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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
return object
end
end
end
end
end
if ( state == BSTATE_NORMAL ) then
elseif ( state == BSTATE_PRESSED ) then
elseif ( state == BSTATE_DISABLED ) then
end
end
local legalStates =
{
[ BSTATE_NORMAL ] = true ,
[ BSTATE_PRESSED ] = true ,
[ BSTATE_DISABLED ] = true ,
}
end
if adjustSizeInstant then
if state == BSTATE_PRESSED then
else
end
if ( state == BSTATE_PRESSED ) then
else
end
end
else
if ( state == BSTATE_PRESSED ) then
else
end
end
if state == BSTATE_NORMAL then
end
elseif state == BSTATE_PRESSED then
end
elseif state == BSTATE_DISABLED then
end
end
end
end
end
end
if sizingUp then
else
end
end
end
local SIZING_UP = true
end
local SIZING_DOWN = false
end
end
end
end
end
end
end
end
end
end
else
end
end
else
end
end
end
end
end
local PLAYER_DRIVEN = true
local CODE_DRIVEN = false
if ( upInside ) then
end
end
else
end
end
end
local textureFile
else
end
if textureFile then
return
end
end
end
end
end
return normalSize , downSize , animationDuration
end
--[[
Menu Bar Controller Object
--]]
local INDEX_BUTTON = 1
local INDEX_POOL_KEY = 2
local INDEX_DESCRIPTOR = 3
return object
end
end
end
end
end
if buttonData . hidden then
return false
else
end
end
return buttonData . barPadding
end
return
end
end
end
return
end
end
end
local lastVisibleButton
local lastDivider
local lastDividerPadding
local buttonData = buttonControl . m_object . m_buttonData
if lastDivider and lastDividerPadding then
elseif ( lastVisibleButton ) then
local previousButtonExtraPadding = buttonData . previousButtonExtraPadding or 0
buttonControl : SetAnchor ( self . m_point , lastVisibleButton , self . m_relativePoint , self . m_buttonPadding + previousButtonExtraPadding )
else
end
lastVisibleButton = buttonControl
end
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
lastDividerPadding = barPadding
else
lastDivider = nil
lastDividerPadding = nil
end
end
if forceSelection then
local SKIP_ANIM = true
else
end
end
end
end
table . insert ( self . m_buttons , { button , key , buttonData . descriptor } ) -- update constants if order changes!
end
if ( buttonObject ) then
end
end
end
else
end
end
end
end
end
end
end
if ( buttonObject ) then
end
end
end
end
else
end
self . m_pool = ZO_ControlPool : New ( data . buttonTemplate or "ZO_MenuBarButtonTemplate1" , self . m_control , "Button" )
end )
self . m_barPool = ZO_ControlPool : New ( data . barTemplate or "ZO_MenuBarPaddingBarTemplate" , self . m_control , "PaddingBar" )
end
end
end
end
if buttonObject then
if ( self . m_clickedButton and ( self . m_clickedButton . m_buttonData == buttonObject . m_buttonData ) ) and not reselectIfSelected then
return
end
-- TODO: use xml api?
if not skipAnimation then
end
return true
end
end
return false
end
end
if ( buttonObject ) then
end
end
end
end
--[[
XML/External API for Menu Button
--]]
end
end
end
end
end
end
end
end
--[[
XML/External API for Menu Bar
--]]
end
end
end
function ZO_MenuBar_GenerateButtonTabData ( name , descriptor , normal , pressed , highlight , disabled , customTooltipFunction , alwaysShowTooltip , playerDrivenCallback )
return {
descriptor = descriptor ,
normal = normal ,
pressed = pressed ,
highlight = highlight ,
disabled = disabled ,
alwaysShowTooltip = alwaysShowTooltip ~= false ,
if playerDriven then
end
end ,
}
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
--ZO_LabelButtonBar
else
end
end
end
end
end
end
if buttonData . tooltip then
SetTooltipText ( InformationTooltip , zo_strformat ( SI_MENU_BAR_TOOLTIP , GetString ( buttonData . tooltip ) ) )
end
end
end
end |