ESO Lua File v100010

ingame/dyeing/dyeing.lua

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ZO_Dyeing = ZO_Object:Subclass()
local SORT_STYLE_RARITY = 1
local SORT_STYLE_HUE = 2
local DYE_ITEM_TAB_FILTER = 1
local SWATCH_INDEX = 1
local FRAME_INDEX = 2
local MUNGE_INDEX = 3
local LOCK_INDEX = 4
DYEABLE_EQUIP_SLOTS =
{
    EQUIP_SLOT_HEAD,
    EQUIP_SLOT_CHEST,
    EQUIP_SLOT_SHOULDERS,
    EQUIP_SLOT_WAIST,
    EQUIP_SLOT_LEGS,
    EQUIP_SLOT_FEET,
    EQUIP_SLOT_HAND,
}
function ZO_Dyeing:New(...)
    local dyeing = ZO_Object.New(self)
    dyeing:Initialize(...)
    return dyeing
end
function ZO_Dyeing:Initialize(control)
    self.control = control
    self.pane = self.control:GetNamedChild("Pane")
    self.noDyesLabel = self.pane:GetNamedChild("NoDyesLabel")
    self.paneScrollChild = self.control:GetNamedChild("Pane"):GetNamedChild("ScrollChild")
    self.sharedHighlight = self.control:GetNamedChild("SharedHighlight")
    self.swatchInterpolator = ZO_SimpleControlScaleInterpolator:New(1.0, 1.3)
    self.savedSetInterpolator = ZO_SimpleControlScaleInterpolator:New(.9, 1.0)
    self:InitializeTabs()
    local DYEING_STATION_INTERACTION =
    {
        type = "Dyeing Station",
        End = function()
            SCENE_MANAGER:Hide("dyeing")
        end,
        interactTypes = { INTERACTION_DYE_STATION },
    }
    DYEING_SCENE = ZO_InteractScene:New("dyeing", SCENE_MANAGER, DYEING_STATION_INTERACTION)
    DYEING_SCENE:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            TriggerTutorial(TUTORIAL_TRIGGER_DYEING_OPENED)
            self:CopyExistingDyesToPending()
            KEYBIND_STRIP:RemoveDefaultExit()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            if self.dyeLayoutDirty then
                self:LayoutDyes()
            end
            self:RefreshSavedSets()
            self.equipmentSheet:MarkViewDirty()
            if not ZO_MenuBar_GetSelectedDescriptor(self.toolsTabs) then
                self.suppressSounds = true
                ZO_MenuBar_SelectDescriptor(self.toolsTabs, self.dyeTool)
                self.suppressSounds = false
            end
        elseif newState == SCENE_HIDDEN then
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
            KEYBIND_STRIP:RestoreDefaultExit()
        end
    end)
    self.control:RegisterForEvent(EVENT_DYEING_STATION_INTERACT_START, function(eventCode)
        SCENE_MANAGER:Show("dyeing")
    end)
    self.control:RegisterForEvent(EVENT_DYEING_STATION_INTERACT_END, function(eventCode)
        SCENE_MANAGER:Hide("dyeing")
    end)
    self.control:RegisterForEvent(EVENT_UNLOCKED_DYES_UPDATED, function() self:DirtyDyeLayout() end)
    local function OnAddOnLoaded(event, name)
        if name == "ZO_Ingame" then
            local defaults = { showLocked = true, sortStyle = SORT_STYLE_RARITY, }
            self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 1, "Dyeing", defaults)
            ZO_CheckButton_SetCheckState(self.showLockedCheckBox, self.savedVars.showLocked)
            self.sortDropDown:SelectItem(self.savedVars.sortStyle == SORT_STYLE_RARITY and self.sortByRarityEntry or self.sortByHueEntry)
            self.control:UnregisterForEvent(EVENT_ADD_ON_LOADED)
        end
    end
    self.control:RegisterForEvent(EVENT_ADD_ON_LOADED, OnAddOnLoaded)
    self:DirtyDyeLayout()
end
function ZO_Dyeing:OnTabFilterChanged(tabData)
    self.activeTab:SetText(GetString(tabData.activeTabText))
    -- just one tab for now, nothing to do
end
function ZO_Dyeing:InitializeTabs()
