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local QUICKSLOT_ASSIGNMENT_TYPE_ITEM = 1
local QUICKSLOT_ASSIGNMENT_TYPE_COLLECTIBLE = 2
return menu
end
self . radialMenu = ZO_RadialMenu : New ( self . radialControl , "ZO_GamepadQuickslotRadialMenuEntryTemplate" , nil , "SelectableItemRadialMenuEntryAnimation" , "RadialMenu" )
--store entry controls to animate with later
ZO_SetupSelectableItemRadialMenuEntryTemplate ( entryControl , nil , slotType ~= ACTION_TYPE_NOTHING and itemCount or nil )
end
end
if newState == SCENE_SHOWING then
--Used the item and hit Assign at the same time...
return
end
end
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end )
end
local slotEnabled
local slotIcon
slotIcon = icon
slotEnabled = unlocked
slotIcon = icon
slotEnabled = meetsUsageRequirements
end
local r , g , b = 1 , 1 , 1
if not slotEnabled then
r , g , b = 1 , 0 , 0
end
end
else
end
--tooltip update on active item
if slotType == ACTION_TYPE_COLLECTIBLE then
else
GAMEPAD_TOOLTIPS : LayoutItemWithStackCountSimple ( GAMEPAD_LEFT_TOOLTIP , itemLink , ZO_ITEM_TOOLTIP_INVENTORY_TITLE_COUNT )
end
end
end
end
{
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
keybind = "UI_SHORTCUT_PRIMARY" ,
order = - 500 ,
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . navigationKeybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_ALLIANCE_POINTS , GetCarriedCurrencyAmount ( CURT_ALLIANCE_POINTS ) , ZO_GAMEPAD_CURRENCY_OPTIONS )
return true
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , GetCarriedCurrencyAmount ( CURT_MONEY ) , ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT )
return true
end
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
end
end
end
local EMPTY_QUICKSLOT_TEXTURE = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
{
}
{
}
end
end
--if item was unslotted, show icons and anims when server responds
end
end
--special entrance case, unslot selected item
local slotNum
end
end
end
if slotNum then
end
end
for i = ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1 , ACTION_BAR_FIRST_UTILITY_BAR_SLOT + ACTION_BAR_UTILITY_BAR_SIZE do
self . radialMenu : AddEntry ( EMPTY_QUICKSLOT_STRING , EMPTY_QUICKSLOT_TEXTURE , EMPTY_QUICKSLOT_TEXTURE , function ( ) SetCurrentQuickslot ( i ) end , i )
else
local slotNameData
if slotItemQuality then
local colorTable = { r = r , g = g , b = b }
slotNameData = { slotName , colorTable }
else
slotNameData = slotName
end
self . radialMenu : AddEntry ( slotNameData , slotIcon , slotIcon , function ( ) SetCurrentQuickslot ( i ) end , i )
end
end
end
--sparkle animation on item switch (never on empty)
end
end
end
end
if selectedData then
end
end
end
end
self . enteringMenuUnslottedItem = false --in case the player tries to assign the slotted item that is currently being unassigned so that the scene will properly hide
end
if not self . enteringMenuUnslottedItem then --if trying to assign an item that is already assigned we unslot the item and show
SCENE_MANAGER : Hide ( "gamepad_quickslot" ) --a sparkle to indicate this, we don't want that animation to hide the menu, just all subsequents.
end
end
end
end |