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ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_TEMPLATE_DIMENSIONS_KEYBOARD = 67
ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_TEMPLATE_ICON_DIMENSIONS_KEYBOARD = 52
ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_SPACING_KEYBOARD = 5
local VISIBLE_ICON = "EsoUI/Art/Inventory/inventory_icon_visible.dds"
local RETAIN_SCROLL_POSITION = true
return object
end
ZO_OUTFIT_MANAGER : RegisterCallback ( "OptionsInfoAvailable" , function ( ) ZO_CheckButton_SetCheckState ( self . showLockedCheckBox , ZO_OUTFIT_MANAGER : GetShowLocked ( ) ) end )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDING then
end
end )
end
end
end
ZO_CheckButton_SetLabelWrapMode ( self . showLockedCheckBox , TEXT_WRAP_MODE_ELLIPSIS , self . typeFilterControl : GetLeft ( ) - self . showLockedCheckBox : GetRight ( ) - 10 )
end
self . allTypesFilterEntry = self . typeFilterDropDown : CreateItemEntry ( GetString ( SI_OUTFIT_ALL_TYPES_FILTER ) , RefreshVisible )
self . newFilterEntry = self . typeFilterDropDown : CreateItemEntry ( GetString ( SI_OUTFIT_NEW_FILTER ) , RefreshVisible )
end )
end
self . gridListPanelList = ZO_SingleTemplateGridScrollList_Keyboard : New ( gridListPanel , ZO_GRID_SCROLL_LIST_AUTOFILL )
local HEADER_HEIGHT = 30
local HIDE_CALLBACK = nil
local PENDING_ANIMATION_INSET = 0
else
end
end
local isPending = false
local outfitSlotManipulator = ZO_OUTFIT_MANAGER : GetOutfitSlotManipulatorFromRestyleSlotData ( self . restyleSlotData )
if outfitSlotManipulator then
end
else
end
end
if isPending then
ZO_PendingLoop . ApplyToControl ( control , self . pendingLoopAnimationPool , PENDING_ANIMATION_INSET , isLocked )
end
end
end
end
end
end
self . gridListPanelList : SetGridEntryTemplate ( "ZO_OutfitStyle_GridEntry_Template_Keyboard" , ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_TEMPLATE_DIMENSIONS_KEYBOARD , ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_TEMPLATE_DIMENSIONS_KEYBOARD , OutfitStyleGridEntrySetup , HIDE_CALLBACK , OutfitStyleGridEntryReset , ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_SPACING_KEYBOARD , ZO_GRID_SCROLL_LIST_OUTFIT_STYLE_SPACING_KEYBOARD )
self . gridListPanelList : SetHeaderTemplate ( ZO_GRID_SCROLL_LIST_DEFAULT_HEADER_TEMPLATE_KEYBOARD , HEADER_HEIGHT , ZO_DefaultGridHeaderSetup )
end
end
end
end
if entry then
end
end
end
end
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleNewStatusCleared" , OnCollectibleNewStatusCleared )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleCategoryNewStatusCleared" , OnCollectibleCategoryNewStatusCleared )
if self . currentOutfitManipulator and self . currentOutfitManipulator : GetOutfitIndex ( ) == outfitIndex then
end
end
end
end
end
end
end
end
end
end
end
do
local FOUND_VISUAL_ARMOR_TYPES = { }
local FOUND_WEAPON_MODEL_TYPES = { }
local IGNORE_CALLBACK = true
else
end
local autoSelectTypeFilterEntry = ( previouslySelectedTypeFilterEntry == self . newFilterEntry ) and self . newFilterEntry or self . allTypesFilterEntry
local unlockedCount = 0
local totalCount = 0
for _ , collectibleData in self . collectibleCategoryData : CollectibleIterator ( { ZO_CollectibleData . IsShownInCollection } ) do
end
totalCount = totalCount + 1
unlockedCount = unlockedCount + 1
end
end
self . progressBarProgressLabel : SetText ( zo_strformat ( SI_OUTFIT_STYLE_PROGRESS_BAR_PROGRESS , unlockedCount , totalCount ) )
end
for visualArmorType = VISUAL_ARMORTYPE_ITERATION_BEGIN , VISUAL_ARMORTYPE_ITERATION_END do
if FOUND_VISUAL_ARMOR_TYPES [ visualArmorType ] then
local entry = typeFilterDropDown : CreateItemEntry ( GetString ( "SI_VISUALARMORTYPE" , visualArmorType ) , RefreshVisible )
entry . visualArmorType = visualArmorType
if previouslySelectedTypeFilterEntry and ( visualArmorType == previouslySelectedTypeFilterEntry . visualArmorType ) then
autoSelectTypeFilterEntry = entry
end
end
end
