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ESO Lua File v100021

libraries/zo_menubar/zo_menubar.lua

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--[[
Menubar usage notes:
A bar of buttons that resize when you mouse over them and act like a radio button group.
Create a control that inherits from ZO_MenuBarTemplate, and use ZO_MenuBar_AddButton to add buttons to it.
* ZO_MenuBar_AddButton takes a table describing the states of the new button:
buttonData =
{
descriptor = Something that uniquely describes the button you want to add (among all the buttons you will add). Used for removal, auto-selection, etc...
normal = Path to the image to use for the control when it's in its normal state (unpressed, not moused over)
pressed = Path to the image to use for the control when it's in its pressed state (the user has pressed LMB while over the control, the highlight is shown when the button is pressed/clicked)
disabled = Path to the image to use for the control when it's in its disabled state (the control cannot be clicked on/doesn't respond to mouseover: NOT IMPLEMENTED YET)
highlight = Path to the image to use for the control when the mouse is over it, or its clicked
callback = A function to call when the user clicks the control (LMB down->up while still inside the control), the callback receives this table as an argument
statusIcon = Path to the image, or function returning the potential path, to use for the control to denote status of the contents the button links to
}
Example:
local menuBar = CreateControlFromVirtual("testBar", GuiRoot, "ZO_MenuBarTemplate")
menuBar:SetAnchor(TOPRIGHT, GuiRoot, TOPRIGHT, -25, 25)
local fancyButton =
{
descriptor = "fancy",
normal = "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds",
pressed = "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds",
disabled = "EsoUI/Art/Inventory/inventory_tabIcon_weapons_disabled.dds",
highlight = "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds",
callback = function(<fancyButton>) ...do stuff... end,
statusIcon = function() return "EsoUI/Art/Miscellaneous/new_icon.dds" end,
}
local newControl = ZO_MenuBar_AddButton(menuBar, fancyButton)
NOTE: The actual control that was added is returned by this function. Do whatever you want to it.
* If you want to set up the bar to use different button templates, padding, anchoring styles, etc...use:
Example:
local barData =
{
initialButtonAnchorPoint = RIGHT, -- LEFT is default, buttons will be laid out left-to-right, RIGHT is opposite
buttonTemplate = "desiredTemplate", -- default uses internal template
buttonPadding = 16, -- 0 is default, negatives are fine, this is xOffset on the anchors
normalSize = 32, -- 32 is default, size of the buttons when they are unpressed
downSize = 50, -- 50 is default, size of the buttons when they are moused over/clicked...changes sizes smoothly.
animationDuration = 180 -- 180 is default, duration in milliseconds of the resize animation
}
ZO_MenuBar_SetData(menuBar, barData)
NOTE: Calls to ZO_MenuBar_SetData after buttons have been added is not supported. If the template changes midstream, you're really doing something wrong. Stop that.
If you want to create a tab that does not show up on the tab bar, but is selectable programmatically (Ex. trading house sellable items tab)
You must set the "hidden" value to false, but you must also set "ignoreVisibleCheck" to true.
this will cause the button to not show up on the tab bar, but if you were to select it using ZO_MenuBar_SelectDescriptor
--]]
--[[
Menu Button Object
--]]
local ADJUST_SIZE_INSTANT = true
local ADJUST_SIZE_ANIMATED = false
local MenuBarButton = ZO_Object:Subclass()
function MenuBarButton:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function MenuBarButton:Initialize(button)
    self.m_button = button
    self.m_image = button:GetNamedChild("Image")
    self.m_highlight = button:GetNamedChild("ImageHighlight")
    self.m_statusIcon = button:GetNamedChild("Status")
    self.m_state = BSTATE_DISABLED
    self.m_highlightHidden = true
    self.m_image:SetDimensions(32, 32) -- start out at some default size...
