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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 ) )
local DEFAULT_GAMEPAD_COLOR = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_GENERAL , INTERFACE_TEXT_COLOR_SELECTED ) )
--These are used when we want to represent some item using the UI's currency symbols
--but they aren't "real" currencies tracked on the player object
local UI_ONLY_CURRENCY_START = 1000
UI_ONLY_CURRENCY_INSPIRATION = UI_ONLY_CURRENCY_START
UI_ONLY_CURRENCY_CROWNS = UI_ONLY_CURRENCY_INSPIRATION + 1
UI_ONLY_CURRENCY_CROWN_GEMS = UI_ONLY_CURRENCY_CROWNS + 1
ZO_CURRENCIES_DATA =
{
[ CURT_MONEY ] =
{
keyboardTexture = "EsoUI/Art/currency/currency_gold.dds" ,
formatString = SI_MONEY_FORMAT ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_GOLD_TEXTURE ,
gamepadTexture64 = "EsoUI/Art/currency/gamepad/gp_gold_64.dds" ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
[ CURT_ALLIANCE_POINTS ] =
{
keyboardTexture = "EsoUI/Art/currency/alliancePoints.dds" ,
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_ALLIANCE_POINTS ) ) ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_ALLIANCE_POINTS_TEXTURE ,
gamepadTexture64 = "EsoUI/Art/currency/gamepad/gp_alliancePoints_64.dds" ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
[ CURT_TELVAR_STONES ] =
{
keyboardTexture = "EsoUI/Art/currency/currency_telvar.dds" ,
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_TELVAR_STONES ) ) ,
formatString = SI_TELVAR_STONE_FORMAT ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_TELVAR_STONES_TEXTURE ,
gamepadTexture64 = "EsoUI/Art/currency/gamepad/gp_telvar_64.dds" ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
[ CURT_WRIT_VOUCHERS ] =
{
keyboardTexture = "EsoUI/Art/currency/currency_writvoucher.dds" ,
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_WRIT_VOUCHERS ) ) ,
formatString = SI_WRIT_VOUCHER_FORMAT ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_WRIT_VOUCHER_TEXTURE ,
gamepadTexture64 = "EsoUI/Art/currency/gamepad/gp_writvoucher_64.dds" ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
[ UI_ONLY_CURRENCY_INSPIRATION ] =
{
keyboardTexture = "EsoUI/Art/currency/currency_inspiration.dds" ,
color = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_CURRENCY , CURRENCY_COLOR_INSPIRATION ) ) ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_INSPIRATION_POINTS_TEXTURE ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
[ UI_ONLY_CURRENCY_CROWNS ] =
{
keyboardTexture = "EsoUI/Art/currency/currency_crown.dds" ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_CROWNS_TEXTURE ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
[ UI_ONLY_CURRENCY_CROWN_GEMS ] =
{
keyboardTexture = "EsoUI/Art/currency/currency_crown_gems.dds" ,
gamepadTexture = ZO_GAMEPAD_CURRENCY_ICON_CROWN_GEMS_TEXTURE ,
gamepadColor = DEFAULT_GAMEPAD_COLOR
} ,
}
local g_currenciesData = ZO_CURRENCIES_DATA -- These APIs are called a lot, so let's not spam global lookup
ZO_MARKET_CURRENCY_TO_UI_CURRENCY =
{
[ MKCT_CROWNS ] = UI_ONLY_CURRENCY_CROWNS ,
[ MKCT_CROWN_GEMS ] = UI_ONLY_CURRENCY_CROWN_GEMS ,
}
ZO_BANKABLE_CURRENCIES =
{
[ CURT_MONEY ] = true ,
[ CURT_TELVAR_STONES ] = true ,
[ CURT_ALLIANCE_POINTS ] = true ,
[ CURT_WRIT_VOUCHERS ] = true ,
}
ZO_GUILD_BANKABLE_CURRENCIES =
{
[ CURT_MONEY ] = true ,
}
ZO_CURRENCY_DISPLAY_ORDER =
{
CURT_MONEY ,
CURT_TELVAR_STONES ,
CURT_ALLIANCE_POINTS ,
CURT_WRIT_VOUCHERS ,
}
return ZO_MARKET_CURRENCY_TO_UI_CURRENCY [ marketCurrencyType ]
end
local ICON_PADDING = 4
local KEYBOARD_TEXTURE_SIZE = 16
local GAMEPAD_TEXTURE_SIZE = 28
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 currencyArgs = { }
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
local function DynamicSetCurrencyData ( control , currencyType , amount , showAll , notEnough , obfuscateAmount )
end
if ( showAll == nil ) then showAll = CURRENCY_SHOW_ALL end