for weaponModelType = WEAPON_MODEL_TYPE_ITERATION_BEGIN , WEAPON_MODEL_TYPE_ITERATION_END do
if FOUND_WEAPON_MODEL_TYPES [ weaponModelType ] then
local entry = typeFilterDropDown : CreateItemEntry ( GetString ( "SI_WEAPONMODELTYPE" , weaponModelType ) , RefreshVisible )
entry . weaponModelType = weaponModelType
if previouslySelectedTypeFilterEntry and ( weaponModelType == previouslySelectedTypeFilterEntry . weaponModelType ) then
autoSelectTypeFilterEntry = entry
end
end
end
end
--NONE always shows, so if there's only 1 extra category, there's no point in allowing filtering cause it won't change anything
end
end
if not statusControl then
return
end
return
end
local showMultiIcon = false
showMultiIcon = true
end
showMultiIcon = true
end
if showMultiIcon then
end
end
return
end
-- We can't rely on the restyle slot data passed in to have the correct set index before this point, so we check that here
end
local filterVisualArmorType = typeFilterEntry and typeFilterEntry . visualArmorType
local filterWeaponModelType = typeFilterEntry and typeFilterEntry . weaponModelType
local relevantSearchResults = nil
if searchResults then
if searchResults [ categoryIndex ] and searchResults [ categoryIndex ] [ subcategoryIndex ] then
relevantSearchResults = searchResults [ categoryIndex ] [ subcategoryIndex ]
else
relevantSearchResults = { }
end
end
local hiddenStyleCollectibleId = self . restyleSlotData and GetOutfitSlotDataHiddenOutfitStyleCollectibleId ( self . restyleSlotData : GetRestyleSlotType ( ) )
-- When we know the slot this grid is associated with, don't filter out hidden style with a search
return false
end
end
return false
end
return false
end
if filterNew then
end
if filterVisualArmorType then
if collectibleVisualArmorType ~= filterVisualArmorType and collectibleVisualArmorType ~= VISUAL_ARMORTYPE_NONE then -- Always show none
return false
end
end
if filterWeaponModelType then
if collectibleWeaponModelType ~= filterWeaponModelType and collectibleWeaponModelType ~= WEAPON_MODEL_TYPE_NONE then -- Always show none
return false
end
end
return true
end
-- Clear
clearEntryData . clearAction = true
clearEntryData . gridHeaderName = ""
end
if not collectibleData . clearAction then
end
end
local NO_WEAPON_OR_ARMOR_TYPE = 0
-- make sure to add the hide option first
if dataByWeaponAndArmorType [ NO_WEAPON_OR_ARMOR_TYPE ] then
end
end
end
end
end
end
end
end
end
end
function ZO_OutfitStylesPanel_Keyboard : SetPendingOutfitStyleInCurrentOutfit ( collectibleData , itemMaterialIndex , preferredOutfitSlot )
preferredOutfitSlot = preferredOutfitSlot or ZO_OUTFIT_MANAGER : GetPreferredOutfitSlotForStyle ( collectibleData )
if preferredOutfitSlot then
end
end
end
function ZO_OutfitStylesPanel_Keyboard : IsPreviewingOutfitStyle ( collectibleData , itemMaterialIndex , preferredOutfitSlot )
preferredOutfitSlot = preferredOutfitSlot or ZO_OUTFIT_MANAGER : GetPreferredOutfitSlotForStyle ( collectibleData )
if preferredOutfitSlot then
if currentPreviewDataForSlot and currentPreviewDataForSlot . collectibleId == collectibleId then
if itemMaterialIndex == nil or currentPreviewDataForSlot . itemMaterialIndex == itemMaterialIndex then
return true
end
end
end
return false
end
function ZO_OutfitStylesPanel_Keyboard : TogglePreviewOutfitStyle ( collectibleData , itemMaterialIndex , preferredOutfitSlot )
preferredOutfitSlot = preferredOutfitSlot or ZO_OUTFIT_MANAGER : GetPreferredOutfitSlotForStyle ( collectibleData )
return
end
local primaryDyeId = 0
local secondaryDyeId = 0
local accentDyeId = 0
else
primaryDyeId , secondaryDyeId , accentDyeId = GetPendingSlotDyes ( RESTYLE_MODE_EQUIPMENT , ZO_RESTYLE_DEFAULT_SET_INDEX , equipSlot )
end
end
itemMaterialIndex = itemMaterialIndex or ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX
AddOutfitSlotPreviewElementToPreviewCollection ( preferredOutfitSlot , collectibleId , itemMaterialIndex , primaryDyeId , secondaryDyeId , accentDyeId )
