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----------------------- Restyle Station -----------------------local ALLOWS_DYEING = truelocal DISALLOW_DYEING = falselocal SPECIALIZED_COLLECTIBLE_CATEGORY_ENABLED = truelocal SPECIALIZED_COLLECTIBLE_CATEGORY_DISABLED = falselocal DERIVES_COLLECTIBLE_CATEGORIES_FROM_SLOTS = truelocal RESTYLE_MODE_CATEGORY_DATA ={ [RESTYLE_MODE_EQUIPMENT] = ZO_RestyleCategoryData:New(RESTYLE_MODE_EQUIPMENT, ALLOWS_DYEING, COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES, SPECIALIZED_COLLECTIBLE_CATEGORY_DISABLED, DERIVES_COLLECTIBLE_CATEGORIES_FROM_SLOTS), [RESTYLE_MODE_OUTFIT] = ZO_RestyleCategoryData:New(RESTYLE_MODE_OUTFIT, ALLOWS_DYEING, COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES, SPECIALIZED_COLLECTIBLE_CATEGORY_ENABLED, DERIVES_COLLECTIBLE_CATEGORIES_FROM_SLOTS), [RESTYLE_MODE_COMPANION_EQUIPMENT] = ZO_RestyleCategoryData:New(RESTYLE_MODE_COMPANION_EQUIPMENT, DISALLOW_DYEING, COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES, SPECIALIZED_COLLECTIBLE_CATEGORY_DISABLED, DERIVES_COLLECTIBLE_CATEGORIES_FROM_SLOTS, { EQUIP_SLOT_HEAD }), [RESTYLE_MODE_COMPANION_OUTFIT] = ZO_RestyleCategoryData:New(RESTYLE_MODE_COMPANION_OUTFIT, ALLOWS_DYEING, COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES, SPECIALIZED_COLLECTIBLE_CATEGORY_ENABLED, DERIVES_COLLECTIBLE_CATEGORIES_FROM_SLOTS, { EQUIP_SLOT_HEAD }), [RESTYLE_MODE_COMPANION_COLLECTIBLE] = ZO_RestyleCategoryData:New(RESTYLE_MODE_COMPANION_COLLECTIBLE, ALLOWS_DYEING),} ZO_RESTYLE_SCENE = ZO_InteractScene:New("restyle_station_keyboard", SCENE_MANAGER, ZO_DYEING_STATION_INTERACTION)end end end end end end endend MAIN_MENU_MANAGER:SetBlockingScene("restyle_station_keyboard", self.onBlockingSceneActivatedCallback) if not ZO_HasActiveOrBlockedCompanion() and self.currentSubTabDescriptor == self.companionSubTabDescriptor then local RESELECT_IF_SELECTED = true end endend if currentMode == RESTYLE_MODE_EQUIPMENT or currentMode == RESTYLE_MODE_OUTFIT or currentMode == RESTYLE_MODE_COMPANION_EQUIPMENT or currentMode == RESTYLE_MODE_COMPANION_OUTFIT then end if currentMode == RESTYLE_MODE_OUTFIT or currentMode == RESTYLE_MODE_COMPANION_OUTFIT then endendend if tabData.descriptor.isSubTab then else end if not tabData.descriptor.isSubTab then endendend end end ZO_RESTYLE_SHEET_WINDOW_KEYBOARD:ShowRevertRestyleChangesDialog("CONFIRM_REVERT_CHANGES", Confirm, Decline) else endend local DEFAULT_TOOLTIP_FUNCTION = nil local ALWAYS_SHOW_TOOLTIP = true end local RESELECT_IF_SELECTED = true end { } local equipmentTabData = ZO_MenuBar_GenerateButtonTabData(SI_DYEING_DYE_EQUIPMENT_TAB, self.equipmentTabDescriptor, "EsoUI/Art/Dye/dyes_tabIcon_dye_up.dds", "EsoUI/Art/Dye/dyes_tabIcon_dye_down.dds", "EsoUI/Art/Dye/dyes_tabIcon_dye_over.dds", "EsoUI/Art/Dye/dyes_tabIcon_dye_disabled.dds", function(...) self:LayoutEquipmentAppearanceTooltip(...) end, ALWAYS_SHOW_TOOLTIP, PlayerDrivenCallback) { } local collectiblesTabData = ZO_MenuBar_GenerateButtonTabData(SI_DYEING_DYE_COLLECTIBLE_TAB, self.collectiblesTabDescriptor, "EsoUI/Art/Dye/dyes_tabIcon_costumeDye_up.dds", "EsoUI/Art/Dye/dyes_tabIcon_costumeDye_down.dds", "EsoUI/Art/Dye/dyes_tabIcon_costumeDye_over.dds", "EsoUI/Art/Dye/dyes_tabIcon_costumeDye_disabled.dds", function(...) self:LayoutCollectionAppearanceTooltip(...) end, ALWAYS_SHOW_TOOLTIP, PlayerDrivenCallback) -- Sub Tabs end end end end { actorCategory = GAMEPLAY_ACTOR_CATEGORY_PLAYER, isSubTab = true, } local playerSubTabData = ZO_MenuBar_GenerateButtonTabData(SI_OUTFIT_PLAYER_SUB_TAB, self.playerSubTabDescriptor, "EsoUI/Art/Dye/dyes_tabIcon_player_up.dds", "EsoUI/Art/Dye/dyes_tabIcon_player_down.dds", "EsoUI/Art/Dye/dyes_tabIcon_player_over.dds", "EsoUI/Art/Dye/dyes_tabIcon_player_disabled.dds", DEFAULT_TOOLTIP_FUNCTION, ALWAYS_SHOW_TOOLTIP, PlayerDrivenCallback) { actorCategory = GAMEPLAY_ACTOR_CATEGORY_COMPANION, isSubTab = true, } local companionSubTabData = ZO_MenuBar_GenerateButtonTabData(SI_OUTFIT_COMPANION_SUB_TAB, self.companionSubTabDescriptor, "EsoUI/Art/Dye/dyes_tabIcon_companion_up.dds", "EsoUI/Art/Dye/dyes_tabIcon_companion_down.dds", "EsoUI/Art/Dye/dyes_tabIcon_companion_over.dds", "EsoUI/Art/Dye/dyes_tabIcon_companion_disabled.dds", function(...) self:LayoutCompanionTabTooltip(...) end, ALWAYS_SHOW_TOOLTIP, PlayerDrivenCallback) endend ZO_RESTYLE_SHEET_WINDOW_KEYBOARD:RegisterCallback("ModeSelectorDropdownChanged", self.updateKeybindCallback) EVENT_MANAGER:RegisterForEvent("ZO_RestyleStation", EVENT_ACTIVE_COMPANION_STATE_CHANGED, function() ZO_MenuBar_UpdateButtons(self.subTabs) end)end ZO_RESTYLE_SHEET_WINDOW_KEYBOARD:UnregisterCallback("DyeSlotClicked", self.onDyeSlotClickedCallback) ZO_RESTYLE_SHEET_WINDOW_KEYBOARD:UnregisterCallback("ModeSelectorDropdownChanged", self.updateKeybindCallback)endendend local IS_ENABLED = true else -- if we have the collectible tab selected, switch tabs it before disabling it -- so the highlights setup correctly end endend endend local DONT_SKIP_ANIMATION = false ZO_MenuBar_SelectDescriptor(self.subTabs, subTabDescriptor, DONT_SKIP_ANIMATION, reselectIfSelected) endend endend local title title = zo_strformat(SI_DYEING_COLLECTIBLE_STATUS, ZO_DEFAULT_ENABLED_COLOR:Colorize(GetString(SI_ESO_PLUS_STATUS_UNLOCKED))) else title = zo_strformat(SI_DYEING_COLLECTIBLE_STATUS, ZO_DEFAULT_ENABLED_COLOR:Colorize(GetString(SI_ESO_PLUS_STATUS_LOCKED))) endend endend local INITIAL_CONTEXT_MENU_REF_COUNT = 1 { -- Apply dye { keybind = "UI_SHORTCUT_SECONDARY", end, end, }, -- Uniform Randomize { end, keybind = "UI_SHORTCUT_TERTIARY", end, end, }, -- Undo { keybind = "UI_SHORTCUT_NEGATIVE", end, }, -- Special exit button { keybind = "UI_SHORTCUT_EXIT", local exitDestinationData = { showBaseScene = true, } end, }, -- Equip/Unequip { else end end, keybind = "UI_SHORTCUT_PRIMARY", return true end if restyleMode == RESTYLE_MODE_OUTFIT or restyleMode == RESTYLE_MODE_COMPANION_OUTFIT then if restyleSlotData then local slotManipulator = ZO_OUTFIT_MANAGER:GetOutfitSlotManipulatorFromRestyleSlotData(restyleSlotData) end end return false end, ZO_OUTFIT_STYLES_PANEL_KEYBOARD:OnRestyleOutfitStyleEntrySelected(ZO_OUTFIT_STYLES_PANEL_KEYBOARD:GetMouseOverEntryData(), INITIAL_CONTEXT_MENU_REF_COUNT) else