Back to Home

ESO Lua File v100016

ingame/actionbar/actionbar.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
local g_actionBarButtons = {}
local g_showHiddenButtonsRefCount = 1
local g_actionBarActiveWeaponPair
local g_activeWeaponSwapInProgress = false
local ACTION_BUTTON_TEMPLATE = "ZO_ActionButton"
local ULTIMATE_ABILITY_BUTTON_TEMPLATE = "ZO_UltimateActionButton"
local function GetRemappedActionSlotNum(slotNum)
    if slotNum > ACTION_BAR_FIRST_UTILITY_BAR_SLOT and slotNum <= ACTION_BAR_FIRST_UTILITY_BAR_SLOT + ACTION_BAR_UTILITY_BAR_SIZE
    then
        return ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
    else
        return slotNum
    end
end
    for physicalSlot in pairs(g_actionBarButtons) do
        if GetSlotType(physicalSlot) ~= ACTION_TYPE_NOTHING then
            return true
        end
    end
    return false
end
function ZO_ActionBar_GetButton(slotNum)
    local remappedSlotNum = GetRemappedActionSlotNum(slotNum)
    return g_actionBarButtons[remappedSlotNum]
end
local function CanUseActionSlots()
    return ((not IsGameCameraActive() and not IsInteractionCameraActive()) or SCENE_MANAGER:IsShowing("hud")) and not IsUnitDead("player")
end
function ActionButtonDownAndUp(slotNum)
    if CanUseActionSlots() then
        local button = ZO_ActionBar_GetButton(slotNum)
        if button then
            button:HandlePressAndRelease()
        end
    end
end
function ActionButtonDown(slotNum)
    if CanUseActionSlots() then
        local button = ZO_ActionBar_GetButton(slotNum)
        if button then
            button:HandlePress()
        end
    end
end
function ActionButtonUp(slotNum)
    local button = ZO_ActionBar_GetButton(slotNum)
    if button then
        if CanUseActionSlots() then
            button:HandleRelease()
        else
            button:ResetVisualState() --in case CanUseActionSlots() returns false after ActionButtonDown already fired.
        end
    end
end
function AreActionBarsLocked()
    return GetSetting_Bool(SETTING_TYPE_ACTION_BARS, ACTION_BAR_SETTING_LOCK_ACTION_BARS)
end
    return (g_showHiddenButtonsRefCount > 0)
end
function ZO_ActionBar_AttemptPlacement(slotNum)
    PlaceInActionBar(slotNum)   -- Fails and shows an error if the button is locked
end
function ZO_ActionBar_AttemptPickup(slotNum)
    if(AreActionBarsLocked())
    then
        return
    end
    PickupAction(slotNum)   -- Fails and shows an error if the button is locked
    ClearTooltip(AbilityTooltip)
end
local g_currentUltimateMax = 0
local g_ultimateBarFull = nil
local g_ultimateReadyBurstTimeline = nil
local g_ultimateReadyLoopTimeline = nil
local g_ultimateFillTimeline = nil
local g_ultimateBarFillLeftTimeline = nil
local g_ultimateBarFillRightTimeline = nil
local ZO_ULTIMATE_BAR_GRADIENT_COLORS = { ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_BAR_START)), ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_BAR_END)) }
local ZO_ULTIMATE_BAR_FULL_GRADIENT_COLORS = { ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_FULL_BAR_START)), ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_FULL_BAR_END)) }
local function UpdateCurrentUltimateMax()
    local cost, mechanic = GetSlotAbilityCost(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
    if(mechanic == POWERTYPE_ULTIMATE)
    then
        g_currentUltimateMax = cost
    else
        g_currentUltimateMax = 0
    end
end
local function StopUltimateReadyAnimations()
    if(g_ultimateReadyBurstTimeline) then
        g_ultimateReadyBurstTimeline:Stop()
        g_ultimateReadyLoopTimeline:Stop()
    end
end
local function PlayUltimateReadyAnimations(ultimateReadyBurstTexture, ultimateReadyLoopTexture)
    if(not g_ultimateReadyBurstTimeline) then
