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function ( oldState , newState )
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
-- Set up the skill rows
-- Set up the champion bar
-- Set up the attribute bars
-- Set up the equipment element pools
end
end
do
local MAIN_HAND_EQUIP_SLOT =
{
[ EQUIP_SLOT_MAIN_HAND ] = true ,
[ EQUIP_SLOT_BACKUP_MAIN ] = true ,
}
local OFF_HAND_TO_MAIN_HAND_MAP =
{
[ EQUIP_SLOT_OFF_HAND ] = EQUIP_SLOT_MAIN_HAND ,
[ EQUIP_SLOT_BACKUP_OFF ] = EQUIP_SLOT_BACKUP_MAIN ,
}
local BACKBAR_SLOTS =
{
[ EQUIP_SLOT_BACKUP_MAIN ] = true ,
[ EQUIP_SLOT_BACKUP_OFF ] = true ,
[ EQUIP_SLOT_BACKUP_POISON ] = true ,
}
-- Setup the skills row data
local previousControl = self : AddStatValuePair ( self . scrollChild , GetString ( SI_GAMEPAD_ARMORY_SKILLS_CATEGORY ) , totalSkillPoints , 50 , 0 )
-- Setup the champion bar data
previousControl = self : AddStatValuePair ( self . skillBarRow2 . control , GetString ( SI_GAMEPAD_ARMORY_CHAMPION_CATEGORY ) , totalChampionPoints , 50 , 20 )
-- Setup the attributes row data
local attributeDataList =
{
{
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds" ,
} ,
{
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds" ,
} ,
{
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds" ,
} ,
}
local SELECTED = true
local NOT_SELECTED = false
local DISABLED = false
local NOT_ACTIVE = false
local attributeData = ZO_GamepadEntryData : New ( GetString ( "SI_ATTRIBUTES" , attribute . type ) , attribute . icon )
ZO_SharedGamepadEntry_OnSetup ( attribute . control , attributeData , SELECTED , NOT_SELECTED , DISABLED , NOT_ACTIVE )
end
-- Setup the equipment row data
local headersUsed = { }
local equipmentSlots = { }
local mainHandLinks = { }
previousControl = nil
local mainHandEquipType = OFF_HAND_TO_MAIN_HAND_MAP [ equipmentType ]
local shouldHideEquipType = isWeaponSwapLocked and BACKBAR_SLOTS [ equipmentType ]
if mainHandEquipType then
shouldHideEquipType = shouldHideEquipType or GetItemLinkEquipType ( mainHandLinks [ mainHandEquipType ] ) == EQUIP_TYPE_TWO_HAND
end
if not shouldHideEquipType then
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
if MAIN_HAND_EQUIP_SLOT [ equipmentType ] then
mainHandLinks [ equipmentType ] = itemLink
end
elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
entryData : SetText ( zo_strformat ( SI_GAMEPAD_ARMORY_EQUIPMENT_FORMATTER , GetString ( "SI_EQUIPSLOT" , equipmentType ) ) )
else
entryData : SetText ( zo_strformat ( SI_GAMEPAD_ARMORY_EQUIPMENT_FORMATTER , GetString ( "SI_EQUIPSLOT" , equipmentType ) ) )
end
--Headers for Equipment Visual Categories (Weapons, Apparel): display header for the first equip slot of a category to be visible
if headersUsed [ visualCategory ] == nil then
headerControl : GetNamedChild ( "Stat" ) : SetText ( GetString ( "SI_EQUIPSLOTVISUALCATEGORY" , visualCategory ) )
if previousControl then
else
end
previousControl = headerControl
headersUsed [ visualCategory ] = true
else
end
if previousControl then
else
end
previousControl = equipmentControl
end
end
--Setup the mundus stone data
previousControl = self : AddStatValuePair ( previousControl , GetString ( SI_GAMEPAD_ARMORY_MUNDUS_HEADER ) , mundusName , 0 , 20 )
end
-- Setup the curse data
previousControl = self : AddStatValuePair ( previousControl , GetString ( SI_GAMEPAD_ARMORY_CURSE_HEADER ) , GetString ( "SI_CURSETYPE" , self . armoryBuildData : GetCurseType ( ) ) , 0 , 20 )
-- Setup outfit row data
previousControl = self : AddStatValuePair ( previousControl , GetString ( SI_OUTFIT_SELECTOR_TITLE ) , self . armoryBuildData : GetEquippedOutfitName ( ) , 0 , 20 )
end
end
end
function ZO_ArmoryBuildOverview_Gamepad : AddStatValuePair ( parent , statText , valueText , offsetX , offsetY )
else
end
end
end
end
end
end
end
-----------------------------
-- XML Functions
-----------------------------
end |