end
    local function OnCraftCompleted()
        ZO_CheckButton_SetEnableState(checkBox, true)
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", OnCraftStarted)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", OnCraftCompleted)
end
end
end
    local function OnCraftStarted()
        if not button:IsHidden() then
            if overrideSetEnabled then
                overrideSetEnabled(false)
            else
                button:SetEnabled(false)
            end
        end
    end
    local function OnCraftCompleted()
        if overrideSetEnabled then
            overrideSetEnabled(true)
        else
            button:SetEnabled(true)
        end
    end
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", OnCraftStarted)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", OnCraftCompleted)
end
    local traits = {}
    for traitType = ITEM_TRAIT_TYPE_ITERATION_BEGIN, ITEM_TRAIT_TYPE_ITERATION_END do
        local traitIndex = traitType + 1
        local _, name, icon, sellPrice, meetsUsageRequirement, itemStyle, quality = GetSmithingTraitItemInfo(traitIndex)
        local hasTrait = traitType ~= ITEM_TRAIT_TYPE_NONE
        if name ~= "" or not hasTrait then
            table.insert(traits, {
                type = traitType,
                index = traitIndex,
                name = name,
                icon = hasTrait and icon or "EsoUI/Art/Crafting/crafting_smithing_noTrait.dds",
                sellPrice = sellPrice,
                meetsUsageRequirement = meetsUsageRequirement,
                itemStyle = itemStyle,
                quality = quality,
            })
        end
    end
    return traits
end
do
    internalassert(SMITHING_FILTER_TYPE_MAX_VALUE == 7, "Update for new smithing filters")
    local ITEM_FILTER_TO_SMITHING_FILTER =
    {
       [ITEMFILTERTYPE_WEAPONS] = SMITHING_FILTER_TYPE_WEAPONS,
       [ITEMFILTERTYPE_ARMOR] = SMITHING_FILTER_TYPE_ARMOR,
       [ITEMFILTERTYPE_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY,
    }
    function ZO_CraftingUtils_GetSmithingFilterFromItem(bagId, slotIndex)
        local itemFilters = {GetItemFilterTypeInfo(bagId, slotIndex)}
        for _, itemFilter in ipairs(itemFilters) do
            local smithingFilter = ITEM_FILTER_TO_SMITHING_FILTER[itemFilter] 
            if smithingFilter then
                return smithingFilter
            end
        end
        return SMITHING_FILTER_TYPE_RAW_MATERIALS
    end
        return ITEM_FILTER_TO_SMITHING_FILTER[itemFilter] 
    end
    local SMITHING_FILTER_TO_ITEM_FILTER =
    {
        [SMITHING_FILTER_TYPE_WEAPONS] = ITEMFILTERTYPE_WEAPONS,
        [SMITHING_FILTER_TYPE_SET_WEAPONS] = ITEMFILTERTYPE_WEAPONS,
        [SMITHING_FILTER_TYPE_ARMOR] = ITEMFILTERTYPE_ARMOR,
        [SMITHING_FILTER_TYPE_SET_ARMOR] = ITEMFILTERTYPE_ARMOR,
        [SMITHING_FILTER_TYPE_JEWELRY] = ITEMFILTERTYPE_JEWELRY,
        [SMITHING_FILTER_TYPE_SET_JEWELRY] = ITEMFILTERTYPE_JEWELRY,
    }
    function ZO_CraftingUtils_GetItemFilterFromSmithingFilter(smithingFilter)
        return SMITHING_FILTER_TO_ITEM_FILTER[smithingFilter]
    end
    local TRAIT_CATEGORY_TO_SMITHING_FILTER =
    {
       [ITEM_TRAIT_TYPE_CATEGORY_WEAPON] = SMITHING_FILTER_TYPE_WEAPONS,
       [ITEM_TRAIT_TYPE_CATEGORY_ARMOR] = SMITHING_FILTER_TYPE_ARMOR,
       [ITEM_TRAIT_TYPE_CATEGORY_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY,
    }
    function ZO_CraftingUtils_GetSmithingFilterFromTrait(traitType)
        return TRAIT_CATEGORY_TO_SMITHING_FILTER[GetItemTraitTypeCategory(traitType)]
    end
    local SMITHING_FILTER_TO_BASE_FILTER =
    {
        [SMITHING_FILTER_TYPE_WEAPONS] = SMITHING_FILTER_TYPE_WEAPONS,
        [SMITHING_FILTER_TYPE_SET_WEAPONS] = SMITHING_FILTER_TYPE_WEAPONS,
        [SMITHING_FILTER_TYPE_ARMOR] = SMITHING_FILTER_TYPE_ARMOR,
        [SMITHING_FILTER_TYPE_SET_ARMOR] = SMITHING_FILTER_TYPE_ARMOR,