        g_ultimateReadyBurstTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("UltimateReadyBurst", ultimateReadyBurstTexture)
        g_ultimateReadyLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("UltimateReadyLoop", ultimateReadyLoopTexture)
        g_ultimateReadyBurstTimeline:SetHandler("OnPlay", function() PlaySound(SOUNDS.ABILITY_ULTIMATE_READY) end)
        local function OnStop(self)
            if(self:GetProgress() == 1.0) then
                ultimateReadyBurstTexture:SetHidden(true)
                g_ultimateReadyLoopTimeline:PlayFromStart()
                ultimateReadyLoopTexture:SetHidden(false)
            end
        end
        g_ultimateReadyBurstTimeline:SetHandler("OnStop", OnStop)
    end
    if not g_activeWeaponSwapInProgress then
        if not g_ultimateReadyBurstTimeline:IsPlaying() and not g_ultimateReadyLoopTimeline:IsPlaying() then
            ultimateReadyBurstTexture:SetHidden(false)
            g_ultimateReadyBurstTimeline:PlayFromStart()
        end
    elseif not g_ultimateReadyLoopTimeline:IsPlaying() then
        g_ultimateReadyLoopTimeline:PlayFromStart()
        ultimateReadyLoopTexture:SetHidden(false)
    end
end
local function ResetUltimateFillAnimations()
    if g_ultimateBarFillLeftTimeline then
        g_ultimateBarFillLeftTimeline.currentOffset = 0
        g_ultimateBarFillRightTimeline.currentOffset = 0
        g_ultimateBarFillLeftTimeline:ClearAllCallbacks()
        g_ultimateBarFillRightTimeline:ClearAllCallbacks()
    end
end
local function StopAnimationTimeline(timeline)
    timeline:Stop()
end
local function PlayAnimationFromOffset(animation, newOffset)
    animation:ClearAllCallbacks()
    animation:InsertCallback(StopAnimationTimeline, newOffset)
    if newOffset == 0 then
        animation:PlayBackward()
    else
        animation:PlayFromStart(newOffset)
    end
    animation.currentOffset = newOffset
end
local function PlayUltimateFillAnimation(button, leftTexture, rightTexture, newPercentComplete, setProgressNoAnim)
    if not g_ultimateBarFillLeftTimeline then
        g_ultimateBarFillLeftTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("UltimateBarFillLoopAnimation", leftTexture)
        g_ultimateBarFillRightTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("UltimateBarFillLoopAnimation", rightTexture)
        g_ultimateBarFillRightTimeline:GetFirstAnimation():SetMirrorAlongY(true)
    end
    if not g_ultimateBarFillLeftTimeline:IsPlaying() then
        local duration = g_ultimateBarFillLeftTimeline:GetDuration()
        local offset = zo_floor(duration * newPercentComplete)
        if g_ultimateBarFillLeftTimeline.currentOffset ~= offset then
            PlayAnimationFromOffset(g_ultimateBarFillLeftTimeline, offset)
            PlayAnimationFromOffset(g_ultimateBarFillRightTimeline, offset)
            if offset == duration then
                if setProgressNoAnim then
                    button:AnchorKeysIn()
                else
                    button:PlayGlow()
                    button:SlideKeysIn()
                end
            elseif offset == 0 then
                button:SlideKeysOut()
            end
        end
    end
end
local function SetUltimateMeter(ultimateCount, setProgressNoAnim)
    local isSlotUsed = IsSlotUsed(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
    local ultimateButton = g_actionBarButtons[ACTION_BAR_ULTIMATE_SLOT_INDEX + 1]
    local ultimateSlot = ultimateButton.slot
    local barTexture = GetControl(ultimateSlot, "UltimateBar")
    local leadingEdge = GetControl(ultimateSlot, "LeadingEdge")
    local ultimateReadyBurstTexture = GetControl(ultimateSlot, "ReadyBurst")
    local ultimateReadyLoopTexture = GetControl(ultimateSlot, "ReadyLoop")