end
function MenuBarButton:Reset()
    if self.m_anim then
        self.m_anim:GetTimeline():Stop()
    end
    self.m_highlightHidden = true
    self.m_statusIcon:SetHidden(true)
    self.m_locked = false
    self:SetState(BSTATE_DISABLED, ADJUST_SIZE_INSTANT)
    local onResetCallback = self.m_buttonData.onResetCallback
    if onResetCallback then
        onResetCallback(self.m_button)
    end
end
function MenuBarButton:UpdateTexturesFromState()
    local state = self.m_state
    local buttonData = self.m_buttonData
    local texture
    if(state == BSTATE_NORMAL) then
        texture = buttonData.normal
    elseif(state == BSTATE_PRESSED) then
        texture = buttonData.pressed
    elseif(state == BSTATE_DISABLED) then
        texture = buttonData.disabled
    end
    self.m_image:SetTexture(texture)
    self.m_highlight:SetHidden(self.m_highlightHidden)
end
local legalStates =
{
    [BSTATE_NORMAL] = true,
    [BSTATE_PRESSED] = true,
    [BSTATE_DISABLED] = true,
}
function MenuBarButton:GetState()
    return self.m_state
end
function MenuBarButton:SetState(state, adjustSizeInstant)
    if(legalStates[state] and state ~= self.m_state) then
        self.m_state = state
        self:UpdateTexturesFromState()
        if adjustSizeInstant then
            local normalSize, downSize = self:GetAnimationData()
            if state == BSTATE_PRESSED then
                self.m_image:SetDimensions(downSize, downSize)
            else
                self.m_image:SetDimensions(normalSize, normalSize)
            end
            if(self.m_anim) then
                local timeline = self.m_anim:GetTimeline()
                timeline:Stop()
                if(state == BSTATE_PRESSED) then
                    timeline:SetProgress(0)
                else
                    timeline:SetProgress(1)
                end
            end
        else
            if(state == BSTATE_PRESSED) then
                self:SizeUp()
            else
                self:SizeDown()
            end
        end
        local buttonData = self.m_buttonData
        if state == BSTATE_NORMAL then
            if buttonData.onButtonStateNormal then
                buttonData.onButtonStateNormal(self.m_button)
            end
        elseif state == BSTATE_PRESSED then
            if buttonData.onButtonStatePressed then
                buttonData.onButtonStatePressed(self.m_button)
            end
        elseif state == BSTATE_DISABLED then
            if buttonData.onButtonStateDisabled then
                buttonData.onButtonStateDisabled(self.m_button)
            end
        end
    end
end
function MenuBarButton:SetHighlightHidden(hidden)
    if(hidden ~= self.m_highlightHidden) then
        self.m_highlightHidden = hidden
        self:UpdateTexturesFromState()
    end
end
function MenuBarButton:CreateAnim(sizingUp)
    if(not self.m_anim) then
        self.m_anim = CreateSimpleAnimation(ANIMATION_SIZE, self.m_image)
        local normalSize, downSize, duration = self:GetAnimationData()
        self.m_anim:SetStartAndEndHeight(normalSize, downSize)
        self.m_anim:SetStartAndEndWidth(normalSize, downSize)
        self.m_anim:SetDuration(duration)
        if sizingUp then
            self.m_anim:GetTimeline():PlayInstantlyToStart()
        else
            self.m_anim:GetTimeline():PlayInstantlyToEnd()
        end
    end
end
local SIZING_UP = true
function MenuBarButton:SizeUp()
    self:CreateAnim(SIZING_UP)
    self.m_anim:GetTimeline():PlayForward()
end
local SIZING_DOWN = false
function MenuBarButton:SizeDown()
    self:CreateAnim(SIZING_DOWN)
    self.m_anim:GetTimeline():PlayBackward()
end
function MenuBarButton:SetData(owner, buttonData)
    self.m_buttonData = buttonData
    self.m_menuBar = owner
    self.m_highlight:SetTexture(buttonData.highlight)
