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return assignableActionBar
end
self . buttons = {
ZO_GamepadActionBarButton : New ( self . control : GetNamedChild ( "Button1" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 ) ,
ZO_GamepadActionBarButton : New ( self . control : GetNamedChild ( "Button2" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2 ) ,
ZO_GamepadActionBarButton : New ( self . control : GetNamedChild ( "Button3" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3 ) ,
ZO_GamepadActionBarButton : New ( self . control : GetNamedChild ( "Button4" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4 ) ,
ZO_GamepadActionBarButton : New ( self . control : GetNamedChild ( "Button5" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5 ) ,
ZO_GamepadActionBarButton : New ( self . control : GetNamedChild ( "Button6" ) , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 ) ,
}
end
end
end
self . control : RegisterForEvent ( EVENT_ACTION_SLOT_UPDATED , function ( _ , slotnum ) MarkButtonSlotDirty ( slotnum ) end )
end
end
end
-- we need to convert absolute button slot position (slotNum) into our self.buttons position, which is offset by ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
local button = self . buttons [ slotNum - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX ]
if button and not button . noUpdates then
button . markedDirty = true
end
end
end
end
end
end
end
end
if button . markedDirty then
button . markedDirty = false
end
end
end
end
end
return gamepadActionBarButton
end
if self . keybindLabel then
local HIDE_UNBOUND = false
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . keybindLabel , "GAMEPAD_ACTION_BUTTON_" .. slotId , HIDE_UNBOUND )
end
self . slotId = slotId
end
return self . slotId
end
return self . slotId == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
end
end
return self . icon
end
if selected then
else
end
if self . highlight then
end
if self . frame then
end
end
if slotType == ACTION_TYPE_NOTHING then
else
end
end
end
end |