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ZO_DYEABLE_SLOTS =
{
[ RESTYLE_MODE_EQUIPMENT ] = { } ,
[ RESTYLE_MODE_COLLECTIBLE ] = { } ,
}
ZO_DYEABLE_SORT_ORDER_OVERRIDE =
{
[ RESTYLE_MODE_EQUIPMENT ] =
{
[ EQUIP_SLOT_OFF_HAND ] = 100 ,
[ EQUIP_SLOT_BACKUP_OFF ] = 100 ,
} ,
}
do
if leftSortOrder == rightSortOrder then
else
return leftSortOrder < rightSortOrder
end
end
--TODO: Make this local again
local slotsTable = ZO_DYEABLE_SLOTS [ restyleMode ]
local sortOverrideTable = ZO_DYEABLE_SORT_ORDER_OVERRIDE [ restyleMode ]
for restyleSlotType = iterationBegin , iterationEnd do
local sortOrder = 0
if sortOverrideTable and sortOverrideTable [ restyleSlotType ] then
sortOrder = sortOverrideTable [ restyleSlotType ]
end
local dyeableSlotData = ZO_RestyleSlotData : New ( restyleMode , ZO_RESTYLE_DEFAULT_SET_INDEX , restyleSlotType )
end
end
end
ZO_IterateDyeableSlotData ( RESTYLE_MODE_EQUIPMENT , EQUIP_SLOT_ITERATION_BEGIN , EQUIP_SLOT_ITERATION_END )
ZO_IterateDyeableSlotData ( RESTYLE_MODE_COLLECTIBLE , COLLECTIBLE_CATEGORY_TYPE_ITERATION_BEGIN , COLLECTIBLE_CATEGORY_TYPE_ITERATION_END )
end
end
ZO_DYEING_SWATCH_SELECTION_SCALE = 1.3
-- Common Index Constants
ZO_DYEING_SORT_STYLE_RARITY = 1
ZO_DYEING_SORT_STYLE_HUE = 2
ZO_DYEING_SWATCH_INDEX = 1
ZO_DYEING_FRAME_INDEX = 2
ZO_DYEING_MUNGE_INDEX = 3
ZO_DYEING_LOCK_INDEX = 4
ZO_DYEING_SAVED_VARIABLES_DEFAULTS =
{
showLocked = true ,
sortStyle = ZO_DYEING_SORT_STYLE_RARITY ,
}
-- Interaction Mode Setup
ZO_DYEING_STATION_INTERACTION =
{
end ,
interactTypes = { INTERACTION_DYE_STATION } ,
}
-- Shared Show Events
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Shared" , EVENT_DYEING_STATION_INTERACT_START , function ( eventCode )
end )
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Shared" , EVENT_DYEING_STATION_INTERACT_END , function ( eventCode )
end )
-- Shared Functions
if dyeKnown then
if achievementName ~= "" then
else
end
else
if nonPlayerDye then
elseif achievementName ~= "" then
return zo_strformat ( SI_DYEING_SWATCH_TOOLTIP_BODY_LOCKED , achievementName ) , GetString ( SI_DYEING_SWATCH_TOOLTIP_SEE_ACHIEVEMENT )
else
end
end
-- All cases should be handled above.
end
function ZO_Dyeing_InitializeSwatchPool ( owner , sharedHighlight , parentControl , template , canSelectLocked , highlightDimensions )
local swatchInterpolator = ZO_SimpleControlScaleInterpolator : New ( 1.0 , ZO_DYEING_SWATCH_SELECTION_SCALE )
if ( canSelectLocked or ( not swatch . locked ) ) and ( swatch . mousedOver or swatch . selected ) then
if skipAnim then
else
end
else
if skipAnim then
else
end
end
if swatch . selected then
sharedHighlight : SetAnchor ( BOTTOMRIGHT , swatch , BOTTOMRIGHT , highlightDimensions , highlightDimensions )
end
end
if swatch . selected ~= selected then
swatch . selected = selected
if selected and ( not skipSound ) and ( not owner . suppressSounds ) then
end
end
end
local SKIP_ANIM = true
swatch . locked = locked
end
return swatch . locked
end
if upInside then
if not swatch . locked then
end
if achievementName ~= "" then
AddMenuItem ( GetString ( SI_DYEING_SWATCH_VIEW_ACHIEVEMENT ) , function ( ) owner : AttemptExit ( swatch . achievementId ) end )
end
end
end
end
end
end
return swatchPool
end
return left . sortKey < right . sortKey
end
if isDyeable then
ZO_DyeingUtils_SetSlotDyeSwatchDyeId ( dyeChannel , dyeControl , currentDyeId , isChannelDyeableTable [ dyeChannel ] )
else
end
end
end
return empty and "EsoUI/Art/Dye/dye_amorSlot_empty.dds" or "EsoUI/Art/Dye/dye_amorSlot.dds"
end
ZO_Dyeing_RefreshDyeableSlotControlDyes_Colors ( dyeControls , restyleSlotData , restyleSlotData : GetPendingDyes ( ) )
end
local isEmptyFrame , hideMunge , hideBackground , hideInvalid
