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CURRENCY_SHOW_ALL = true
CURRENCY_DONT_SHOW_ALL = false
CURRENCY_IGNORE_HAS_ENOUGH = false
CURRENCY_HAS_ENOUGH = false
CURRENCY_NOT_ENOUGH = true
local NOT_ENOUGH_COLOR = ZO_ERROR_COLOR
local DEFAULT_COLOR = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_GENERAL , INTERFACE_GENERAL_COLOR_ENABLED ) )
CURRENCY_TYPE_MONEY = 1
CURRENCY_TYPE_ALLIANCE_POINTS = 2
CURRENCY_TYPE_BATTLE_TOKENS = 3
CURRENCY_TYPE_ITEM = 4
CURRENCY_TYPE_RANK_POINTS = 5
CURRENCY_TYPE_INSPIRATION = 6
CURRENCY_TYPE_CROWNS = 7
-- Mapping from actual currencies to UI currency types
local currencyLookup =
{
[ CURT_MONEY ] = CURRENCY_TYPE_MONEY ,
[ CURT_ALLIANCE_POINTS ] = CURRENCY_TYPE_ALLIANCE_POINTS ,
[ CURT_BATTLE_TOKENS ] = CURRENCY_TYPE_BATTLE_TOKENS ,
[ CURT_ITEM ] = CURRENCY_TYPE_ITEM ,
}
return currencyLookup [ gameCurrency ]
end
local currencies =
{
[ CURRENCY_TYPE_MONEY ] =
{
} ,
[ CURRENCY_TYPE_ALLIANCE_POINTS ] =
{
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_ALLIANCE_POINTS ) ) ,
} ,
[ CURRENCY_TYPE_BATTLE_TOKENS ] =
{
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_BATTLE_TOKENS ) ) ,
} ,
[ CURRENCY_TYPE_RANK_POINTS ] =
{
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_RANK_POINTS ) ) ,
} ,
[ CURRENCY_TYPE_INSPIRATION ] =
{
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_INSPIRATION ) ) ,
} ,
[ CURRENCY_TYPE_CROWNS ] =
{
} ,
}
local ICON_PADDING = 4
local TEXTURE_SIZE = 16
local ITEM_ICON_TEXTURE_SIZE = 32
local MULTI_CURRENCY_PADDING = 8 -- the amount of space between each currency type in a control
local DEFAULT_CURRENCY_OPTIONS =
{
showTooltips = false ,
useShortFormat = false ,
font = "ZoFontGame" ,
iconSide = RIGHT ,
}
--[[
Used to set up an args table on a control that will show currencies.
This is done to prevent many reallocations of consistently used data.
Pass in the currency types that the control will be known to use.
(The control doesn't need to ALWAYS use them, but if you know all possible
types ahead of time, pass then in and a display subtable will be created for
each type.)
When you want to show the appropriate currency call ZO_CurrencyControl_SetCurrencyData
and set up the display parameters.
--]]
local currentIndex = 1
local currencyArgs = { }
if ( currencyType == CURRENCY_TYPE_ITEM ) then
currencyArgs [ i ] . index = currentIndex
currentIndex = currentIndex + 1
end
end
else
-- Mark all types as unused because we may not have the same data between calls
-- (Example: go to a store, not everything that's on sale will use the same currency types,
-- so we can only disable what we know about)
end
end
end
-- Use this function if you have a currency control that constantly needs to show arbitrary currency types, but only ever one (non-item) currency at a time
end
if ( showAll == nil ) then showAll = CURRENCY_SHOW_ALL end
if ( notEnough == nil ) then notEnough = CURRENCY_IGNORE_HAS_ENOUGH end
if ( showAll or ( amount > 0 ) ) then
displayData . amount = amount
displayData . isUsed = true
displayData . notEnough = notEnough
else
displayData . isUsed = false
end
end
local currentOffset = 1 -- used for finding the right item currency type
if ( offset ~= nil ) then
if ( offset == currentOffset ) then
else
currentOffset = currentOffset + 1
end
else
end
end
end
end
function ZO_CurrencyControl_SetCurrencyData ( control , currencyType , amount , showAll , notEnough , entryIndex , offset , currencyId , currencyIcon )
if ( displayData ) then
if ( showAll == nil ) then showAll = CURRENCY_SHOW_ALL end
if ( notEnough == nil ) then notEnough = CURRENCY_IGNORE_HAS_ENOUGH end
if ( showAll or ( amount > 0 ) ) then
displayData . amount = amount
displayData . isUsed = true
displayData . notEnough = notEnough
-- NOTE: Certain currency types always determine the notEnough value automatically. This could be calculated
-- externally...might need updates if that value can change after a currency control has been formatted.