    local function GenerateTab(name, filterType, normal, pressed, highlight, disabled)
        return {
            activeTabText = name,
            categoryName = name,
            descriptor = filterType,
            normal = normal,
            pressed = pressed,
            highlight = highlight,
            disabled = disabled,
            callback = function(tabData) self:OnTabFilterChanged(tabData) end,
        }
    end
    self.tabs = self.control:GetNamedChild("Tabs")
    self.activeTab = self.control:GetNamedChild("TabsLabel")
    ZO_MenuBar_AddButton(self.tabs, GenerateTab(SI_DYEING_DYE_ITEM_TAB, DYE_ITEM_TAB_FILTER, "EsoUI/Art/Dye/dyes_tabIcon_dye_up.dds", "EsoUI/Art/Dye/dyes_tabIcon_dye_down.dds", "EsoUI/Art/Dye/dyes_tabIcon_dye_over.dds", "EsoUI/Art/Dye/dyes_tabIcon_dye_disabled.dds"))
    ZO_MenuBar_SelectDescriptor(self.tabs, DYE_ITEM_TAB_FILTER)
end
function ZO_Dyeing:OnToolChanged(tool)
    local mousedOverEquipSlot, mousedOverDyeChannel = self.equipmentSheet:GetMousedOverEquipInfo()
    local mousedOverSavedSetIndex
    if not mousedOverEquipSlot then
        mousedOverSavedSetIndex, mousedOverDyeChannel = self:GetMousedOverSavedSetInfo()
    end
    local lastTool = self.activeTool
    if self.activeTool then
        if mousedOverEquipSlot and mousedOverDyeChannel then
            self:OnEquipmentDyeSlotExit(mousedOverEquipSlot, mousedOverDyeChannel)
        elseif mousedOverSavedSetIndex and mousedOverDyeChannel then
            self:OnSavedSetDyeSlotExit(mousedOverSavedSetIndex, mousedOverDyeChannel)
        end
        self.activeTool:Deactivate(self.suppressSounds)
    end
    self.activeTool = tool
    if self.activeTool then
        self.activeTool:Activate(lastTool, self.suppressSounds)
        if mousedOverEquipSlot and mousedOverDyeChannel then
            self:OnEquipmentDyeSlotEnter(mousedOverEquipSlot, mousedOverDyeChannel)
        elseif mousedOverSavedSetIndex and mousedOverDyeChannel then
            self:OnSavedSetDyeSlotEnter(mousedOverSavedSetIndex, mousedOverDyeChannel)
        end
        if self.activeTool:HasSwatchSelection() then
            local TOOL_CHANGE = true
            self:SetSelectedDyeIndex(self.selectedDyeIndex or self.lastSelectedDyeIndex or self.unlockedDyeIndices[1], nil, TOOL_CHANGE)
        else
            self:SetSelectedDyeIndex(nil)
        end
        if self.activeTool:HasSavedSetSelection() then
            self:SetSelectedSavedSetIndex(self.selectedSavedSetIndex or self.lastSelectedSavedSetIndex)
        else
            self:SetSelectedSavedSetIndex(nil)
        end
    end
end
function ZO_Dyeing:InitializeTools()
    local function GenerateTab(tool, tooltip, normal, pressed, highlight, disabled)
        return {
            descriptor = tool,
            tooltip = tooltip,
            normal = normal,
            pressed = pressed,
            highlight = highlight,
            disabled = disabled,
            callback = function(tabData) self:OnToolChanged(tool) end,
        }
    end
    self.toolsTabs = self.control:GetNamedChild("Tools")
    self.dyeTool = ZO_DyeingToolDye:New(self)
    self.fillTool = ZO_DyeingToolFill:New(self)
    self.eraseTool = ZO_DyeingToolErase:New(self)
    self.sampleTool = ZO_DyeingToolSample:New(self)
    self.setFillTool = ZO_DyeingToolSetFill:New(self)
    ZO_MenuBar_AddButton(self.toolsTabs, GenerateTab(self.dyeTool, SI_DYEING_TOOL_DYE_TOOLTIP, "EsoUI/Art/Dye/dyes_toolIcon_paint_up.dds", "EsoUI/Art/Dye/dyes_toolIcon_paint_down.dds", "EsoUI/Art/Dye/dyes_toolIcon_paint_over.dds"))