    self:SetState(BSTATE_NORMAL, ADJUST_SIZE_INSTANT)
    self:RefreshStatus()
end
function MenuBarButton:MouseEnter()
    if(self.m_state ~= BSTATE_PRESSED and self.m_state ~= BSTATE_DISABLED) then
        self:SetHighlightHidden(false)
        self:SizeUp()
    end
    return self.m_state ~= BSTATE_DISABLED
end
function MenuBarButton:MouseExit()
    if(self.m_state ~= BSTATE_PRESSED and self.m_state ~= BSTATE_DISABLED) then
        self:SetHighlightHidden(true)
        self:SizeDown()
    end
    return self.m_state ~= BSTATE_DISABLED
end
function MenuBarButton:Press(adjustSizeInstant)
    if(self.m_state ~= BSTATE_DISABLED) then
        self:SetState(BSTATE_PRESSED, adjustSizeInstant)
    end
end
function MenuBarButton:UnPress(adjustSizeInstant)
    if(self.m_state ~= BSTATE_DISABLED) then
        self.m_highlightHidden = true -- batch update, don't allow texture update from this
        self:SetState(BSTATE_NORMAL, adjustSizeInstant)
    end
end
function MenuBarButton:SetEnabled(enabled, adjustSizeInstant)
    if enabled then
        if self.m_state == BSTATE_DISABLED then
            if MouseIsOver(self.m_button) then
                self.m_state = BSTATE_NORMAL
                zo_callHandler(self.m_button, "OnMouseEnter")
            else
                self:SetState(BSTATE_NORMAL, adjustSizeInstant)
            end
        end
    else
        if self.m_state ~= BSTATE_DISABLED then
            if MouseIsOver(self.m_button) then
                zo_callHandler(self.m_button, "OnMouseExit")
            end
            self.m_highlightHidden = true
            self:SetState(BSTATE_DISABLED, adjustSizeInstant)
        end
    end
end
function MenuBarButton:SetLocked(locked)
    self.m_locked = locked
end
local PLAYER_DRIVEN = true
local CODE_DRIVEN = false
function MenuBarButton:Release(upInside, skipAnimation, playerDriven)
    if(self.m_locked) then return end
    if(self.m_state ~= BSTATE_DISABLED) then
        if(upInside) then
            self.m_menuBar:SetClickedButton(self, skipAnimation)
            local buttonData = self.m_buttonData
            if(buttonData.callback) then
                buttonData:callback(playerDriven)
            end
            
            local clickSound = buttonData.clickSound or self.m_menuBar:GetClickSound()
            if(clickSound and playerDriven) then
                PlaySound(clickSound)
            end
        else
            self:UnPress(skipAnimation)
        end
    end
end
function MenuBarButton:RefreshStatus()
    local buttonData = self.m_buttonData
    if buttonData.statusIcon then
        local textureFile
        if type(buttonData.statusIcon) == "function" then
            textureFile = buttonData.statusIcon()
        else
            textureFile = buttonData.statusIcon
        end
        if textureFile then
            self.m_statusIcon:SetTexture(textureFile)
            self.m_statusIcon:SetHidden(false)
            return
        end
    end
    self.m_statusIcon:SetHidden(true)
end
function MenuBarButton:GetDescriptor()
    return self.m_buttonData and self.m_buttonData.descriptor
end
function MenuBarButton:GetControl()
    return self.m_button
end
function MenuBarButton:GetAnimationData()
    local normalSize, downSize, animationDuration = self.m_menuBar:GetAnimationData()
    normalSize = self.m_buttonData.overrideNormalSize or normalSize
    downSize = self.m_buttonData.overrideDownSize or downSize
    return normalSize, downSize, animationDuration
end
--[[
Menu Bar Controller Object
--]]
local INDEX_BUTTON = 1
local INDEX_POOL_KEY = 2
local INDEX_DESCRIPTOR = 3
local MenuBar = ZO_Object:Subclass()
function MenuBar:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function MenuBar:Initialize(control)
    self.m_buttons = {}
