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ZO_GAMEPAD_INVENTORY_SCENE_NAME = "gamepad_inventory_root"
ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG = "GAMEPAD_CONFIRM_DESTROY_ITEM_PROMPT"
ZO_GAMEPAD_CONFIRM_DESTROY_ARMORY_ITEM_DIALOG = "GAMEPAD_CONFIRM_DESTROY_ARMORY_ITEM_PROMPT"
ZO_GAMEPAD_SPLIT_STACK_DIALOG = "GAMEPAD_SPLIT_STACK"
local CATEGORY_ITEM_ACTION_MODE = 1
local ITEM_LIST_ACTION_MODE = 2
local CRAFT_BAG_ACTION_MODE = 3
local INVENTORY_TAB_INDEX = 1
local CRAFT_BAG_TAB_INDEX = 2
local INVENTORY_CATEGORY_LIST = "categoryList"
local INVENTORY_ITEM_LIST = "itemList"
local INVENTORY_CRAFT_BAG_LIST = "craftBagList"
local BLOCK_TABBAR_CALLBACK = true
--[[ Public API ]] --
ZO_Gamepad_ParametricList_BagsSearch_Screen . Initialize ( self , "playerInventoryTextSearch" , control , ZO_GAMEPAD_HEADER_TABBAR_CREATE , false , GAMEPAD_INVENTORY_ROOT_SCENE )
-- need this earlier than deferred init so trade can split stacks before inventory is possibly viewed
end
end
end
end
end
end
end
end
-- Initialize needed bags
end
local SAVED_VAR_DEFAULTS =
{
useStatComparisonTooltip = true ,
}
self . savedVars = ZO_SavedVars : NewAccountWide ( "ZO_Ingame_SavedVariables" , 2 , "GamepadInventory" , SAVED_VAR_DEFAULTS )
-- setup our lists
--Refresh the currency tooltip if it is open.
end
end
end
end
end
-- we only want to update immediately if we are in the gamepad inventory scene
if self . selectedItemFilterType == ITEMFILTERTYPE_JEWELRY or self . selectedItemFilterType == ITEMFILTERTYPE_ARMOR or self . selectedItemFilterType == ITEMFILTERTYPE_WEAPONS then
end
end
RefreshSelectedData ( ) --dialog will refresh selected when it hides, so only do it if it's not showing
end
end
end
local SELECT_DEFAULT_ENTRY = true
end
-- override of ZO_Gamepad_ParametricList_Screen:OnStateChanged
if newState == SCENE_SHOWING then
--figure out which list to land on
-- We normally do not want to enter the gamepad inventory on the item list
-- the exception is if we are coming back to the inventory, like from looting a container
if listToActivate == INVENTORY_ITEM_LIST and not SCENE_MANAGER : WasSceneOnStack ( ZO_GAMEPAD_INVENTORY_SCENE_NAME ) then
listToActivate = INVENTORY_CATEGORY_LIST
end
-- switching the active list will handle activating/refreshing header, keybinds, etc.
local SELECT_DEFAULT_ENTRY = true
elseif newState == SCENE_HIDING then
--clear the currentListType so we can refresh it when we re-enter
elseif newState == SCENE_HIDDEN then
end
end
--if no currentFrameTimeSeconds a manual update was called from outside the update loop.
if not currentFrameTimeSeconds or ( self . nextUpdateTimeSeconds and ( currentFrameTimeSeconds >= self . nextUpdateTimeSeconds ) ) then
-- it's possible we removed the last item from this list
-- so we want to switch back to the category list
else
-- don't refresh item actions if we are switching back to the category view
-- otherwise we get keybindstrip errors (Item actions will try to add an "A" keybind
-- and we already have an "A" keybind)
end
else -- CATEGORY_ITEM_ACTION_MODE
end
end
-- don't refresh item actions if we are in the category view
-- otherwise we get a keybind conflict
end
end
end
end
do
local GAMEPAD_INVENTORY_UPDATE_DELAY_S = . 01
end
end
end
end
end
end
end
end
return
end
-- Needed here for on hide as well as changing tabs
end
end
-- if our scene isn't showing we shouldn't actually switch the lists
-- we'll rely on the scene showing to set the list
if listDescriptor == INVENTORY_CATEGORY_LIST then
--ESO-714374: Order matters as we need to set the current list to CategoryList before we refresh it and need to activate the keybinds last to avoid duplicate keybinds.
