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ZO_GAMEPAD_ACTION_BUTTON_SIZE = 61
ZO_GAMEPAD_ULTIMATE_BUTTON_SIZE = 67
ACTION_BUTTON_TYPE_VISIBLE = 1
ACTION_BUTTON_TYPE_HIDDEN = 2
ACTION_BUTTON_TYPE_LOCKED = 3
ACTION_BUTTON_TIMER_TEXT_OFFSET_Y_DEFAULT_KEYBOARD = 7
ACTION_BUTTON_TIMER_TEXT_OFFSET_Y_DEFAULT_GAMEPAD = 4
local ACTION_BUTTON_BGS = { ability = "EsoUI/Art/ActionBar/abilityInset.dds" , item = "EsoUI/Art/ActionBar/quickslotBG.dds" }
local ACTION_BUTTON_BORDERS = { normal = "EsoUI/Art/ActionBar/abilityFrame64_up.dds" , mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds" }
local FORCE_SUPPRESS_COOLDOWN_SOUND = true
local g_showGlobalCooldown = false
g_showGlobalCooldown = not g_showGlobalCooldown
end
local controlName
if hotbarCategory == HOTBAR_CATEGORY_COMPANION then
controlName = "CompanionUltimateButton"
elseif hotbarCategory == HOTBAR_CATEGORY_QUICKSLOT_WHEEL then
controlName = "QuickslotButton"
else
controlName = "ActionButton" .. slotNum
end
local HIDE_UNBOUND = false
end
else
end
end
end
if hotbarCategory == HOTBAR_CATEGORY_COMPANION then
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . buttonText , "COMMAND_PET" , HIDE_UNBOUND , "COMMAND_PET" , onChanged )
elseif hotbarCategory == HOTBAR_CATEGORY_QUICKSLOT_WHEEL then
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . buttonText , "ACTION_BUTTON_9" , HIDE_UNBOUND , "GAMEPAD_ACTION_BUTTON_9" )
else
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . buttonText , "ACTION_BUTTON_" .. slotNum , HIDE_UNBOUND , "GAMEPAD_ACTION_BUTTON_" .. slotNum , onChanged )
end
if isUltimateSlot then
if settingType == SETTING_TYPE_UI and settingId == UI_SETTING_ULTIMATE_NUMBER then
end
end )
end
EVENT_MANAGER : RegisterForEvent ( controlName , EVENT_INTERFACE_SETTING_CHANGED , function ( ... ) self : OnInterfaceSettingChanged ( ... ) end )
end
end
end
end
end
end
end
end
end
end
end
ZO_ActionSlot_SetupSlot ( slotObject . icon , slotObject . button , slotIcon , isGamepad and "" or ACTION_BUTTON_BORDERS . normal , isGamepad and "" or ACTION_BUTTON_BORDERS . mouseDown , slotObject . cooldownIcon )
end
end
else
end
end
end
end
end
end
end
end
SetupSlotHandlers =
{
}
local stackCount
if slotType == ACTION_TYPE_ITEM then
end
if stackCount and stackCount >= 0 then
else
end
end
-- Optional override for any action button that wants specific formatting of their count
end
end
--We no longer use self.button.hotbarCategory, but are keeping it around for addon compatibility
end
end
end
else
ZO_ActionSlot_ClearSlot ( self . icon , self . button , isGamepad and "" or ACTION_BUTTON_BORDERS . normal , isGamepad and "" or ACTION_BUTTON_BORDERS . mouseDown , self . cooldownIcon )
end
end
local slotIsEmpty = ( slotType == ACTION_TYPE_NOTHING )
local showHighlight = not slotIsEmpty and ActionSlotHasActivationHighlight ( slotNum , hotbarCategory ) and not self . useFailure and not self . showingCooldown
if showHighlight ~= isShowingHighlight then
if showHighlight then
if not anim then
end
else
if anim then
end
end
end
end
local slotIsEmpty = ( slotType == ACTION_TYPE_NOTHING )
end
else
end
end
if ( actionType == ACTION_TYPE_ABILITY or actionType == ACTION_TYPE_CRAFTED_ABILITY ) and ShouldAbilityShowAsUsableWithDuration ( abilityId ) then
else
end
end
local SHOW_UNIT_OVER_THRESHOLD_S = ZO_ONE_MINUTE_IN_SECONDS
local SHOW_DECIMAL_UNDER_THRESHOLD_S = ZO_EFFECT_EXPIRATION_IMMINENCE_THRESHOLD_S
local timeLeftString = ZO_FormatTimeShowUnitOverThresholdShowDecimalUnderThreshold ( value , SHOW_UNIT_OVER_THRESHOLD_S , SHOW_DECIMAL_UNDER_THRESHOLD_S , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT )
--We only need to worry about updating the anchor for ultimate slots as they are the only ones with count text
end
else
end
end
end
local soulGemFailure = false
if slotType == ACTION_TYPE_ITEM then
elseif slotType == ACTION_TYPE_ABILITY or slotType == ACTION_TYPE_CRAFTED_ABILITY then
soulGemFailure = true
end
end
local nonCostFailure = slotType ~= ACTION_TYPE_NOTHING and self . itemQtyFailure or soulGemFailure or ActionSlotHasNonCostStateFailure ( slotNum , hotbarCategory )