--We have a dye and the channel is dyeable
if dyeId ~= INVALID_DYE_ID and isDyeable ~= false then
isEmptyFrame = false
hideMunge = false
hideBackground = true
hideInvalid = true
--We were explicitly told we can't dye this channel
elseif isDyeable == false then
isEmptyFrame = true
hideMunge = true
hideBackground = false
hideInvalid = false
--We can dye the channel, but it's currently not dyed
else
isEmptyFrame = true
hideMunge = true
hideBackground = false
hideInvalid = true
end
if dyeControl . frameTexture then
end
if dyeControl . mungeTexture then
end
if dyeControl . background then
end
if dyeControl . invalidTexture then
if dyeControl . edgeFrame then
end
else
end
end
if sortStyleType == ZO_DYEING_SORT_STYLE_RARITY then
elseif sortStyleType == ZO_DYEING_SORT_STYLE_HUE then
end
end
--don't randomly dye the shield in your other weapon set
local isPrimaryChannelDyeable , isSecondaryChannelDyeable , isAccentChannelDyeable = dyeableSlotData : AreDyeChannelsDyeable ( )
local finalPrimaryDyeId = isPrimaryChannelDyeable and primaryDyeId or INVALID_DYE_ID
local finalSecondaryDyeId = isSecondaryChannelDyeable and secondaryDyeId or INVALID_DYE_ID
local finalAccentDyeId = isAccentChannelDyeable and accentDyeId or INVALID_DYE_ID
end
end
return primaryDyeId , secondaryDyeId , accentDyeId
end
return true
end
end
return false
end
if restyleMode == RESTYLE_MODE_EQUIPMENT then
if doNotCheckThisSlot ~= restyleSlotType and dyeableSlotData : IsDataDyeable ( ) and not IsRestyleEquipmentSlotBound ( restyleSlotType ) and dyeableSlotData : AreTherePendingDyeChanges ( ) then
return false
end
end
end
return true
end
return ZO_DYEABLE_SLOTS [ mode ]
end
do
local TEXTURE_WIDTH = 128
local TEXTURE_HEIGHT = 128
local FRAME_WIDTH = 24
local FRAME_HEIGHT = 24
local FRAME_SLICE_WIDTH = 32
local FRAME_SLICE_HEIGHT = 32
local FRAME_PADDING_X = ( FRAME_SLICE_WIDTH - FRAME_WIDTH )
local FRAME_PADDING_Y = ( FRAME_SLICE_HEIGHT - FRAME_HEIGHT )
local FRAME_WIDTH_TEX_COORD = FRAME_WIDTH / TEXTURE_WIDTH
local FRAME_HEIGHT_TEX_COORD = FRAME_HEIGHT / TEXTURE_HEIGHT
local FRAME_PADDING_X_TEX_COORD = FRAME_PADDING_X / TEXTURE_WIDTH
local FRAME_PADDING_Y_TEX_COORD = FRAME_PADDING_Y / TEXTURE_HEIGHT
local FRAME_START_TEXCOORD_X = 0.5 + FRAME_PADDING_X_TEX_COORD * . 5
local FRAME_START_TEXCOORD_Y = 0.0 + FRAME_PADDING_Y_TEX_COORD * . 5
local FRAME_NUM_COLS = 2
local FRAME_NUM_ROWS = 4
local left = FRAME_START_TEXCOORD_X + ( col - 1 ) * ( FRAME_WIDTH_TEX_COORD + FRAME_PADDING_X_TEX_COORD )
local right = left + FRAME_WIDTH_TEX_COORD
local top = FRAME_START_TEXCOORD_Y + ( row - 1 ) * ( FRAME_HEIGHT_TEX_COORD + FRAME_PADDING_Y_TEX_COORD )
local bottom = top + FRAME_HEIGHT_TEX_COORD
end
local MUNGE_WIDTH = 24
local MUNGE_HEIGHT = 24
local MUNGE_WIDTH_TEX_COORD = MUNGE_WIDTH / TEXTURE_WIDTH
local MUNGE_HEIGHT_TEX_COORD = MUNGE_HEIGHT / TEXTURE_HEIGHT
local MUNGE_START_TEXCOORD_X = 0.0
local MUNGE_START_TEXCOORD_Y = 0.5
local MUNGE_END_TEXCOORD_X = 0.5
local MUNGE_END_TEXCOORD_Y = 1.0
local left = zo_lerp ( MUNGE_START_TEXCOORD_X , MUNGE_END_TEXCOORD_X - MUNGE_WIDTH_TEX_COORD , zo_random ( ) )
local right = left + MUNGE_WIDTH_TEX_COORD
local top = zo_lerp ( MUNGE_START_TEXCOORD_Y , MUNGE_END_TEXCOORD_Y - MUNGE_HEIGHT_TEX_COORD , zo_random ( ) )
local bottom = top + MUNGE_HEIGHT_TEX_COORD
end
end
end
end
do
local STRIDE = 16
local SWATCH_SIZE = 24
local GAMEPAD_SWATCH_SIZE = 32
local PADDING = 6
local INITIAL_OFFSET_X = 27
local INITIAL_OFFSET_Y = 18
local GAMEPAD_INITIAL_OFFSET_X = 27
local GAMEPAD_INITIAL_OFFSET_Y = 1
local _ , _ , _ , offsetY = ZO_Anchor_BoxLayout ( currentAnchor , swatch , index - 1 , STRIDE , PADDING , PADDING , SWATCH_SIZE , SWATCH_SIZE , INITIAL_OFFSET_X , INITIAL_OFFSET_Y )