    ZO_MenuBar_AddButton(self.toolsTabs, GenerateTab(self.fillTool, SI_DYEING_TOOL_DYE_ALL_TOOLTIP, "EsoUI/Art/Dye/dyes_toolIcon_fill_up.dds", "EsoUI/Art/Dye/dyes_toolIcon_fill_down.dds", "EsoUI/Art/Dye/dyes_toolIcon_fill_over.dds"))
    ZO_MenuBar_AddButton(self.toolsTabs, GenerateTab(self.eraseTool, SI_DYEING_TOOL_ERASE_TOOLTIP, "EsoUI/Art/Dye/dyes_toolIcon_erase_up.dds", "EsoUI/Art/Dye/dyes_toolIcon_erase_down.dds", "EsoUI/Art/Dye/dyes_toolIcon_erase_over.dds"))
    ZO_MenuBar_AddButton(self.toolsTabs, GenerateTab(self.sampleTool, SI_DYEING_TOOL_SAMPLE_TOOLTIP, "EsoUI/Art/Dye/dyes_toolIcon_sample_up.dds", "EsoUI/Art/Dye/dyes_toolIcon_sample_down.dds", "EsoUI/Art/Dye/dyes_toolIcon_sample_over.dds"))
    ZO_MenuBar_AddButton(self.toolsTabs, GenerateTab(self.setFillTool, SI_DYEING_TOOL_SET_FILL, "EsoUI/Art/Dye/dyes_toolIcon_setFill_up.dds", "EsoUI/Art/Dye/dyes_toolIcon_setFill_down.dds", "EsoUI/Art/Dye/dyes_toolIcon_setFill_over.dds"))
    ZO_MenuBar_ClearClickSound(self.toolsTabs)
end
local SKIP_ANIM = true
do
    local function UpdateSelectedState(self)
        if self.mousedOver or self.selected then
            self.owner.savedSetInterpolator:ScaleUp(self)
        else
            self.owner.savedSetInterpolator:ScaleDown(self)
        end
    end
    local function SetSelected(self, selected)
        if self.selected ~= selected then
            for i, control in ipairs(self.dyeControls) do
                control.highlightTexture:SetHidden(not selected)
            end
            self.selected = selected
            self:UpdateSelectedState()
        end
    end
    local function OnMouseEnter(self)
        self.mousedOver = true
        self:UpdateSelectedState()
    end
    local function OnMouseExit(self)
        self.mousedOver = false
        self:UpdateSelectedState()
    end
    function ZO_Dyeing:InitializeSavedSets()
        self.savedSets = {}
        self.lastSelectedSavedSetIndex = 1
        local header = self.control:GetNamedChild("SavedSetsHeader")
        for dyeSetIndex = 1, GetNumSavedDyeSets() do
            local savedSetSwatch = CreateControlFromVirtual("$(parent)SavedSet", self.control, "ZO_DyeingSwatchSlotDyes", dyeSetIndex)
            savedSetSwatch.SetSelected = SetSelected
            savedSetSwatch.UpdateSelectedState = UpdateSelectedState
            savedSetSwatch.OnMouseEnter = OnMouseEnter
            savedSetSwatch.OnMouseExit = OnMouseExit
            savedSetSwatch.owner = self
            self.savedSetInterpolator:ResetToMin(savedSetSwatch)
            for dyeChannel, dyeControl in ipairs(savedSetSwatch.dyeControls) do
                dyeControl.frameTexture:SetPixelRoundingEnabled(false)
                dyeControl.swatchTexture:SetPixelRoundingEnabled(false)
                dyeControl.highlightTexture:SetPixelRoundingEnabled(false)
                dyeControl:SetHandler("OnMouseUp", function(dyeControl, button, upInside)
                    if upInside then
                        self:OnSavedSetDyeSlotClicked(dyeSetIndex, dyeChannel, button)
                    end
                end)
                dyeControl:SetHandler("OnMouseEnter", function(dyeControl)
                    self.mousedOverSavedSetIndex = dyeSetIndex
                    self.mousedOverSavedSetDyeChannel = dyeChannel
                    self:OnSavedSetDyeSlotEnter(dyeSetIndex, dyeChannel)
                end)
                dyeControl:SetHandler("OnMouseExit", function(dyeControl)
                    self.mousedOverSavedSetIndex = nil