end
local isKeyboardUltimateSlot = not isGamepad and ZO_ActionBar_IsUltimateSlot ( slotNum , hotbarCategory )
local usable = false
usable = true
usable = true
end
local stackEmpty = false
if slotType == ACTION_TYPE_ITEM then
if stackCount <= 0 then
stackEmpty = true
usable = false
end
end
local useDesaturation = isShowingCooldown or stackEmpty
end
end
if showCooldown then
else
end
end
end
end
local percent = percentComplete or 1 -- Can get here from several places before percentComplete has been set (]forcereload)
local offsetY = ( 1 - percent ) * iconHeight
end
end
end
local NO_LEADING_EDGE = false
local showGlobalCooldownForCollectible = global and slotType == ACTION_TYPE_COLLECTIBLE and globalSlotType == ACTION_TYPE_COLLECTIBLE
local showCooldown = isInCooldown and ( g_showGlobalCooldown or not global or showGlobalCooldownForCollectible )
local updateChromaQuickslot = ( slotType ~= ACTION_TYPE_ABILITY or slotType ~= ACTION_TYPE_CRAFTED_ABILITY ) and ZO_RZCHROMA_EFFECTS
if showCooldown then
end
end
else
end
if updateChromaQuickslot then
end
else
-- This ability was in a non-global cooldown, and now the cooldown is over...play animation and sound
if options ~= FORCE_SUPPRESS_COOLDOWN_SOUND then
end
self . cooldownCompleteAnim . animation = self . cooldownCompleteAnim . animation or CreateSimpleAnimation ( ANIMATION_TEXTURE , self . cooldownCompleteAnim )
if updateChromaQuickslot then
end
end
end
end
end
else
end
local textColor = showCooldown and INTERFACE_TEXT_COLOR_FAILED or INTERFACE_TEXT_COLOR_SELECTED
end
if timeline then
end
end
local BOUNCE_DURATION_MS = 500
if decoration then
end
if isGamepad then
end
else
end
else
end
end
if not isAnchoredLeft then
else
end
end
timeline : GetFirstAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerFirst ( animation , self ) end )
timeline : GetLastAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerLast ( animation , self ) end )
end
do
local SHRINK_SCALE = 0.9
local ICON_SHRINK_SCALE = 0.8
local GROW_SCALE = 1.1
local FRAME_RESET_TIME_MS = 167
local ICON_RESET_TIME_MS = 100
local size = isUltimateSlot and ZO_GAMEPAD_ULTIMATE_BUTTON_SIZE or ZO_GAMEPAD_ACTION_BUTTON_SIZE
end
SetAnimationParameters ( self . bounceAnimation , self . flipCard , SHRINK_SCALE , FRAME_RESET_TIME_MS , isUltimateSlot )
SetAnimationParameters ( self . iconBounceAnimation , self . icon , ICON_SHRINK_SCALE , ICON_RESET_TIME_MS , isUltimateSlot )
end
end
local mainTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ActionSlotBounceAnimation" , self . flipCard )
local iconTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ActionSlotBounceAnimation" , self . icon )
end
end
end
end
end
end
end
end
if leftKey and rightKey then
end
self . leftKeyTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateAbilityButtonSlideLeft" , leftKey )
self . rightKeyTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateAbilityButtonSlideRight" , rightKey )
end
end
end
end
self . timerSwapAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "TimerSwapAnimation" , self . timerText )
self . stackCountSwapAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "TimerSwapAnimation" , self . stackCountText )
end
do
end
end
end
end
end
end
end
end
end
if settingType == SETTING_TYPE_UI then
if settingId == UI_SETTING_SHOW_ACTION_BAR_TIMERS then
end
end
end
end
if newOffset == 0 then
else
end
animation . currentOffset = newOffset
end
function ActionButton : PlayUltimateFillAnimation ( leftTexture , rightTexture , newPercentComplete , setProgressNoAnim )
self . ultimateBarFillLeftTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateBarFillLoopAnimation" , leftTexture )
self . ultimateBarFillRightTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateBarFillLoopAnimation" , rightTexture )
end
if setProgressNoAnim then
else
end
end
end
end
end
if ZO_RZCHROMA_EFFECTS then
end
end
end
end
function ActionButton : PlayUltimateReadyAnimations ( ultimateReadyBurstTexture , ultimateReadyLoopTexture , setProgressNoAnim )
local ultimateSound = isCompanionUltimate and SOUNDS . ABILITY_COMPANION_ULTIMATE_READY or SOUNDS . ABILITY_ULTIMATE_READY
self . ultimateReadyBurstTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateReadyBurst" , ultimateReadyBurstTexture )
self . ultimateReadyLoopTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UltimateReadyLoop" , ultimateReadyLoopTexture )
end
end )
end
end
end
local addChromaEffect = false
if not g_activeWeaponSwapInProgress then
if not self . ultimateReadyBurstTimeline : IsPlaying ( ) and not self . ultimateReadyLoopTimeline : IsPlaying ( ) then
addChromaEffect = true
end
addChromaEffect = true
end
if ZO_RZCHROMA_EFFECTS and addChromaEffect then
end
end
end
end
else
end
end
do
local TIMER_TEXT_OFFSET_Y_COUNT_TEXT_VISIBLE_GAMEPAD = - 8
local TIMER_TEXT_OFFSET_Y_COUNT_TEXT_VISIBLE_KEYBOARD = - 5
local timerTextYOffset = 0
--The timer text needs to be in a slightly different spot if the count text is showing to prevent overlap
timerTextYOffset = IsInGamepadPreferredMode ( ) and ACTION_BUTTON_TIMER_TEXT_OFFSET_Y_DEFAULT_GAMEPAD or ACTION_BUTTON_TIMER_TEXT_OFFSET_Y_DEFAULT_KEYBOARD
else
timerTextYOffset = IsInGamepadPreferredMode ( ) and TIMER_TEXT_OFFSET_Y_COUNT_TEXT_VISIBLE_GAMEPAD or TIMER_TEXT_OFFSET_Y_COUNT_TEXT_VISIBLE_KEYBOARD
end
end
end
end
else
end
end
end
local SET_ULTIMATE_METER_NO_ANIM = true
end
self . currentUltimateMax = GetSlotAbilityCost ( ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 , COMBAT_MECHANIC_FLAGS_ULTIMATE , self : GetHotbarCategory ( ) )
end
if isSlotUsed then
-- Show fill bar if platform appropriate
--hide progress bar
-- Set fill bar to full
self : PlayUltimateFillAnimation ( ultimateFillLeftTexture , ultimateFillRightTexture , 1 , setProgressNoAnim )
self : PlayUltimateReadyAnimations ( ultimateReadyBurstTexture , ultimateReadyLoopTexture , setProgressNoAnim )
else
--stop animation
-- show platform appropriate progress bar
-- update both platforms progress bars
self : PlayUltimateFillAnimation ( ultimateFillLeftTexture , ultimateFillRightTexture , percentComplete , setProgressNoAnim )
end
else
--stop animation
--hide progress bar for all platforms
end
end
--------------------
-- ActionBarTimer --
--------------------
local ACTION_BAR_TIMER_FRAMES = { keyboard = "EsoUI/Art/ActionBar/backrow_abilityFrame.dds" , gamepad = "EsoUI/Art/ActionBar/Gamepad/gp_backrow_abilityFrame.dds" }
local controlName = "ActionBarTimer" .. slotNum
ZO_StatusBar_SetGradientColor ( self . fillStatusBar , ZO_CAST_BAR_COLORS [ ZO_CAST_STATE_BEGIN_CHARGE_UP ] )
local frame = IsInGamepadPreferredMode ( ) and ACTION_BAR_TIMER_FRAMES . gamepad or ACTION_BAR_TIMER_FRAMES . keyboard
self . showBackRowSlot = GetSetting_Bool ( SETTING_TYPE_UI , UI_SETTING_SHOW_ACTION_BAR_BACK_ROW ) and self . showTimer
EVENT_MANAGER : RegisterForEvent ( controlName , EVENT_INTERFACE_SETTING_CHANGED , function ( ... ) self : OnInterfaceSettingChanged ( ... ) end )
end
end
local frame = IsInGamepadPreferredMode ( ) and ACTION_BAR_TIMER_FRAMES . gamepad or ACTION_BAR_TIMER_FRAMES . keyboard
else
end
end
end
end
else
end
end
return self . durationMS and self . durationMS ~= 0 and self . endTimeMS and self . endTimeMS >= GetFrameTimeMilliseconds ( )
end
end
local IS_BACK_BAR_SLOT = true
timeline : GetFirstAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerFirst ( animation , self , IS_BACK_BAR_SLOT ) end )
timeline : GetLastAnimation ( ) : SetHandler ( "OnStop" , function ( animation ) OnStopHandlerLast ( animation , self ) end )
end
end
end
end
local isValidBarType = barType == HOTBAR_CATEGORY_BACKUP or barType == HOTBAR_CATEGORY_PRIMARY
local shown = isValidBarType and GetSlotType ( slotId , barType ) ~= ACTION_TYPE_NOTHING and self . active and self . showBackRowSlot and self : HasValidDuration ( )
end
end
end
if settingType == SETTING_TYPE_UI then
if settingId == UI_SETTING_SHOW_ACTION_BAR_BACK_ROW or settingId == UI_SETTING_SHOW_ACTION_BAR_TIMERS then
if settingId == UI_SETTING_SHOW_ACTION_BAR_TIMERS then
end
self . showBackRowSlot = GetSetting_Bool ( SETTING_TYPE_UI , UI_SETTING_SHOW_ACTION_BAR_BACK_ROW ) and self . showTimer
end
end
end |