if ( notEnough == nil ) then notEnough = CURRENCY_IGNORE_HAS_ENOUGH end
displayData . obfuscateAmount = obfuscateAmount
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 )
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 == CURT_ALLIANCE_POINTS ) then
end
else
displayData . isUsed = false
end
end
end
local USE_UPPERCASE_NUMBER_SUFFIXES = true
if obfuscateAmount then
elseif useShortFormat and amount >= CURRENCY_NO_ABBREVIATION_THRESHOLD then
return ZO_AbbreviateNumber ( amount , NUMBER_ABBREVIATION_PRECISION_HUNDREDTHS , USE_UPPERCASE_NUMBER_SUFFIXES )
else
end
end
function ZO_CurrencyControl_FormatCurrencyAndAppendIcon ( amount , useShortFormat , currencyType , isGamepad , obfuscateAmount )
local formattedCurrency = ZO_CurrencyControl_FormatCurrency ( amount , useShortFormat , obfuscateAmount )
local iconMarkup
local iconSize
if isGamepad then
iconSize = GAMEPAD_TEXTURE_SIZE
iconMarkup = g_currenciesData [ currencyType ] . gamepadTexture
else
iconSize = KEYBOARD_TEXTURE_SIZE
iconMarkup = g_currenciesData [ currencyType ] . keyboardTexture
end
end
if g_currenciesData [ currencyType ] . formatString then
return zo_strformat ( g_currenciesData [ currencyType ] . formatString , ZO_CurrencyControl_FormatCurrency ( currencyAmount ) )
end
return ""
end
local useDefaultText = true
if options then
useDefaultText = false
elseif options . customTooltip then
SetTooltipText ( InformationTooltip , zo_strformat ( SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT , GetString ( options . customTooltip ) ) )
useDefaultText = false
end
end
if useDefaultText then
SetTooltipText ( InformationTooltip , zo_strformat ( SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT , g_currenciesData [ control . type ] . name ) )
end
end
end
end
function ZO_CurrencyControl_SetSimpleCurrency ( self , currencyType , amount , options , showAll , notEnough , obfuscateAmount )
end
local g_currencyStringFormatTable = { }
if self . currencyArgs == nil then return end
local showTooltips = true
local iconSide = RIGHT
local iconSize = nil
local overrideColor = nil
options = options or DEFAULT_CURRENCY_OPTIONS
local isGamepad = options . isGamepad
-- 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
else
end
end
self . options = options
local multiCurrencyPad = 0
local currencyStaticInfo = g_currenciesData [ currencyType ]
if currencyData . isUsed and currencyStaticInfo then
local amount = currencyData . amount
local formattedAmount = ZO_CurrencyControl_FormatCurrency ( amount , options . useShortFormat , currencyData . obfuscateAmount )
local currencyMarkup , iconMarkup
if currencyStaticInfo then
if not iconSize then
iconSize = isGamepad and GAMEPAD_TEXTURE_SIZE or KEYBOARD_TEXTURE_SIZE
end
iconMarkup = zo_iconFormat ( isGamepad and currencyStaticInfo . gamepadTexture or currencyStaticInfo . keyboardTexture , iconSize , iconSize )
else
--unreachable without CURT_ITEM?
iconMarkup = zo_iconFormat ( tostring ( currencyData . keyboardTexture ) , iconSize or ITEM_ICON_TEXTURE_SIZE , iconSize or ITEM_ICON_TEXTURE_SIZE )
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
if self . numUsedCurrencies == 1 then
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
if self . numUsedCurrencies > 1 then
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.
end
end
end
if ( button == MOUSE_BUTTON_INDEX_LEFT and upInside ) then
end
end
else
end
end
return g_currenciesData [ currencyType ] . gamepadTexture
else
return g_currenciesData [ currencyType ] . keyboardTexture
end
end
else
end
end
if inheritColor then
end
local iconSize = overrideIconSize or KEYBOARD_TEXTURE_SIZE
end
if inheritColor then
end
local iconSize = overrideIconSize or GAMEPAD_TEXTURE_SIZE
end
if inheritColor then
end
local iconSize = overrideIconSize or GAMEPAD_TEXTURE_SIZE
else
local iconSize = overrideIconSize or KEYBOARD_TEXTURE_SIZE
end
end |