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--[[ Character Create Slider ]] --
end
end
--[[ Character Create Appearance Slider ]] --
end
end
--[[ Character Create Color Slider ]] --
-- Similar construction details to the ZO_CharacterCreateSlider_Keyboard.
-- The one main difference is that this comes from a common utility class, so it needs a little extra
-- for wiring up the subsystems. The internal object and control will be a ZO_ColorSwatchPicker, but this will wrap that in an interface
-- that makes it look like a CharCreate*Slider object.
end
end
end
self . category = appearanceName
self . numSteps = numValues
self . legalInitialSettings = { }
for paletteIndex = 1 , numValues do
if legalInitialSetting then
end
end
end
-- Override parent function, otherwise parent function will break if called for this class object
return self . slider . m_picker . m_pressedEntry . m_paletteIndex
end
if self . lockState == TOGGLE_BUTTON_OPEN then
local randomValue = 1
if ( randomizeType == "initial" ) and ( # self . legalInitialSettings > 0 ) then
-- If this is the initial randomization and we have some legal initial values
-- then only randomize over those values
else
-- Otherwise, pick a random value from the valid values
local maxValue = self . numSteps
if maxValue > 0 then
end
end
end
end
end
end
--[[ Character Create Dropdown Slider ]] --
-- Similar interface to the ZO_CharacterCreateSlider_Keyboard, completely different internals.
-- The drop down is used to choose named appearance types.
return slider
end
self . lockState = TOGGLE_BUTTON_OPEN
end
function ZO_CharacterCreateDropdownSlider_Keyboard : SetName ( displayName , enumNameFallback , enumValue )
-- nothing to do for now, the only dropdown in use has its own section
end
-- Terrible first implementation
local voiceIdToNameId =
{
SI_CREATE_CHARACTER_VOICE_A ,
SI_CREATE_CHARACTER_VOICE_B ,
SI_CREATE_CHARACTER_VOICE_C ,
SI_CREATE_CHARACTER_VOICE_D ,
SI_CREATE_CHARACTER_VOICE_E ,
SI_CREATE_CHARACTER_VOICE_F ,
SI_CREATE_CHARACTER_VOICE_G ,
SI_CREATE_CHARACTER_VOICE_H ,
}
if nameId then
end
end
self . category = appearanceName
self . numSteps = numValues
self . legalInitialSettings = { }
end
for valueIndex = 1 , numValues do
if legalInitialSetting then
end
end
end
if self . lockState == TOGGLE_BUTTON_OPEN then
local randomValue = 1
if randomizeType == "initial" and # self . legalInitialSettings > 0 then
-- If this is the initial randomization and we have some legal initial values
-- then only randomize over those values
else
-- Otherwise, pick a random value from the valid values
local maxValue = self . numSteps
if maxValue > 0 then
end
end
end
end
self . lockState = not self . lockState
end
end
end
end
-- Override parent function, otherwise parent function will break if called for this class object
end
return self . lockState ~= TOGGLE_BUTTON_OPEN
end
return true
end
end
end
end
-- Global / XML functions
end |