    self.m_control = control
    self.m_point = LEFT
    self.m_relativePoint = RIGHT
    self.m_buttonPadding = 0
    self.m_clickSound = SOUNDS.MENU_BAR_CLICK
end
function MenuBar:GetClickSound()
    return self.m_clickSound
end
function MenuBar:SetClickSound(clickSound)
    self.m_clickSound = clickSound
end
function MenuBar:ClearClickSound()
    self.m_clickSound = nil
end
local function IsVisible(buttonData)
    if buttonData.hidden then
        return false
    else
        return not buttonData.visible or buttonData.visible(buttonData)
    end
end
local function GetBarPadding(buttonData)
    return buttonData.barPadding
end
function MenuBar:SelectFirstVisibleButton(skipAnimation)
    for i, button in ipairs(self.m_buttons) do
        local buttonControl = button[INDEX_BUTTON]
        local isVisible = IsVisible(buttonControl.m_object.m_buttonData)
        if(isVisible) then
            self:SelectDescriptor(button[INDEX_DESCRIPTOR], skipAnimation)
            return
        end
    end
end
function MenuBar:SelectLastVisibleButton(skipAnimation)
    for i = #self.m_buttons, 1, -1 do
        local button = self.m_buttons[i]
        local buttonControl = button[INDEX_BUTTON]
        local isVisible = IsVisible(buttonControl.m_object.m_buttonData)
        if(isVisible) then
            self:SelectDescriptor(button[INDEX_DESCRIPTOR], skipAnimation)
            return
        end
    end
end
function MenuBar:UpdateButtons(forceSelection)
    self.m_barPool:ReleaseAllObjects()
    local lastVisibleButton
    local lastDivider
    local lastDividerPadding
    for i, button in ipairs(self.m_buttons) do
        local buttonControl = button[INDEX_BUTTON]
        buttonControl:ClearAnchors()
        local buttonData = buttonControl.m_object.m_buttonData
        local isVisible = IsVisible(buttonData)
        buttonControl:SetHidden(not isVisible)
        if(isVisible) then
            if lastDivider and lastDividerPadding then
                buttonControl:SetAnchor(self.m_point, lastDivider, self.m_relativePoint, lastDividerPadding)
            elseif(lastVisibleButton) then
                local previousButtonExtraPadding = buttonData.previousButtonExtraPadding or 0
                buttonControl:SetAnchor(self.m_point, lastVisibleButton, self.m_relativePoint, self.m_buttonPadding + previousButtonExtraPadding)
            else
                buttonControl:SetAnchor(self.m_point, nil, self.m_point, 0, 0)
            end
            lastVisibleButton = buttonControl
            buttonControl.m_object:RefreshStatus()
        end
        
        local barPadding = GetBarPadding(buttonData)
        if barPadding then
            -- create a bar control and place it next to lastVisibleButton
            -- make sure the next button control is next to the newly created bar
            lastDivider = self.m_barPool:AcquireObject()
            lastDivider:SetAnchor(self.m_point, lastVisibleButton, self.m_relativePoint, barPadding)
            lastDividerPadding = barPadding
        else
            lastDivider = nil
            lastDividerPadding = nil
        end
    end
    if(self.m_clickedButton and not IsVisible(self.m_clickedButton.m_buttonData)) then
        if forceSelection then
            local SKIP_ANIM = true
            self:SelectFirstVisibleButton(SKIP_ANIM)
        else
            self:ClearSelection()
        end
    end
end
function MenuBar:AddButton(buttonData)
    local button, key = self.m_pool:AcquireObject()
    local onInitializeCallback = buttonData.onInitializeCallback
    if onInitializeCallback then
        onInitializeCallback(button)
    end
    button.m_object:SetData(self, buttonData)
    table.insert(self.m_buttons, { button, key, buttonData.descriptor }) -- update constants if order changes!