-- For the case where the previous list didn't have any selectible items which would allow the header to be exited we need to attempt
-- to exit the header again if there are items in the new list (which their will be in this case as Category List has Currency)
-- so that we can ensure that the header and main list will not be active at the same time, which would cause a keybind conflict
end
elseif listDescriptor == INVENTORY_ITEM_LIST then
end
elseif listDescriptor == INVENTORY_CRAFT_BAG_LIST then
local TRIGGER_CALLBACK = true
end
else
end
end
-------------
-- Dialogs --
-------------
end
{
blockDialogReleaseOnPress = true ,
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
allowRightStickPassThrough = true ,
} ,
end ,
end ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
{
end ,
} ,
}
} )
end
end
{
blockDialogReleaseOnPress = true ,
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
allowRightStickPassThrough = true ,
} ,
end ,
end ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
{
end ,
} ,
}
} )
end
{
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . ITEM_SLIDER ,
} ,
end ,
title =
{
} ,
{
} ,
end ,
--The stack on the right
--The stack on the left
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_GAMEPAD_INVENTORY_SPLIT_STACK_NARRATION_FORMATTER , itemName , stack1 , stack2 ) )
end ,
return ZO_GetHorizontalDirectionalInputNarrationData ( GetString ( SI_GAMEPAD_INVENTORY_SPLIT_STACK_LEFT_NARRATION ) , GetString ( SI_GAMEPAD_INVENTORY_SPLIT_STACK_RIGHT_NARRATION ) )
end ,
buttons =
{
{
} ,
{
end ,
} ,
}
} )
end
-- make sure to wipe out the keybinds added by actions
--restore the selected inventory item
--if we refresh item actions we will get a keybind conflict
if currentList then
end
end
else
end
--refresh so keybinds react to newly selected item
end
end
end
--------------
-- Keybinds --
--------------
{
{
end ,
return not self . categoryList : IsEmpty ( ) and self . currentlySelectedData and not self . currentlySelectedData . isCurrencyEntry
end ,
} ,
{
end ,
end ,
} ,
{
disabledDuringSceneHiding = true ,
end ,
} ,
{
disabledDuringSceneHiding = true ,
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryListKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
return self . selectedItemFilterType == ITEMFILTERTYPE_QUICKSLOT or self . selectedItemFilterType == ITEMFILTERTYPE_QUEST
end
return self . selectedItemFilterType == ITEMFILTERTYPE_JEWELRY or self . selectedItemFilterType == ITEMFILTERTYPE_ARMOR or self . selectedItemFilterType == ITEMFILTERTYPE_WEAPONS
end
{
{
return KEYBIND_STRIP_ALIGN_LEFT
return KEYBIND_STRIP_ALIGN_RIGHT
end
end ,
end
end ,
return - 500
end
end ,
return true
end
if targetCategoryData then
return equipSlotHasItem
end
end
end ,
--Re-narrate when the stat comparison tooltip is toggled
end
end ,
} ,
{
return true
end
if inventorySlot ~= nil and inventorySlot . dataSource ~= nil and inventorySlot . dataSource . questIndex ~= nil and inventorySlot . dataSource . questIndex > 0 then
end
return false
end ,
end ,
} ,
{
disabledDuringSceneHiding = true ,
end ,
} ,
{
disabledDuringSceneHiding = true ,
return self . selectedItemUniqueId ~= nil and targetData ~= nil and ZO_InventorySlot_CanDestroyItem ( targetData )
end ,
if ZO_InventorySlot_CanDestroyItem ( targetData ) and ZO_InventorySlot_InitiateDestroyItem ( targetData ) then
end
end
} ,
{
else
end
end ,
disabledDuringSceneHiding = true ,
end
return true
end ,
else
if targetData ~= nil then
end
end
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . itemFilterKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : OnBackButtonClicked ( ) end )
{
{
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . craftBagKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
else
end
end
end
end
end
end
end
end
end
end
end
end
end
local targetData
if actionMode == ITEM_LIST_ACTION_MODE then