    local ultimateFillLeftTexture = GetControl(ultimateSlot, "FillAnimationLeft")
    local ultimateFillRightTexture = GetControl(ultimateSlot, "FillAnimationRight")
    local icon = GetControl(ultimateSlot, "Icon")
    local ultimateFillFrame = GetControl(ultimateSlot, "Frame")
    local isGamepad = IsInGamepadPreferredMode()
    
    if(isSlotUsed) then
        if(ultimateCount >= g_currentUltimateMax) then
            --hide progress bar
            barTexture:SetHidden(true)
            leadingEdge:SetHidden(true)
            -- Show fill bar if platform appropriate
            ultimateFillFrame:SetHidden(not isGamepad)
            ultimateFillLeftTexture:SetHidden(not isGamepad)
            ultimateFillRightTexture:SetHidden(not isGamepad)
            -- Set fill bar to full
            PlayUltimateFillAnimation(ultimateButton, ultimateFillLeftTexture, ultimateFillRightTexture, 1, setProgressNoAnim)
            PlayUltimateReadyAnimations(ultimateReadyBurstTexture, ultimateReadyLoopTexture)
        else
            --stop animation
            ultimateReadyBurstTexture:SetHidden(true)
            ultimateReadyLoopTexture:SetHidden(true)
            StopUltimateReadyAnimations()
            -- show platform appropriate progress bar
            barTexture:SetHidden(isGamepad)
            leadingEdge:SetHidden(isGamepad)
            ultimateFillLeftTexture:SetHidden(not isGamepad)
            ultimateFillRightTexture:SetHidden(not isGamepad)
            ultimateFillFrame:SetHidden(not isGamepad)
        
            -- update both platforms progress bars
            local slotHeight = ultimateSlot:GetHeight()
            local percentComplete = ultimateCount / g_currentUltimateMax
            local yOffset = zo_floor(slotHeight * (1 - percentComplete))
            barTexture:SetHeight(yOffset)
            leadingEdge:ClearAnchors()
            leadingEdge:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, yOffset - 5)
            leadingEdge:SetAnchor(TOPRIGHT, nil, TOPRIGHT, 0, yOffset - 5)
            PlayUltimateFillAnimation(ultimateButton, ultimateFillLeftTexture, ultimateFillRightTexture, percentComplete, setProgressNoAnim)
            ultimateButton:AnchorKeysOut()
        end
          ultimateButton:UpdateUltimateNumber()
    else
        --stop animation
        ultimateReadyBurstTexture:SetHidden(true)
        ultimateReadyLoopTexture:SetHidden(true)
        StopUltimateReadyAnimations()
        ResetUltimateFillAnimations()
        --hide progress bar for all platforms
        barTexture:SetHidden(true)
        leadingEdge:SetHidden(true)
        ultimateFillLeftTexture:SetHidden(true)
        ultimateFillRightTexture:SetHidden(true)
        ultimateFillFrame:SetHidden(true)
        ultimateButton:AnchorKeysOut()
    end
    ultimateButton:HideKeys(not isGamepad)
end
local SET_ULTIMATE_METER_NO_ANIM = true
local function UpdateUltimateMeter()
    local ultimateCount =  GetUnitPower("player", POWERTYPE_ULTIMATE)
    SetUltimateMeter(ultimateCount, SET_ULTIMATE_METER_NO_ANIM)
end
local function OnPowerUpdate(evt, unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax)
    SetUltimateMeter(powerPool)
end
local function OnItemSlotChanged(eventCode, itemSoundCategory)
    PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_SLOT)
end
local function OnAbilitySlotted(eventCode, newAbilitySlotted, slotNum)
    if(newAbilitySlotted == true)
    then
        PlaySound(SOUNDS.ABILITY_SLOTTED)
    else
        PlaySound(SOUNDS.ABILITY_SLOT_CLEARED)
    end
end
local function HandleSlotChanged(slotNum)
    local btn = ZO_ActionBar_GetButton(slotNum)
    if(btn and not btn.noUpdates)
    then
        btn:HandleSlotChanged()