{
collectibleId = collectibleId ,
itemMaterialIndex = itemMaterialIndex ,
}
end
end
function ZO_OutfitStylesPanel_Keyboard : OnRestyleOutfitStyleEntrySelected ( entryData , initialContextMenuRefCount )
if collectibleData then
if collectibleData . isEmptyCell or ( collectibleData . IsBlocked and collectibleData : IsBlocked ( actorCategory ) ) then
return
end
local preferredOutfitSlot = entryData . preferredOutfitSlot
if not preferredOutfitSlot then
end
if not collectibleData . clearAction then
if numMaterials > 1 then
for materialIndex = 1 , numMaterials do
else
end
end )
end
return
end
end
self : SetPendingOutfitStyleInCurrentOutfit ( collectibleData , ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX , preferredOutfitSlot )
else
self : TogglePreviewOutfitStyle ( collectibleData , ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX , preferredOutfitSlot )
end
end
end
if collectibleData and not collectibleData . isEmptyCell then
if IsCharacterPreviewingAvailable ( ) and not ( collectibleData . IsBlocked and collectibleData : IsBlocked ( actorCategory ) ) then
AddMenuItem ( GetString ( SI_OUTFIT_STYLE_EQUIP_BIND ) , function ( ) self : OnRestyleOutfitStyleEntrySelected ( entryData ) end )
end
if not collectibleData . clearAction then
--Link in chat
AddMenuItem ( GetString ( SI_ITEM_ACTION_LINK_TO_CHAT ) , function ( ) ZO_LinkHandler_InsertLink ( GetCollectibleLink ( collectibleData : GetId ( ) , LINK_STYLE_BRACKETS ) ) end )
end
end
ZO_RESTYLE_SHEET_WINDOW_KEYBOARD : ShowRevertRestyleChangesDialog ( "CONFIRM_REVERT_CHANGES" , GoToCrownStore )
else
end
end )
end
end
end
end
do
local SHOW_NICKNAME = true
local SHOW_PURCHASABLE_HINT = true
local SHOW_BLOCK_REASON = true
control . highlightAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_OutfitStyle_GridEntry_HighlightAnimation" , control . highlight )
end
if not collectibleData . isEmptyCell then
if collectibleData . clearAction then
ItemTooltip : AddLine ( GetString ( SI_OUTFIT_CLEAR_OPTION_TITLE ) , "ZoFontWinH2" , ZO_SELECTED_TEXT : UnpackRGB ( ) )
ItemTooltip : AddLine ( GetString ( SI_OUTFIT_CLEAR_OPTION_DESCRIPTION ) , "ZoFontGameMedium" , ZO_TOOLTIP_DEFAULT_COLOR : UnpackRGB ( ) )
local formattedApplyCost = zo_strformat ( SI_TOOLTIP_COLLECTIBLE_OUTFIT_STYLE_APPLICATION_COST_KEYBOARD_NO_FORMAT , ZO_Currency_FormatKeyboard ( CURT_MONEY , applyCost , ZO_CURRENCY_FORMAT_AMOUNT_ICON ) )
else
ItemTooltip : SetCollectible ( collectibleData . collectibleId , SHOW_NICKNAME , SHOW_PURCHASABLE_HINT , SHOW_BLOCK_REASON , actorCategory )
end
if not ZO_RestyleCanApplyChanges ( ) and not ( collectibleData . IsBlocked and collectibleData : IsBlocked ( actorCategory ) ) and IsCharacterPreviewingAvailable ( ) then
end
end
end
end
--The exit can fire after the control has already been cleaned out of the entry list, meaning it won't have data anymore
if collectibleData and collectibleData . dataSource and not collectibleData . isEmptyCell and not collectibleData . clearAction then
end
end
end
end
end
if entry then
local NO_CALLBACK = nil
local ANIMATE_INSTANTLY = true
end
end
return entry
end
end
return nil
end
SetTooltipText ( InformationTooltip , zo_strformat ( SI_OUTFIT_STYLE_PROGRESS_BAR_TOOLTIP_TEXT , self . collectibleCategoryData : GetName ( ) ) )
end
end
return self . restyleSlotData and ZO_OUTFIT_MANAGER . GetActorCategoryByRestyleMode ( self . restyleSlotData . restyleMode ) or GAMEPLAY_ACTOR_CATEGORY_PLAYER
end
------------------------------
-- Global Functions For XML --
------------------------------
end
end
if upInside then
end
end
end
do
local INITIAL_CONTEXT_MENU_REF_COUNT = 1
ZO_OUTFIT_STYLES_PANEL_KEYBOARD : OnRestyleOutfitStyleEntrySelected ( control . dataEntry , INITIAL_CONTEXT_MENU_REF_COUNT )
end
end
end
if collectibleData and not collectibleData . isEmptyCell and not collectibleData . clearAction and collectibleData : IsUnlocked ( ) then
end
end
end
end
end
end |