end
elseif actionMode == CRAFT_BAG_ACTION_MODE then
end
else -- CATEGORY_ITEM_ACTION_MODE
end
end
end
-- Calling this function will add keybinds to the strip, likely using the primary key
-- The primary key will conflict with the category keybind descriptor if added
local targetData
if actionMode == ITEM_LIST_ACTION_MODE then
elseif actionMode == CRAFT_BAG_ACTION_MODE then
else -- CATEGORY_ITEM_ACTION_MODE
end
end
--If there is an item selected and it has a cooldown, let the refresh function get called until it is no longer in cooldown
end
end
-----------------------------
-- Selected Inventory Data --
-----------------------------
if selectedData then
else
end
end
-- the action dialog will trigger a refresh when it's finished so no need to refresh now
-- this also prevents issues where we get 2 single slot updates while showing but only refresh for the first one
if inventoryData then
if self . selectedItemUniqueId and CompareId64s ( inventoryData . uniqueId , self . selectedItemUniqueId ) ~= 0 then
ZO_Dialogs_ReleaseDialog ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) -- The previously selected item no longer exists, back out of the command list
end
ZO_Dialogs_ReleaseDialog ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) -- The equipped item was deleted from the category list, back out of command list
ZO_Dialogs_ReleaseDialog ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) -- The previously selected filter is empty
end
end
end
end
-------------------
-- Category List --
-------------------
if not selectedData then return end
if selectedData . equipSlot and GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_LEFT_TOOLTIP , BAG_WORN , selectedData . equipSlot ) then
local isHidden , highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden ( selectedData . equipSlot or EQUIP_SLOT_NONE , GAMEPLAY_ACTOR_CATEGORY_PLAYER )
if isHidden then
GAMEPAD_TOOLTIPS : SetStatusLabelText ( GAMEPAD_LEFT_TOOLTIP , GetString ( SI_GAMEPAD_EQUIPPED_ITEM_HEADER ) , nil , ZO_SELECTED_TEXT : Colorize ( GetHiddenByStringForVisualLayer ( highestPriorityVisualLayerThatIsShowing ) ) )
else
GAMEPAD_TOOLTIPS : SetStatusLabelText ( GAMEPAD_LEFT_TOOLTIP , GetString ( SI_GAMEPAD_EQUIPPED_ITEM_HEADER ) )
end
elseif selectedData . isCurrencyEntry then
local statText = ""
else
end
end
list : AddDataTemplate ( "ZO_GamepadItemEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
--Match the tooltip to the selected data because it looks nicer
end
--Match the functionality to the target data
if targetData then
else
end
end
end
if weaponType == WEAPONTYPE_AXE or weaponType == WEAPONTYPE_HAMMER or weaponType == WEAPONTYPE_SWORD or weaponType == WEAPONTYPE_DAGGER then
return GAMEPAD_WEAPON_CATEGORY_ONE_HANDED_MELEE
elseif weaponType == WEAPONTYPE_TWO_HANDED_SWORD or weaponType == WEAPONTYPE_TWO_HANDED_AXE or weaponType == WEAPONTYPE_TWO_HANDED_HAMMER then
return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE
elseif weaponType == WEAPONTYPE_FIRE_STAFF or weaponType == WEAPONTYPE_FROST_STAFF or weaponType == WEAPONTYPE_LIGHTNING_STAFF then
return GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF
elseif weaponType == WEAPONTYPE_HEALING_STAFF then
return GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF
elseif weaponType == WEAPONTYPE_BOW then
return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
elseif weaponType ~= WEAPONTYPE_NONE then
return GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED
end
end
return categoryType == GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE or
categoryType == GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF or
categoryType == GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF or
categoryType == GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
end
if not isListEmpty then