                    self.mousedOverSavedSetDyeChannel = nil
                    self:OnSavedSetDyeSlotExit(dyeSetIndex, dyeChannel)
                end)
            end
            savedSetSwatch:SetAnchor(CENTER, header, BOTTOMLEFT, 47 + 124 * (dyeSetIndex - 1), 37)
            self.savedSets[#self.savedSets + 1] = savedSetSwatch
        end
    end
end
do
    local function UpdateSelectedState(self, skipAnim)
        if not self.locked and (self.mousedOver or self.selected) then
            if skipAnim then
                self.owner.swatchInterpolator:ResetToMax(self)
            else
                self.owner.swatchInterpolator:ScaleUp(self)
            end
        else
            if skipAnim then
                self.owner.swatchInterpolator:ResetToMin(self)
            else
                self.owner.swatchInterpolator:ScaleDown(self)
            end
        end
        if self.selected then
            self.owner.sharedHighlight:SetParent(self)
            self.owner.sharedHighlight:SetAnchor(TOPLEFT, self, TOPLEFT, -5, -5)
            self.owner.sharedHighlight:SetAnchor(BOTTOMRIGHT, self, BOTTOMRIGHT, 5, 5)
            self.owner.sharedHighlight:SetHidden(false)
        end
    end
    local function SetSelected(self, selected, skipAnim, skipSound)
        if self.selected ~= selected then
            self.selected = selected
            if selected and not skipSound and not self.owner.suppressSounds then
                PlaySound(SOUNDS.DYEING_SWATCH_SELECTED)
            end
        end
        UpdateSelectedState(self, skipAnim)
    end
    local function SetLocked(self, locked)
        self.locked = locked
        self:SetSurfaceHidden(LOCK_INDEX, not locked)
        UpdateSelectedState(self, SKIP_ANIM)
    end
    local function IsLocked(self)
        return self.locked
    end
    function ZO_Dyeing:InitializeSwatchPool()
        self.swatchPool = ZO_ControlPool:New("ZO_DyeingSwatch", self.paneScrollChild)
        local function OnClicked(swatch, button, upInside)
            if upInside then
                if button == 1 then
                    if not swatch.locked then
                        self:SwitchToDyeingWithDyeIndex(swatch.dyeIndex)
                    end
                elseif button == 2 then
                         local achievementName = GetAchievementInfo(swatch.achievementId)
                         if achievementName ~= "" then
                              ClearMenu()
                              AddMenuItem(GetString(SI_DYEING_SWATCH_VIEW_ACHIEVEMENT), function() self:AttemptExit(swatch.achievementId) end)
                              ShowMenu(swatch)
                         end
                end
            end
        end
        local function OnSwatchCreated(swatch)
            swatch:SetHandler("OnMouseUp", OnClicked)
            swatch.SetSelected = SetSelected
            swatch.SetLocked = SetLocked
            swatch.IsLocked = IsLocked
            swatch.UpdateSelectedState = UpdateSelectedState
            swatch.owner = self
        end
        local function OnSwatchReset(swatch)
            swatch:SetSelected(false, SKIP_ANIM)
            swatch:SetLocked(false, SKIP_ANIM)
        end
        self.swatchPool:SetCustomFactoryBehavior(OnSwatchCreated)
        self.swatchPool:SetCustomResetBehavior(OnSwatchReset)
    end
end
function ZO_Dyeing:InitializeHeaderPool()
    self.headerPool = ZO_ControlPool:New("ZO_DyeingHeader", self.paneScrollChild)
end
function ZO_Dyeing:InitializeEquipmentSheet()
    local function OnEquipmentDyeSlotClicked(...)