    self:UpdateButtons()
    return button
end
function MenuBar:GetButtonControl(descriptor)
    local buttonObject = self:ButtonObjectForDescriptor(descriptor)
    if(buttonObject) then
        return buttonObject:GetControl()
    end
end
function MenuBar:ClearButtons()
    self.m_clickedButton = nil
    self.m_lastClickedButton = nil
    self.m_pool:ReleaseAllObjects()
    self.m_barPool:ReleaseAllObjects()
    self.m_buttons = {}
end
function MenuBar:SetAllButtonsEnabled(enabled, skipAnimation)
    if self.allEnabled ~= enabled then
        self.allEnabled = enabled
        
        for i, button in ipairs(self.m_buttons) do
            local buttonControl = button[INDEX_BUTTON]
            buttonControl.m_object:SetEnabled(self.allEnabled, skipAnimation)
            if enabled and buttonControl.m_object == self.m_clickedButton then
                self:SetClickedButton(buttonControl.m_object, skipAnimation)
            else
                buttonControl.m_object:SetLocked(not enabled)
            end
        end
    end
end
function MenuBar:GetSelectedDescriptor()
    return self.m_clickedButton and self.m_clickedButton:GetDescriptor()
end
function MenuBar:SetClickedButton(buttonObject, skipAnimation)
    if(self.m_clickedButton) then
        self.m_clickedButton:SetLocked(false)
        self.m_clickedButton:UnPress(skipAnimation)
        self.m_lastClickedButton = self.m_clickedButton
        self.m_clickedButton = nil
    end
    if(buttonObject) then
        self.m_clickedButton = buttonObject
        self.m_clickedButton:SetLocked(true)
        self.m_clickedButton:Press(skipAnimation)
    end
end
function MenuBar:RestoreLastClickedButton(skipAnimation)
    if self.m_lastClickedButton then
        self:SetClickedButton(self.m_lastClickedButton, skipAnimation)
    end
end
function MenuBar:SetData(data)
    if(self.m_pool ~= nil) then return end
    if(data.initialButtonAnchorPoint and data.initialButtonAnchorPoint == RIGHT) then
        self.m_point = RIGHT
        self.m_relativePoint = LEFT
    else
        self.m_point = LEFT
        self.m_relativePoint = RIGHT
    end
    self.m_pool = ZO_ControlPool:New(data.buttonTemplate or "ZO_MenuBarButtonTemplate1", self.m_control, "Button")
    self.m_pool:SetCustomResetBehavior( function(control)
                                            control.m_object:Reset()
                                        end)
    self.m_barPool = ZO_ControlPool:New(data.barTemplate or "ZO_MenuBarPaddingBarTemplate", self.m_control, "PaddingBar")
    self.m_buttonPadding = data.buttonPadding or 0
    self.m_normalSize = data.normalSize or 32
    self.m_downSize = data.downSize or 50
    self.m_animationDuration = data.animationDuration or 180
end
    for _, data in ipairs(self.m_buttons) do
        if(data[INDEX_DESCRIPTOR] == descriptor) then
            return data[INDEX_BUTTON].m_object
        end
    end
end
function MenuBar:SelectDescriptor(descriptor, skipAnimation)
    local buttonObject = self:ButtonObjectForDescriptor(descriptor)
    if(buttonObject) then
        if IsVisible(buttonObject.m_buttonData) or buttonObject.m_buttonData.ignoreVisibleCheck then
            if(self.m_clickedButton and (self.m_clickedButton.m_buttonData == buttonObject.m_buttonData)) then
                return
            end
            self:SetClickedButton(nil, skipAnimation) -- reset
            -- TODO: use xml api?