local hasAnyNewItems = SHARED_INVENTORY : AreAnyItemsNew ( ZO_InventoryUtils_DoesNewItemMatchFilterType , filterType , BAG_BACKPACK )
end
end
end
if self . currentListType == INVENTORY_CATEGORY_LIST or self . categoryList : IsActive ( ) or forceUpdate then
-- Currencies
do
local iconFile = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_currencies.dds"
end
-- Supplies
-- Supplies is a catch all category for non-equipment items that don't fall into one of the specific categories below
-- If a new filtered category is added make sure to modify ZO_InventoryUtils_DoesNewItemMatchSupplies to match
-- otherwise items will show up in both the categories
do
if not isListEmpty then
local iconFile = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_all.dds"
local hasAnyNewItems = SHARED_INVENTORY : AreAnyItemsNew ( ZO_InventoryUtils_DoesNewItemMatchSupplies , nil , BAG_BACKPACK )
end
end
-- Materials
self : AddFilteredBackpackCategoryIfPopulated ( ITEMFILTERTYPE_CRAFTING , "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_materials.dds" )
-- Consumables
self : AddFilteredBackpackCategoryIfPopulated ( ITEMFILTERTYPE_QUICKSLOT , "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_quickslot.dds" )
-- Furnishing
self : AddFilteredBackpackCategoryIfPopulated ( ITEMFILTERTYPE_FURNISHING , "EsoUI/Art/Crafting/Gamepad/gp_crafting_menuIcon_furnishings.dds" )
-- Companion Items
self : AddFilteredBackpackCategoryIfPopulated ( ITEMFILTERTYPE_COMPANION , "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_companionItems.dds" )
-- Quest Items
do
local textSearchFilteredQuestCache = { }
end
end
end
local iconFile = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_quest.dds"
end
end
local twoHandIconFile
local headersUsed = { }
if not locked and not isListEmpty then
if not slotHasItem then
iconFile = nil
end
--special case where a two handed weapon icon shows up in offhand slot at lower opacity
if iconFile
and ( equipSlot == EQUIP_SLOT_MAIN_HAND or equipSlot == EQUIP_SLOT_BACKUP_MAIN )
twoHandIconFile = iconFile
end
local offhandTransparency
if twoHandIconFile and ( equipSlot == EQUIP_SLOT_OFF_HAND or equipSlot == EQUIP_SLOT_BACKUP_OFF ) then
iconFile = twoHandIconFile
twoHandIconFile = nil
offhandTransparency = 0.5
end
-- ESO-752569: Companion items use the same equip slots, but they're categorized as "supplies" (see above), so we need to filter them out here.
return ZO_Character_DoesEquipSlotUseEquipType ( equipSlot , itemData . equipType ) and itemData . actorCategory ~= GAMEPLAY_ACTOR_CATEGORY_COMPANION
end
local hasAnyNewItems = SHARED_INVENTORY : AreAnyItemsNew ( DoesNewItemMatchEquipSlot , nil , BAG_BACKPACK )
if equipSlot == EQUIP_SLOT_POISON or equipSlot == EQUIP_SLOT_BACKUP_POISON then
end
--Headers for Equipment Visual Categories (Weapons, Apparel, Accessories): display header for the first equip slot of a category to be visible
if headersUsed [ visualCategory ] == nil then
headersUsed [ visualCategory ] = true
--No Header Needed
else
end
end
end
end
end
---------------
-- Item List --
---------------
end
else
end
end
if selectedData . filterData then
if selectedData . toolIndex then
GAMEPAD_TOOLTIPS : LayoutQuestItem ( GAMEPAD_LEFT_TOOLTIP , GetQuestToolQuestItemId ( selectedData . questIndex , selectedData . toolIndex ) )
else
GAMEPAD_TOOLTIPS : LayoutQuestItem ( GAMEPAD_LEFT_TOOLTIP , GetQuestConditionQuestItemId ( selectedData . questIndex , selectedData . stepIndex , selectedData . conditionIndex ) )
end
else
end
if selectedData . isEquippedInCurrentCategory or selectedData . isEquippedInAnotherCategory or selectedData . equipSlot then
local slotIndex = selectedData . bagId == BAG_WORN and selectedData . slotIndex or nil --equipped quickslottables slotIndex is not the same as slot index's in BAG_WORN
else
end
else
end
else
end
end
return left . uniqueId == right . uniqueId
end