        local buttonTemplate = ZO_GetPlatformTemplate(ACTION_BUTTON_TEMPLATE)
        if(slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1) then
            buttonTemplate = ZO_GetPlatformTemplate(ULTIMATE_ABILITY_BUTTON_TEMPLATE)
            UpdateUltimateMeter()
        end
        btn:ApplyStyle(buttonTemplate)
    end
end
local function HandleStateChanged(slotNum)
    local btn = ZO_ActionBar_GetButton(slotNum)
    if(btn and not btn.noUpdates)
    then
        btn:UpdateState()
    end
end
local function HandleAbilityUsed(slotNum)
    local btn = ZO_ActionBar_GetButton(slotNum)
    if btn and IsInGamepadPreferredMode() then
        btn:PlayAbilityUsedBounce()
    end
end
local function UpdateAllSlots(eventCode)
    for physicalSlotNum in pairs(g_actionBarButtons)
    do
        HandleSlotChanged(physicalSlotNum)
    end
end
local function UpdateCooldowns()
    for i, button in pairs(g_actionBarButtons)
    do
        button:UpdateCooldown()
    end
end
local function MakeActionButton(physicalSlot, buttonStyle, buttonObject)
    buttonObject = buttonObject or ActionButton
    local button = buttonObject:New(physicalSlot,buttonStyle.type, buttonStyle.parentBar, buttonStyle.template)
    button:SetShowBindingText(buttonStyle.showBinds)
    g_actionBarButtons[physicalSlot] = button
    return button
end
local function HandleInventoryChanged(eventCode, bag, slot)
    for _, physicalSlot in pairs(g_actionBarButtons)
    do
        if(physicalSlot)
        then
            local slotType = GetSlotType(physicalSlot:GetSlot())
            if(slotType == ACTION_TYPE_ITEM) then
                local itemCount = GetSlotItemCount(physicalSlot:GetSlot())
                local consumable = IsSlotItemConsumable(physicalSlot:GetSlot())
                physicalSlot:SetupCount(itemCount, consumable)
                physicalSlot:UpdateState()
              elseif(slotType == ACTION_TYPE_ABILITY) then
                    physicalSlot:UpdateState()
            end
        end
    end
end
local function ShowHiddenButtons()
    g_showHiddenButtonsRefCount = g_showHiddenButtonsRefCount + 1
    if(g_showHiddenButtonsRefCount == 1) then
        for _, control in pairs(g_actionBarButtons) do
            if(control:GetButtonType() == ACTION_BUTTON_TYPE_HIDDEN) then
                control.slot:SetHidden(false)
            end
        end
    end
end
local function HideHiddenButtons()
    g_showHiddenButtonsRefCount = g_showHiddenButtonsRefCount - 1
    if(g_showHiddenButtonsRefCount == 0) then
        for _, control in pairs(g_actionBarButtons) do
            if(control:GetButtonType() == ACTION_BUTTON_TYPE_HIDDEN) then
                if(not control:HasAction()) then
                    control.slot:SetHidden(true)
                end
            end
        end
    end
end
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        local callout = ZO_ActionBar_GetButton(i).slot:GetNamedChild("DropCallout")
        callout:SetHidden(true)
    end
end
local function ShowAppropriateAbilityActionButtonDropCallouts(abilityIndex)
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        local isValid = IsValidAbilityForSlot(abilityIndex, i)
        local callout = ZO_ActionBar_GetButton(i).slot:GetNamedChild("DropCallout")
        if(not isValid) then
            callout:SetColor(1, 0, 0, 1)
        else
            callout:SetColor(1, 1, 1, 1)
        end
        callout:SetHidden(false)
    end
end
local function HandleCursorPickup(eventCode, cursorType, param1, param2, param3)
    if(cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL) then
        ShowHiddenButtons()
    end
    if(cursorType == MOUSE_CONTENT_ACTION and param1 == ACTION_TYPE_ABILITY) then