            if not skipAnimation then
                buttonObject:MouseEnter()
            end
            buttonObject:Release(true, skipAnimation, CODE_DRIVEN)
            return true
        end
    end
    return false
end
function MenuBar:ClearSelection()
    self:SetClickedButton(nil, ADJUST_SIZE_INSTANT) -- reset
end
    local buttonObject = self:ButtonObjectForDescriptor(descriptor)
    if(buttonObject) then
        local currentState = buttonObject:GetState()
        if(enabled and currentState == BSTATE_DISABLED) then
            buttonObject:SetState(BSTATE_NORMAL, ADJUST_SIZE_INSTANT)
        elseif(not enabled) then
            buttonObject:SetState(BSTATE_DISABLED, ADJUST_SIZE_INSTANT)
        end
    end
end
function MenuBar:GetAnimationData()
    return self.m_normalSize, self.m_downSize, self.m_animationDuration
end
--[[
XML/External API for Menu Button
--]]
    self.m_object = MenuBarButton:New(self)
end
    return self.m_object:MouseEnter()
end
    return self.m_object:MouseExit()
end
    if(button == MOUSE_BUTTON_INDEX_LEFT) then
        self.m_object:Press()
    end
end
    if(button == MOUSE_BUTTON_INDEX_LEFT) then
        self.m_object:Release(upInside, ADJUST_SIZE_ANIMATED, PLAYER_DRIVEN)
    end
end
    return self.m_object.m_buttonData
end
--[[
XML/External API for Menu Bar
--]]
    self.m_object = MenuBar:New(self)
end
    self.m_object:SetData(data)
end
function ZO_MenuBar_AddButton(self, buttonData)
    return self.m_object:AddButton(buttonData)
end
function ZO_MenuBar_GenerateButtonTabData(self, name, mode, normal, pressed, highlight, disabled, customTooltipFunction, alwaysShowTooltip, playerDrivenCallback)
    return {
        activeTabText = name,
        categoryName = name,
        descriptor = mode,
        normal = normal,
        pressed = pressed,
        highlight = highlight,
        disabled = disabled,
        CustomTooltipFunction = customTooltipFunction,
        alwaysShowTooltip = alwaysShowTooltip ~= false,
        callback = function(tabData, playerDriven) 
                        if playerDriven then 
                            playerDrivenCallback(tabData, mode) 
                        end 
                    end,
    }
end
    return self.m_object:GetButtonControl(descriptor)
end
function ZO_MenuBar_UpdateButtons(self, forceSelection)
    return self.m_object:UpdateButtons(forceSelection)
end
    self.m_object:ClearButtons()
end
function ZO_MenuBar_SelectDescriptor(self, descriptor, skipAnimation)
    return self.m_object:SelectDescriptor(descriptor, skipAnimation)
end
function ZO_MenuBar_SelectFirstVisibleButton(self, skipAnimation)
    return self.m_object:SelectFirstVisibleButton(skipAnimation)
end
function ZO_MenuBar_SelectLastVisibleButton(self, skipAnimation)
    return self.m_object:SelectLastVisibleButton(skipAnimation)
end
end
    return self.m_object:GetSelectedDescriptor()
end
    self.m_object:ClearSelection()
end
function ZO_MenuBar_SetAllButtonsEnabled(self, enabled, skipAnimation)
    self.m_object:SetAllButtonsEnabled(enabled, skipAnimation)
end
function ZO_MenuBar_SetClickSound(self, clickSound)
    self.m_object:SetClickSound(clickSound)
end
    self.m_object:ClearClickSound()
end
function ZO_MenuBar_RestoreLastClickedButton(self, skipAnimation)
    self.m_object:RestoreLastClickedButton(skipAnimation)
end
--ZO_LabelButtonBar
    local buttonData = ZO_MenuBarButtonTemplate_GetData(self)
    if ZO_MenuBarButtonTemplate_OnMouseEnter(self) or buttonData.alwaysShowTooltip then
        InitializeTooltip(InformationTooltip, self, BOTTOM, 0, -10)
        if buttonData.CustomTooltipFunction then
            buttonData.CustomTooltipFunction(InformationTooltip)
        else
            SetTooltipText(InformationTooltip, zo_strformat(SI_MENU_BAR_TOOLTIP, GetString(buttonData.categoryName)))
        end
    end
end
    local buttonData = ZO_MenuBarButtonTemplate_GetData(self)
    if ZO_MenuBarButtonTemplate_OnMouseExit(self) or buttonData.alwaysShowTooltip  then
        ClearTooltip(InformationTooltip)
    end
end
        local buttonData = ZO_MenuBarButtonTemplate_GetData(self)
        if buttonData.tooltip then
            InitializeTooltip(InformationTooltip, self, BOTTOM, 0, -10)
            SetTooltipText(InformationTooltip, zo_strformat(SI_MENU_BAR_TOOLTIP, GetString(buttonData.tooltip)))
        end
    end
end
end