        self:OnEquipmentDyeSlotClicked(...)
    end
    local function OnEquipmentDyeSlotEnter(...)
        self:OnEquipmentDyeSlotEnter(...)
    end
    local function OnEquipmentDyeSlotExit(...)
        self:OnEquipmentDyeSlotExit(...)
    end
    self.equipmentSheet = ZO_DyeingEquipmentSheet:New(self.control:GetNamedChild("EquipmentSheet"), OnEquipmentDyeSlotClicked, OnEquipmentDyeSlotEnter, OnEquipmentDyeSlotExit)
end
function ZO_Dyeing:InitializeSortsAndFilters()
    self.showLockedCheckBox = self.control:GetNamedChild("ShowLocked")
    local function OnFilterChanged(checkButton, isChecked)
        if self.savedVars.showLocked ~= isChecked then
            self.savedVars.showLocked = isChecked
            self:DirtyDyeLayout()
        end
    end
    ZO_CheckButton_SetLabelText(self.showLockedCheckBox, GetString(SI_DYEING_SHOW_LOCKED))
     ZO_CheckButton_SetLabelWrapMode(self.showLockedCheckBox, TEXT_WRAP_MODE_ELLIPSIS, self.control:GetRight() - self.showLockedCheckBox:GetRight())
    local function SetSortStyle(_, _, entry)
        if entry.sortStyleType ~= self.savedVars.sortStyle then
            self.savedVars.sortStyle = entry.sortStyleType
            self:DirtyDyeLayout()
        end
    end
    self.sortDropDown = ZO_ComboBox_ObjectFromContainer(self.control:GetNamedChild("SortBy"))
    self.sortDropDown:SetSortsItems(false)
    self.sortByRarityEntry = ZO_ComboBox:CreateItemEntry(GetString(SI_DYEING_SORT_BY_RARITY), SetSortStyle)
    self.sortByRarityEntry.sortStyleType = SORT_STYLE_RARITY
    self.sortDropDown:AddItem(self.sortByRarityEntry, ZO_COMBOBOX_SUPRESS_UPDATE)
    self.sortByHueEntry = ZO_ComboBox:CreateItemEntry(GetString(SI_DYEING_SORT_BY_HUE), SetSortStyle)
    self.sortByHueEntry.sortStyleType = SORT_STYLE_HUE
    self.sortDropDown:AddItem(self.sortByHueEntry, ZO_COMBOBOX_SUPRESS_UPDATE)
    self.sortDropDown:UpdateItems()
end
function ZO_Dyeing:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        -- Apply dye
        {
            name = GetString(SI_DYEING_COMMIT),
            keybind = "UI_SHORTCUT_SECONDARY",
            visible = function() return self:AreTherePendingDyes() end,
            callback = function() self:CommitSelection() end,
        },
        -- Uniform Randomize
        {
            name = GetString(SI_DYEING_RANDOMIZE),
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function() self:UniformRandomize() end,
        },
        -- Undo
        {
            name = GetString(SI_DYEING_UNDO),
            keybind = "UI_SHORTCUT_NEGATIVE",
            visible = function() return self:AreTherePendingDyes() end,
            callback = function() self:UndoPendingChanges() end,
        },
        -- Special exit button
        {
            alignment = KEYBIND_STRIP_ALIGN_RIGHT,
            name = GetString(SI_EXIT_BUTTON),
            keybind = "UI_SHORTCUT_EXIT",
            callback = function() self:AttemptExit() end,
        },
    }
end
function ZO_Dyeing:DirtyDyeLayout()
    if SCENE_MANAGER:IsShowing("dyeing") then
        self:LayoutDyes()
    else
        self.dyeLayoutDirty = true
    end
end
function ZO_Dyeing:OnEquipmentDyeSlotClicked(equipSlot, dyeChannel, button)