return offsetY
end
local _ , _ , _ , offsetY = ZO_Anchor_BoxLayout ( currentAnchor , swatch , index - 1 , STRIDE , PADDING , PADDING , GAMEPAD_SWATCH_SIZE , GAMEPAD_SWATCH_SIZE , GAMEPAD_INITIAL_OFFSET_X , GAMEPAD_INITIAL_OFFSET_Y )
return offsetY
end
end
end
end
return ( ( GAMEPAD_SWATCH_SIZE + PADDING ) * STRIDE ) - PADDING
end
return GAMEPAD_SWATCH_SIZE
end
end
if sortStyle == ZO_DYEING_SORT_STYLE_RARITY then
if not activeSwatches [ rarity ] then
activeSwatches [ rarity ] = { }
end
return activeSwatches [ rarity ]
elseif sortStyle == ZO_DYEING_SORT_STYLE_HUE then
if not activeSwatches [ hueCategory ] then
activeSwatches [ hueCategory ] = { }
end
return activeSwatches [ hueCategory ]
end
end
function ZO_Dyeing_LayoutSwatches ( includeLocked , sortStyle , swatchPool , headerPool , layoutOptions , container , useSearchResults )
local activeSwatches = { }
local swatchByDyeId = { }
local dyeName , known , rarity , hueCategory , achievementId , r , g , b , sortKey , dyeId = GetDyeInfo ( dyeIndex )
if known or includeLocked then
swatch . sortKey = sortKey
swatch . dyeName = dyeName
swatch . known = known
swatch . dyeId = dyeId
swatch . achievementId = achievementId
swatchByDyeId [ dyeId ] = swatch
end
end
if searchResults then
end
else
end
end
local sortedCategories = { }
end
local nextHeaderOffsetY = 0
local totalHeaderOffsetY = 0
local lastHeader
local swatchesByPosition = { }
local positionByDyeId = { }
local unlockedDyeIds = { }
local stride
local padding = layoutOptions . padding
local leftMargin = layoutOptions . leftMargin
local topMargin = layoutOptions . topMargin
local rightMargin = layoutOptions . rightMargin
local bottomMargin = layoutOptions . bottomMargin
local swatches = activeSwatches [ category ]
local currentRowTable
local maxHeaderOffsetY = 0
if not stride then
halfSelectedSwatchHeight = ( swatchHeight * layoutOptions . selectionScale ) / 2
end
local _ , _ , _ , offsetY = ZO_Anchor_BoxLayout ( currentAnchor , swatch , j - 1 , stride , padding , padding , swatchWidth , swatchHeight , leftMargin , topMargin )
if ( j % stride ) == 1 then
currentRowTable = { }
end
positionByDyeId [ swatch . dyeId ] = { # swatchesByPosition , # currentRowTable }
swatch . effectiveTop = totalHeaderOffsetY + offsetY - halfSelectedSwatchHeight
swatch . effectiveBottom = totalHeaderOffsetY + offsetY + swatchHeight + halfSelectedSwatchHeight + header : GetHeight ( )
end
end
totalHeaderOffsetY = totalHeaderOffsetY + nextHeaderOffsetY
end
return swatchesByPosition , positionByDyeId , unlockedDyeIds , swatchByDyeId
end
swatch . mousedOver = true
if swatch then
end
end
swatch . mousedOver = false
end
do
local INFORMATION_TOOLTIP_X_OFFSET = 15
local INFORMATION_TOOLTIP_VERTICAL_PADDING = 10
local INFORMATION_TOOLTIP_RETURN_VALUE_Y_POSITION = 2
function ZO_Dyeing_CreateTooltipOnMouseEnter ( control , dyeName , isDyeKnown , achievementId , nonPlayerDye , isRightAnchored )
local anchorPoint
local xOffset
if isRightAnchored == false then
anchorPoint = TOPLEFT
xOffset = INFORMATION_TOOLTIP_X_OFFSET
else
anchorPoint = TOPRIGHT
xOffset = - INFORMATION_TOOLTIP_X_OFFSET
end
InitializeTooltip ( InformationTooltip , control : GetParent ( ) , anchorPoint , xOffset , select ( INFORMATION_TOOLTIP_RETURN_VALUE_Y_POSITION , control : GetCenter ( ) ) - control : GetParent ( ) : GetTop ( ) )
if line2 then
end
end
end
end
end
--
--[[ Dyeing Singleton ]] --
--
return dyeing
end
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Manager" , EVENT_DYES_SEARCH_RESULTS_READY , function ( ) self : UpdateSearchResults ( ) end )
end
end
end
end
end
return nil
end
end
end
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