list : AddDataTemplate ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality , "ZO_GamepadMenuEntryHeaderTemplate" )
end
end
end
end
local DEFAULT_GAMEPAD_ITEM_SORT =
{
bestItemCategoryName = { tiebreaker = "name" } ,
requiredLevel = { tiebreaker = "requiredChampionPoints" , isNumeric = true } ,
requiredChampionPoints = { tiebreaker = "iconFile" , isNumeric = true } ,
iconFile = { tiebreaker = "uniqueId" } ,
uniqueId = { isId64 = true } ,
}
return ZO_TableOrderingFunction ( left , right , "bestItemCategoryName" , DEFAULT_GAMEPAD_ITEM_SORT , ZO_SORT_ORDER_UP )
end
local GAMEPAD_QUEST_ITEM_SORT =
{
bestItemCategoryName = { tiebreaker = "name" } ,
}
return ZO_TableOrderingFunction ( left , right , "bestItemCategoryName" , GAMEPAD_QUEST_ITEM_SORT , ZO_SORT_ORDER_UP )
end
if itemData . itemType == ITEMTYPE_FURNISHING then
if furnitureDataId ~= 0 then
if categoryId then
if categoryName ~= "" then
return categoryName
end
end
end
end
if categoryType == GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED then
elseif categoryType then
end
if armorType ~= ARMORTYPE_NONE then
end
end
local questItemCategory = GAMEPAD_QUEST_ITEM_CATEGORY_NOT_SLOTTABLE
questItemCategory = GAMEPAD_QUEST_ITEM_CATEGORY_SLOTTABLE
end
end
return function ( itemData )
return false
end
if itemData . actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
return nonEquipableFilterType == ITEMFILTERTYPE_COMPANION
end
if filteredEquipSlot then
end
if nonEquipableFilterType then
end
end
end
end
end
do
local narrations = { }
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
-- Generate the standard parametric list entry narration
if ITEM_PREVIEW_GAMEPAD . currentPreviewTypeObject then
local bagId = ITEM_PREVIEW_GAMEPAD . currentPreviewTypeObject . bag
local slotIndex = ITEM_PREVIEW_GAMEPAD . currentPreviewTypeObject . slot
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetItemName ( bagId , slotIndex ) ) )
end
end
return narrations
end
return
end
local filteredEquipSlot = targetCategoryData . equipSlot
local filteredDataTable
local isQuestItemFilter = nonEquipableFilterType == ITEMFILTERTYPE_QUEST
--special case for quest items
if isQuestItemFilter then
filteredDataTable = { }
questItem . bestItemCategoryName = zo_strformat ( SI_INVENTORY_HEADER , GetBestQuestItemCategoryDescription ( questItem ) )
end
end
end
else
itemData . bestItemCategoryName = zo_strformat ( SI_INVENTORY_HEADER , GetBestItemCategoryDescription ( itemData ) )
end
end
local lastBestItemCategoryName
if itemData . bagId == BAG_WORN then
entryData . isEquippedInCurrentCategory = itemData . slotIndex == filteredEquipSlot
entryData . isEquippedInAnotherCategory = itemData . slotIndex ~= filteredEquipSlot
entryData . isHiddenByWardrobe = WouldEquipmentBeHidden ( itemData . slotIndex or EQUIP_SLOT_NONE , GAMEPLAY_ACTOR_CATEGORY_PLAYER )
elseif isQuestItemFilter then
local slotIndex = FindActionSlotMatchingSimpleAction ( ACTION_TYPE_QUEST_ITEM , itemData . questItemId , HOTBAR_CATEGORY_QUICKSLOT_WHEEL )
entryData . isEquippedInCurrentCategory = slotIndex ~= nil
else
local slotIndex = FindActionSlotMatchingItem ( itemData . bagId , itemData . slotIndex , HOTBAR_CATEGORY_QUICKSLOT_WHEEL )
entryData . isEquippedInCurrentCategory = slotIndex ~= nil
end
if isQuestItemFilter then
if itemData . toolIndex then
elseif itemData . stepIndex and itemData . conditionIndex then
remaining , duration = GetQuestItemCooldownInfo ( itemData . questIndex , itemData . stepIndex , itemData . conditionIndex )
end
else
end
end
if itemData . bestItemCategoryName ~= lastBestItemCategoryName then
lastBestItemCategoryName = itemData . bestItemCategoryName
else
end
end
-- ESO-785986: ItemList keybinds depend on self.selectedItemFilterType
-- which is set by CategoryList being updated when the ItemList is refreshed
local DONT_SELECT_DEFAULT = nil
local FORCE_UPDATE = true