    if self.activeTool then
        self.activeTool:OnEquipSlotClicked(equipSlot, dyeChannel, button)
    end
end
function ZO_Dyeing:OnEquipmentDyeSlotEnter(equipSlot, dyeChannel)
    if self.activeTool then
        local highlightSlot, highlightDyeChannel = self.activeTool:GetHighlightRules(equipSlot, dyeChannel)
        self.equipmentSheet:ToggleEquipSlotHightlight(highlightSlot, true, highlightDyeChannel)
        WINDOW_MANAGER:SetMouseCursor(self.activeTool:GetCursorType(equipSlot, dyeChannel))
    end
end
function ZO_Dyeing:OnEquipmentDyeSlotExit(equipSlot, dyeChannel)
    self.equipmentSheet:ToggleEquipSlotHightlight(nil, false, nil)
    WINDOW_MANAGER:SetMouseCursor(MOUSE_CURSOR_DO_NOT_CARE)
end
function ZO_Dyeing:OnSavedSetDyeSlotClicked(dyeSetIndex, dyeChannel, button)
    if self.activeTool then
        self.activeTool:OnSavedSetClicked(dyeSetIndex, dyeChannel, button)
    end
end
function ZO_Dyeing:OnSavedSetDyeSlotEnter(dyeSetIndex, dyeChannel)
    if self.activeTool then
        if self.activeTool:HasSavedSetSelection() then
            self.savedSets[dyeSetIndex]:OnMouseEnter()
        else
            local highlightSlot, highlightDyeChannel = self.activeTool:GetHighlightRules(dyeSetIndex, dyeChannel)
            self:ToggleSavedSetHightlight(highlightSlot, true, highlightDyeChannel)
            WINDOW_MANAGER:SetMouseCursor(self.activeTool:GetCursorType(dyeSetIndex, dyeChannel))
        end
    end
end
function ZO_Dyeing:OnSavedSetDyeSlotExit(dyeSetIndex, dyeChannel)
    if self.activeTool == nil or not self.activeTool:HasSavedSetSelection() then
        self:ToggleSavedSetHightlight(nil, false, nil)
    end
    self.savedSets[dyeSetIndex]:OnMouseExit()
    WINDOW_MANAGER:SetMouseCursor(MOUSE_CURSOR_DO_NOT_CARE)
end
function ZO_Dyeing:GetSelectedDyeIndex()
    return self.selectedDyeIndex
end
function ZO_Dyeing:GetSelectedSavedSetIndex()
    return self.selectedSavedSetIndex
end
function ZO_Dyeing:GetMousedOverSavedSetInfo()
    return self.mousedOverSavedSetIndex, self.mousedOverSavedSetDyeChannel
end
function ZO_Dyeing:OnPendingDyesChanged(equipSlot)
    if equipSlot then
        self.equipmentSheet:RefreshEquipSlotDyes(equipSlot)
    else
        self.equipmentSheet:MarkViewDirty()
    end
    if SCENE_MANAGER:IsShowing("dyeing") then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_Dyeing:OnSavedSetSlotChanged(dyeSetIndex)
    if dyeSetIndex then
        self:RefreshSavedSet(dyeSetIndex)
    else
        self:RefreshSavedSets()
    end
end
function ZO_Dyeing:CopyExistingDyesToPending()
    for i, equipSlot in ipairs(DYEABLE_EQUIP_SLOTS) do
        SetPendingEquippedItemDye(equipSlot, GetCurrentItemDyes(BAG_WORN, equipSlot))
    end
end
function ZO_Dyeing:AreTherePendingDyes()
    for i, equipSlot in ipairs(DYEABLE_EQUIP_SLOTS) do
        for j = 1, 3 do
            if select(j, GetCurrentItemDyes(BAG_WORN, equipSlot)) ~= select(j, GetPendingEquippedItemDye(equipSlot)) then
                return true
            end
        end
    end
    return false
end
function ZO_Dyeing:AreAllItemsBound()
    for i, equipSlot in ipairs(DYEABLE_EQUIP_SLOTS) do