local slotManipulator = ZO_OUTFIT_MANAGER:GetOutfitSlotManipulatorFromRestyleSlotData(restyleSlotData) end end, }, -- Change outfit name { keybind = "UI_SHORTCUT_QUATERNARY", return restyleMode == RESTYLE_MODE_OUTFIT end, ZO_Dialogs_ShowDialog("RENAME_OUFIT", { actorCategory = outfitManipulator:GetActorCategory(), outfitIndex = outfitManipulator:GetOutfitIndex() }, { initialEditText = outfitManipulator:GetOutfitName() }) end, }, }end --Do anything dye specific here if not restyleSlotData then if restyleMode == RESTYLE_MODE_OUTFIT or restyleMode == RESTYLE_MODE_COMPANION_OUTFIT then else end local outfitSlotManipulator = ZO_OUTFIT_MANAGER:GetOutfitSlotManipulatorFromRestyleSlotData(restyleSlotData) local DONT_REFRESH_IMMEDIATELY = false endend local companionSheet = ZO_RESTYLE_SHEET_WINDOW_KEYBOARD:GetSheetByMode(RESTYLE_MODE_COMPANION_COLLECTIBLE) endend-- Optionally pass in a table with destination data-- Currently supported:-- showBaseScene (bool)-- achievementId (uint)-- crownStoreSearch (string)-- crownStoreOpenOperation (MARKET_OPEN_OPERATION enum)-- preservePendingChanges (bool) local preservePendingChanges = exitDestinationData and exitDestinationData.preservePendingChanges or false end end ZO_RESTYLE_SHEET_WINDOW_KEYBOARD:ShowRevertRestyleChangesDialog("CONFIRM_REVERT_CHANGES", Confirm, Decline) else endend local preservePendingChanges = exitDestinationData and exitDestinationData.preservePendingChanges or false if restyleMode == RESTYLE_MODE_OUTFIT or restyleMode == RESTYLE_MODE_COMPANION_OUTFIT then end if exitDestinationData then if exitDestinationData.achievementId then elseif exitDestinationData.crownStoreSearch then assert(exitDestinationData.crownStoreOpenOperation ~= nil) -- Must always include an explicit open operation ShowMarketAndSearch(exitDestinationData.crownStoreSearch, exitDestinationData.crownStoreOpenOperation) elseif exitDestinationData.showBaseScene then end endendend if ZO_Dyeing_AreAllItemsBound(currentSheet:GetRestyleMode(), currentSheet:GetRestyleSetIndex()) then else endend endendendendendendendend------------------------------------------- Restyle Changes Cost Confirm Dialog ------------------------------------------- return objectenddo local IS_PLURAL = false local IS_UPPER = false label:SetText(zo_strformat(SI_CURRENCY_NAME_FORMAT, GetCurrencyName(currencyType, IS_PLURAL, IS_UPPER))) radioButton.currencyType = currencyType end self.radioButtonGroup:SetSelectionChangedCallback(function(radioButtonGroup, newControl, previousControl) end end) { title = { }, end, buttons = { { keybind = "DIALOG_PRIMARY", }, { keybind = "DIALOG_NEGATIVE", }, } }) endend local canSelectFlatCurrency = cost > 0 else endend local currencyType = clickedButton.currencyType local currencyOptions = { } local SHOW_ALL = true ZO_CurrencyControl_SetSimpleCurrency(self.costValueLabel, currencyType, displayedCost, currencyOptions, SHOW_ALL, self.notEnoughCurrency) ZO_CurrencyControl_SetSimpleCurrency(self.balanceValueLabel, currencyType, balance, currencyOptions)endend endendend |