-- ESO-871103: Must refresh the category list first so that self.currentlySelectData
-- remains data in itemList rather than being set to the selected data in category list
end
end
end
if not item then return nil end
if not item . equipSlot then return nil end
if not slotData then
return nil
end
return slotData
end
--------------------
-- Craft Bag List --
--------------------
if ( currentList == self . craftBagList and self . craftBagList : IsActive ( ) ) or ZO_Dialogs_IsShowing ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) then
end
end
else
end
end
local SETUP_LIST_LOCALLY = true
local DONT_USE_TRIGGERS = false -- the parametric list screen will take care of the triggers
self . craftBagList = self : AddList ( "CraftBag" , SETUP_LIST_LOCALLY , ZO_GamepadInventoryList , BAG_VIRTUAL , SLOT_TYPE_CRAFT_BAG_ITEM , OnSelectedDataChangedCallback , nil , nil , nil , DONT_USE_TRIGGERS )
end
if ZO_TextSearchManager . CanFilterByText ( TEXT_SEARCH_MANAGER : GetSearchText ( self . craftBagList : GetSearchContext ( ) ) ) then
else
end
end
end
end
local title
else
end
GAMEPAD_TOOLTIPS : LayoutTitleAndMultiSectionDescriptionTooltip ( GAMEPAD_RIGHT_TOOLTIP , title , description )
end
------------
-- Header --
------------
local headerData
else
end
end
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) , ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT )
return true
end
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
end
local SELECT_DEFAULT_ENTRY = true
local tabBarEntries =
{
{
end ,
} ,
{
end ,
} ,
}
{
tabBarEntries = tabBarEntries ,
}
{
tabBarEntries = tabBarEntries ,
}
{
}
end
end
ZO_Dialogs_ShowPlatformDialog ( "CONFIRM_EQUIP_ITEM" , { onAcceptCallback = DoEquip } , { mainTextParams = { itemDisplayQualityColor : Colorize ( GetItemName ( sourceBag , sourceSlot ) ) } } )
else
end
end
end
end
end
-------------------
-- New Status --
-------------------
local TIME_NEW_PERSISTS_WHILE_SELECTED_MS = 200
end
end
end
end
end
if selectedData then
self . clearNewStatusCallId = zo_callLater ( self . trySetClearNewFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED_MS )
end
end
SHARED_INVENTORY : GetItemUniqueId ( self . clearNewStatusBagId , self . clearNewStatusSlotIndex ) == self . clearNewStatusUniqueId
end
end
end
if targetCategoryData then
if targetCategoryData . equipSlot then
GAMEPAD_TOOLTIPS : LayoutItemStatComparison ( GAMEPAD_RIGHT_TOOLTIP , selectedItemData . bagId , selectedItemData . slotIndex , targetCategoryData . equipSlot )
GAMEPAD_TOOLTIPS : SetStatusLabelText ( GAMEPAD_RIGHT_TOOLTIP , GetString ( SI_GAMEPAD_INVENTORY_ITEM_COMPARE_TOOLTIP_TITLE ) )
elseif GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_RIGHT_TOOLTIP , BAG_WORN , targetCategoryData . equipSlot ) then
end
ZO_LayoutBagItemEquippedComparison ( GAMEPAD_RIGHT_TOOLTIP , selectedItemData . bagId , selectedItemData . slotIndex )
end
end
end
ZO_InventoryUtils_UpdateTooltipEquippedIndicatorText ( tooltipType , equipSlot , GAMEPLAY_ACTOR_CATEGORY_PLAYER )
end
local SELECT_DEFAULT_ENTRY = true
end
local useAccessibleWheel = GetSetting_Bool ( SETTING_TYPE_ACCESSIBILITY , ACCESSIBILITY_SETTING_ACCESSIBLE_QUICKWHEELS )
if targetData then
local questItemId
if targetData . toolIndex then
else
questItemId = GetQuestConditionQuestItemId ( targetData . questIndex , targetData . stepIndex , targetData . conditionIndex )
end
if useAccessibleWheel then
ACCESSIBLE_ASSIGNABLE_UTILITY_WHEEL_GAMEPAD : SetPendingSimpleAction ( ACTION_TYPE_QUEST_ITEM , questItemId )
else
end
else
if useAccessibleWheel then
else
end
end
if useAccessibleWheel then
else
end
end
end
--if taking action on an item, it is no longer new
local dialogData =
{
}
end
return false
end
if itemActorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION and GetInteractionType ( ) ~= INTERACTION_COMPANION_MENU then
return false
end
end
return false
end
end
end
end
end |