        if HasItemInSlot(BAG_WORN, equipSlot) and not IsItemBound(BAG_WORN, equipSlot) then
            return false
        end
    end
    return true
end
function ZO_Dyeing:AttemptExit(exitingToAchievementId)
    self.exitingToAchievementId = exitingToAchievementId
    if self:AreTherePendingDyes() then
        if self:AreAllItemsBound() then
            if self.exitingToAchievementId then
                ZO_Dialogs_ShowDialog("EXIT_DYE_UI_TO_ACHIEVEMENT")
            else
                ZO_Dialogs_ShowDialog("EXIT_DYE_UI")
            end
        else
            if self.exitingToAchievementId then
                ZO_Dialogs_ShowDialog("EXIT_DYE_UI_TO_ACHIEVEMENT_BIND")
            else
                ZO_Dialogs_ShowDialog("EXIT_DYE_UI_BIND")
            end
        end
    else
        self:ConfirmExit()
    end
end
function ZO_Dyeing:ConfirmExit(applyChanges)
    if applyChanges then
        self:ConfirmCommitSelection()
        PlaySound(SOUNDS.DYEING_APPLY_CHANGES_FROM_DIALOGUE)
    end
    if self.exitingToAchievementId then
          MAIN_MENU:ShowScene("achievements");
        ACHIEVEMENTS:ShowAchievement(self.exitingToAchievementId)
        self.exitingToAchievementId = nil
    else
        SCENE_MANAGER:ShowBaseScene()
    end
end
function ZO_Dyeing:CommitSelection()
    if self:AreAllItemsBound() then
        self:ConfirmCommitSelection()
        PlaySound(SOUNDS.DYEING_APPLY_CHANGES)
    else
        ZO_Dialogs_ShowDialog("CONFIRM_APPLY_DYE")
    end
end
function ZO_Dyeing:ConfirmCommitSelection()
    ApplyPendingDyes()
end
function ZO_Dyeing:CancelExitToAchievements()
    self.exitingToAchievementId = nil
end
function ZO_Dyeing:UniformRandomize()
    local primaryDyeIndex = self:GetRandomUnlockedDyeIndex()
    local secondaryDyeIndex = self:GetRandomUnlockedDyeIndex()
    local accentDyeIndex = self:GetRandomUnlockedDyeIndex()
    for i, equipSlot in ipairs(DYEABLE_EQUIP_SLOTS) do
        SetPendingEquippedItemDye(equipSlot, primaryDyeIndex, secondaryDyeIndex, accentDyeIndex)
    end
    PlaySound(SOUNDS.DYEING_RANDOMIZE_DYES)
end
function ZO_Dyeing:GetRandomUnlockedDyeIndex()
    if #self.unlockedDyeIndices > 0 then
        return self.unlockedDyeIndices[zo_random(1, #self.unlockedDyeIndices)]
    end
    return nil
end
function ZO_Dyeing:UndoPendingChanges()
    PlaySound(SOUNDS.DYEING_UNDO_CHANGES)
end
function ZO_Dyeing:SwitchToDyeingWithDyeIndex(dyeIndex, suppressSounds)
    self.suppressSounds = suppressSounds
    local toolChanged = false
    if not self.activeTool:HasSwatchSelection() then
        ZO_MenuBar_SelectDescriptor(self.toolsTabs, self.dyeTool)
        toolChanged = true
    end
    self:SetSelectedDyeIndex(dyeIndex, nil, toolChanged)
    ZO_Scroll_ScrollControlIntoCentralView(self.pane, self.dyeIndexToSwatch[dyeIndex])
    self.suppressSounds = false
end
function ZO_Dyeing:SetSelectedDyeIndex(dyeIndex, becauseOfRebuild, becauseToolChange)
    if self.selectedDyeIndex ~= dyeIndex or becauseOfRebuild then
        local oldSwatch = not becauseOfRebuild and self.dyeIndexToSwatch[self.selectedDyeIndex]
        if oldSwatch then
            oldSwatch:SetSelected(false)
        end
