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local DATA_TYPE_CURRENCY_ITEM = 1
local LIST_ENTRY_HEIGHT = 52
local CURRENCY_LOCATION_ALL = CURRENCY_LOCATION_MAX_VALUE + 1
-------------------
--InventoryWallet Manager
-------------------
return manager
end
ZO_ScrollList_AddDataType ( self . list , DATA_TYPE_CURRENCY_ITEM , "ZO_InventoryWalletSlot" , LIST_ENTRY_HEIGHT , function ( control , data ) self : SetUpEntry ( control , data ) end , nil , nil , ZO_InventorySlot_OnPoolReset )
end
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
end
{
descriptor = currencyLocation ,
end ,
}
end
self : AddFilterBarButton ( CURRENCY_LOCATION_ACCOUNT , "EsoUI/Art/Inventory/inventory_currencyTab_accountWide_up.dds" , "EsoUI/Art/Inventory/inventory_currencyTab_accountWide_down.dds" , "EsoUI/Art/Inventory/inventory_currencyTab_accountWide_over.dds" )
self : AddFilterBarButton ( CURRENCY_LOCATION_CHARACTER , "EsoUI/Art/Inventory/inventory_currencyTab_onCharacter_up.dds" , "EsoUI/Art/Inventory/inventory_currencyTab_onCharacter_down.dds" , "EsoUI/Art/Inventory/inventory_currencyTab_onCharacter_over.dds" )
self : AddFilterBarButton ( CURRENCY_LOCATION_ALL , "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds" , "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds" )
local SKIP_ANIMATION = true
end
return currencyLocation == CURRENCY_LOCATION_ALL and GetString ( SI_INVENTORY_WALLET_ALL_FILTER ) or GetString ( "SI_CURRENCYLOCATION" , currencyLocation )
end
end
end
end
end
end
end
end
do
local FORMAT_EXTRA_OPTIONS =
{
showCap = true ,
}
amountControl : SetText ( ZO_Currency_FormatKeyboard ( data . currencyType , data . amount , ZO_CURRENCY_FORMAT_AMOUNT_ICON , FORMAT_EXTRA_OPTIONS ) )
end
end
local sortKeys =
{
amount = { tiebreaker = "name" , isNumeric = true } ,
}
end
end
end
ZO_CurrencyControl_SetSimpleCurrency ( self . money , CURT_MONEY , GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) , ZO_KEYBOARD_CURRENCY_OPTIONS )
end
if ( numUsedSlots < numSlots ) then
self . freeSlotsLabel : SetText ( zo_strformat ( SI_INVENTORY_BACKPACK_REMAINING_SPACES , numUsedSlots , numSlots ) )
else
self . freeSlotsLabel : SetText ( zo_strformat ( SI_INVENTORY_BACKPACK_COMPLETELY_FULL , numUsedSlots , numSlots ) )
end
end
local IS_PLURAL = false
local IS_UPPER = false
for currencyType = CURT_ITERATION_BEGIN , CURT_ITERATION_END do
if self . currencyLocationFilter == CURRENCY_LOCATION_ALL or currencyPlayerStoredLocation == self . currencyLocationFilter then
local entryData =
{
currencyType = currencyType ,
}
end
end
end
end
end
else
end
end
end
end
end |