        if(param3 ~= 0)
        then
            PlaySound(SOUNDS.ABILITY_PICKED_UP)
        end
    end
end
local function HandleCursorDropped(eventCode, cursorType)
    if(cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL) then
        HideHiddenButtons()
    end
    if(cursorType == MOUSE_CONTENT_ACTION) then
    end
end
local function OnActiveQuickslotChanged(eventCode, slotId)
    HandleSlotChanged(ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1)
end
local function OnCollectionUpdated()
    local quickslot = ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
    local button = ZO_ActionBar_GetButton(quickslot)
    if button then
        local slotId = button:GetSlot()
        if ZO_QuickslotRadialManager:ValidateOrClearQuickslot(slotId) then
            HandleSlotChanged(quickslot)
        end
    end
end
local function OnActiveWeaponPairChanged(eventCode, activeWeaponPair)
    if (activeWeaponPair ~= g_actionBarActiveWeaponPair) then
        g_activeWeaponSwapInProgress = true
        UpdateUltimateMeter()
        g_actionBarActiveWeaponPair = activeWeaponPair
    end
end
local GAMEPAD_CONSTANTS =
{
    abilitySlotOffsetX = 10,
    ultimateSlotOffsetX = 65,
    anchor = ZO_Anchor:New(BOTTOM, GuiRoot, BOTTOM, 0, -25),
    width = 606,
    showNormalBindingTextOnUltimate = false,
    showKeybindBG = false,
    showWeaponSwapButton = false,
}
local KEYBOARD_CONSTANTS =
{
    abilitySlotOffsetX = 2,
    ultimateSlotOffsetX = 62,
    anchor = ZO_Anchor:New(BOTTOM, GuiRoot, BOTTOM, 0, 0),
    width = 483,
    showNormalBindingTextOnUltimate = true,
    showKeybindBG = true,
    showWeaponSwapButton = true,
}
local function GetPlatformConstants()
    return IsInGamepadPreferredMode() and GAMEPAD_CONSTANTS or KEYBOARD_CONSTANTS
end
    local constants = GetPlatformConstants()
    return constants.anchor
end
local function ApplyStyle(style)
    ZO_ActionBar1:ClearAnchors()
    style.anchor:Set(ZO_ActionBar1)
    ZO_ActionBar1:SetWidth(style.width)
    local lastButton
    local buttonTemplate = ZO_GetPlatformTemplate(ACTION_BUTTON_TEMPLATE)
    for physicalSlot, button in pairs(g_actionBarButtons) do
        if button then
            button:ApplyStyle(buttonTemplate)
            if physicalSlot > ACTION_BAR_FIRST_NORMAL_SLOT_INDEX and physicalSlot < ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE then
                local anchorTarget = lastButton and lastButton.slot
                if not lastButton then
                    anchorTarget = ZO_ActionBar1WeaponSwap
                    anchorOffsetX = 5
                end
                button:ApplyAnchor(anchorTarget, style.abilitySlotOffsetX)
                lastButton = button
            elseif physicalSlot == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
                button:ApplyStyle(ZO_GetPlatformTemplate(ULTIMATE_ABILITY_BUTTON_TEMPLATE))
                button:SetShowBindingText(style.showNormalBindingTextOnUltimate)
                button:ApplyAnchor(g_actionBarButtons[ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1].slot, style.ultimateSlotOffsetX)
            end
        end
    end
    ZO_ActionBar1:GetNamedChild("KeybindBG"):SetHidden(not style.showKeybindBG)
    ZO_WeaponSwap_SetPermanentlyHidden(ZO_ActionBar1:GetNamedChild("WeaponSwap"), not style.showWeaponSwapButton)
end
function ZO_ActionBar_Initialize()    
    local MAIN_BAR_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = ACTION_BUTTON_TEMPLATE,
        showBinds = true,
        parentBar = ZO_ActionBar1,
    }
    --Quick Bar Slot
    local quickBarButton = MakeActionButton(ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1, MAIN_BAR_STYLE, QuickslotActionButton)