        [SMITHING_FILTER_TYPE_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY,
        [SMITHING_FILTER_TYPE_SET_JEWELRY] = SMITHING_FILTER_TYPE_JEWELRY,
    }
    function ZO_CraftingUtils_GetBaseSmithingFilter(smithingFilter)
        return SMITHING_FILTER_TO_BASE_FILTER[smithingFilter]
    end
    function ZO_CraftingUtils_IsBaseSmithingFilter(smithingFilter)
        if SMITHING_FILTER_TO_BASE_FILTER[smithingFilter] == nil then
            return true
        end
        return SMITHING_FILTER_TO_BASE_FILTER[smithingFilter] == smithingFilter
    end
    function ZO_CraftingUtils_CanSmithingFilterBeCraftedHere(smithingFilter)
        local baseFilter = ZO_CraftingUtils_GetBaseSmithingFilter(smithingFilter)
        if smithingFilter ~= baseFilter and not CanSmithingSetPatternsBeCraftedHere() then
            return false
        end
        if baseFilter == SMITHING_FILTER_TYPE_WEAPONS then
            return CanSmithingWeaponPatternsBeCraftedHere()
        elseif baseFilter == SMITHING_FILTER_TYPE_ARMOR then
            return CanSmithingApparelPatternsBeCraftedHere()
        elseif baseFilter == SMITHING_FILTER_TYPE_JEWELRY then
            return CanSmithingJewelryPatternsBeCraftedHere()
        end
    end
end
do
    local g_isCrafting = false
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStarted", function()
        g_isCrafting = true
    end)
    CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function()
        g_isCrafting = false
    end)
        return g_isCrafting or IsAwaitingCraftingProcessResponse()
    end
end
    return ZO_Smithing_IsSceneShowing()
            or SYSTEMS:IsShowing(ZO_ALCHEMY_SYSTEM_NAME)
            or ZO_Enchanting_IsSceneShowing()
            or ZO_Provisioner_IsSceneShowing()
end
-- Crafting screens virtualize each item into stacks, but only refining items
-- can properly support deconstruction by virtual stack. In all other cases, eg.
-- enchanting, we need to send a message with each slot represented by the
-- virtual stack, which is what this function prepares for us.
function ZO_CraftingUtils_AddVirtualStackToDeconstructMessageAsRealStacks(virtualBagId, virtualSlotIndex, quantityToAdd)
    local instanceId = GetItemInstanceId(virtualBagId, virtualSlotIndex)
    local ALL_MATCHING_ITEMS = nil
    -- When there are more slots than items to add, we want to prioritize
    -- backpack items over bank items. Since the loop that adds these items pops
    -- from the end, we should generate our slots list so that the end of the list holds all the backpack items
    local slots = PLAYER_INVENTORY:GenerateAllSlotsInVirtualStackedItem(ALL_MATCHING_ITEMS, instanceId, INVENTORY_BANK, INVENTORY_BACKPACK)
    while quantityToAdd > 0 and slots[1] do
        local slot = table.remove(slots)
        local stackCount = zo_min(slot.stackCount, quantityToAdd)
        if not AddItemToDeconstructMessage(slot.bagId, slot.slotIndex, stackCount) then
            return false
        end
        quantityToAdd = quantityToAdd - stackCount
    end
    return quantityToAdd == 0 -- did we add as many items as we requested?
end
ZO_CRAFTING_TOOLTIP_STYLES = ZO_DeepTableCopy(ZO_TOOLTIP_STYLES)
for key,value in pairs(ZO_CRAFTING_TOOLTIP_STYLES) do
    value["horizontalAlignment"] = TEXT_ALIGN_CENTER
    if key ~= "topSection" then
        value["layoutPrimaryDirectionCentered"] = true
    end
end
do
    local CRAFTING_TYPE_TO_BOOSTER_ITEM_TYPE =
    {
        [CRAFTING_TYPE_BLACKSMITHING] = ITEMTYPE_BLACKSMITHING_BOOSTER,
        [CRAFTING_TYPE_CLOTHIER] = ITEMTYPE_CLOTHIER_BOOSTER,
        [CRAFTING_TYPE_WOODWORKING] = ITEMTYPE_WOODWORKING_BOOSTER,
        [CRAFTING_TYPE_JEWELRYCRAFTING] = ITEMTYPE_JEWELRYCRAFTING_BOOSTER,
    }
    function ZO_CraftingUtils_GetBoosterItemType(craftingType)
        return CRAFTING_TYPE_TO_BOOSTER_ITEM_TYPE[craftingType]
    end
end