if currencyType == CURRENCY_TYPE_ITEM then
displayData . slot = entryIndex -- Used to lookup tooltip information about this currency
displayData . offset = offset
elseif ( currencyType == CURRENCY_TYPE_ALLIANCE_POINTS ) then
end
else
displayData . isUsed = false
end
end
end
local CURRENCY_SUFFIXES = { "" , "K" , "M" , "B" } -- These may need to be localized, depending on design.
if useShortFormat then
if amount > 9999 then
local suffix = 1
local shortAmount = amount
while shortAmount > 999 do
shortAmount = shortAmount / 1000
suffix = suffix + 1
end
-- Round the number to two decimal places.
return shortAmount .. CURRENCY_SUFFIXES [ suffix ]
else
return amount
end
else
end
end
end
SetTooltipText ( InformationTooltip , zo_strformat ( SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT , GetString ( control . options . customTooltip ) ) )
else
SetTooltipText ( InformationTooltip , zo_strformat ( SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT , currencies [ control . type ] . name ) )
end
end
end
end
function ZO_CurrencyControl_SetSimpleCurrency ( self , currencyType , amount , options , showAll , notEnough )
end
local g_currencyStringFormatTable = { }
local showTooltips = true
local iconSide = RIGHT
local iconSize = nil
local overrideColor = nil
local overrideTexture = nil
options = options or DEFAULT_CURRENCY_OPTIONS
-- Show tooltips by default, only if showTooltips was explicitly set to false in options should
-- tooltips be turned off.
if ( options . showTooltips == false ) then
showTooltips = false
end
if ( options . font ) then
end
if ( options . iconSide ) then
iconSide = options . iconSide
end
if ( options . iconSize ) then
iconSize = options . iconSize
end
end
if ( options . overrideTexture ) then
overrideTexture = options . overrideTexture
end
local multiCurrencyPad = 0
local currencyStaticInfo = currencies [ currencyType ]
if ( currencyData . isUsed and ( currencyStaticInfo or currencyType == CURRENCY_TYPE_ITEM ) ) then
local amount = currencyData . amount
local currencyMarkup , iconMarkup
if ( currencyStaticInfo ) then
iconMarkup = string . format ( "|t%u:%u:%s|t" , iconSize or TEXTURE_SIZE , iconSize or TEXTURE_SIZE , overrideTexture or currencyStaticInfo . texture )
else
iconMarkup = string . format ( "|t%u:%u:%s|t" , iconSize or ITEM_ICON_TEXTURE_SIZE , iconSize or ITEM_ICON_TEXTURE_SIZE , tostring ( currencyData . texture ) )
end
if ( currencyData . notEnough ) then
else
if ( overrideColor ) then
elseif ( currencyStaticInfo ) then
else
end
end
-- If there are not multiple currencies then we can just set the color on the label. Otherwise, text must be colorized per currency fragment
else
end
if ( iconSide == LEFT ) then
currencyMarkup = string . format ( "|u%d:%d:currency:%s|u" , ICON_PADDING , multiCurrencyPad , formattedAmount )
else -- Treat everything else as the default of going on the right
currencyMarkup = string . format ( "|u%d:%d:currency:%s|u" , multiCurrencyPad , ICON_PADDING , formattedAmount )
end
end
-- Assume that there are more currencies, this is the whitespace to insert between them
multiCurrencyPad = MULTI_CURRENCY_PADDING
-- Needs to be handled with a table...this is for tooltips, so we need to figure out which region the mouse is over.
-- For now, it's last come, first serve...so if there is only a single currency type on the control this works fine.
if ( currencyType == CURRENCY_TYPE_ITEM ) then
end
end
end
end
end
end
else
end
end |