    quickBarButton.slot:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, 0)  
    quickBarButton:SetupBounceAnimation()
    
    ZO_ActionBar1WeaponSwap:SetAnchor(LEFT, quickBarButton.slot, RIGHT, 5, 0)
    local function OnSwapAnimationHalfDone(animation, button)
        button:HandleSlotChanged()
        if(button:GetSlot() == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
        then
            UpdateUltimateMeter()
        end
    end
    local function OnSwapAnimationDone(animation, button)
        button.noUpdates = false
        if(button:GetSlot() == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1) then
            g_activeWeaponSwapInProgress = false
        end
    end
    local function SetupFlipAnimation(button)
    end
    --Main Bar
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1 do
        local barButton = MakeActionButton(i, MAIN_BAR_STYLE)
        SetupFlipAnimation(barButton)
        barButton:SetupBounceAnimation()
    end
    --Ultimate Button
    local ULTIMATE_BUTTON_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_UltimateActionButton",
        showBinds = true,
        parentBar = ZO_ActionBar1,
    }
    local ultimateButton = MakeActionButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, ULTIMATE_BUTTON_STYLE)
    SetupFlipAnimation(ultimateButton)
    ultimateButton:SetupBounceAnimation()
    ultimateButton:SetupKeySlideAnimation()
    local function OnActionSlotsFullUpdate(event, isHotbarSwap)
        if isHotbarSwap then
            for _, physicalSlot in pairs(g_actionBarButtons) do
                if physicalSlot.hotbarSwapAnimation then
                    physicalSlot.noUpdates = true
                    physicalSlot.hotbarSwapAnimation:PlayFromStart()
                end
            end
        else
            g_activeWeaponSwapInProgress = false
            UpdateAllSlots()
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_UPDATED, function (_, slotnum) HandleSlotChanged(slotnum) end)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOTS_FULL_UPDATE, OnActionSlotsFullUpdate)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_STATE_UPDATED, function (_, slotnum) HandleStateChanged(slotnum) end)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_ABILITY_USED, function (_, slotnum) HandleAbilityUsed(slotnum) end)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_UPDATE_COOLDOWNS, UpdateCooldowns)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_INVENTORY_FULL_UPDATE, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_OPEN_BANK, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CLOSE_BANK, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CURSOR_PICKUP, HandleCursorPickup)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CURSOR_DROPPED, HandleCursorDropped)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_POWER_UPDATE, OnPowerUpdate)
    EVENT_MANAGER:AddFilterForEvent("ZO_ActionBar", EVENT_POWER_UPDATE, REGISTER_FILTER_POWER_TYPE, POWERTYPE_ULTIMATE, REGISTER_FILTER_UNIT_TAG, "player")
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ITEM_SLOT_CHANGED, OnItemSlotChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_ABILITY_SLOTTED, OnAbilitySlotted)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_QUICKSLOT_CHANGED, OnActiveQuickslotChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_PLAYER_ACTIVATED, UpdateAllSlots)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_WEAPON_PAIR_CHANGED, OnActiveWeaponPairChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_COLLECTION_UPDATED, OnCollectionUpdated)
    ZO_PlatformStyle:New(ApplyStyle, KEYBOARD_CONSTANTS, GAMEPAD_CONSTANTS)
end
    ACTION_BAR_FRAGMENT = ZO_HUDFadeSceneFragment:New(self)
end