        if self.selectedDyeIndex then
            self.lastSelectedDyeIndex = self.selectedDyeIndex
        end
        self.selectedDyeIndex = dyeIndex
        local newSwatch = self.activeTool:HasSwatchSelection() and self.dyeIndexToSwatch[self.selectedDyeIndex]
        if newSwatch then
            local skipAnim = becauseOfRebuild
            local skipSound = becauseOfRebuild or becauseToolChange
            newSwatch:SetSelected(true, skipAnim, skipSound)
        else
            self.sharedHighlight:SetHidden(true)
        end
    end
end
function ZO_Dyeing:SetSelectedSavedSetIndex(dyeSetIndex)
    if self.selectedSavedSetIndex ~= dyeSetIndex then
        if self.selectedSavedSetIndex then
            self.savedSets[self.selectedSavedSetIndex]:SetSelected(false)
        end
        self.lastSelectedSavedSetIndex = self.selectedSavedSetIndex
        self.selectedSavedSetIndex = dyeSetIndex
        if self.selectedSavedSetIndex then
            self.savedSets[self.selectedSavedSetIndex]:SetSelected(true)
            if self.lastSelectedSavedSetIndex then
                PlaySound(SOUNDS.DYEING_SAVED_SET_SELECTED)
            end
        end
    end
end
function ZO_Dyeing:ToggleSavedSetHightlightBySlotControl(slotControl, isHighlighted, dyeChannel)
    if dyeChannel ~= nil then
        slotControl.dyeControls[dyeChannel].highlightTexture:SetHidden(not isHighlighted)
    else
        for dyeChannel, dyeControl in ipairs(slotControl.dyeControls) do
            dyeControl.highlightTexture:SetHidden(not isHighlighted)
        end
    end
end
function ZO_Dyeing:ToggleSavedSetHightlight(dyeSetIndex, isHighlighted, dyeChannel)
    if dyeSetIndex ~= nil then
        local slotControl = self.savedSets[dyeSetIndex]
        self:ToggleSavedSetHightlightBySlotControl(slotControl, isHighlighted, dyeChannel)
    else
        for _, slotControl in ipairs(self.savedSets) do
            self:ToggleSavedSetHightlightBySlotControl(slotControl, isHighlighted, dyeChannel)
        end
    end
end
function ZO_Dyeing:GetOrCreateDyeParentCategory(activeSwatches, rarity, hueCategory)
    if self.savedVars.sortStyle == SORT_STYLE_RARITY then
        if not activeSwatches[rarity] then
            activeSwatches[rarity] = {}
        end
        return activeSwatches[rarity]
    elseif self.savedVars.sortStyle == SORT_STYLE_HUE then
        if not activeSwatches[hueCategory] then
            activeSwatches[hueCategory] = {}
        end
        return activeSwatches[hueCategory]
    end
end
function ZO_Dyeing_DyeSortComparator(left, right)
    return left.sortKey < right.sortKey
end
local function GetHeaderTextFromSortType(sortStyleType, rarityOrHueCategory)
    if sortStyleType == SORT_STYLE_RARITY then
        return GetString("SI_DYERARITY", rarityOrHueCategory)
    elseif sortStyleType == SORT_STYLE_HUE then
        return GetString("SI_DYEHUECATEGORY", rarityOrHueCategory)
    end
end
do
    local STRIDE = 16
    local SWATCH_SIZE = 24
    local PADDING = 6
    local INITIAL_OFFSET_X = 27
    local INITIAL_OFFSET_Y = 18
    function AnchorDyeSwatch(currentAnchor, swatch, index)
        local _, _, _, offsetY = ZO_Anchor_BoxLayout(currentAnchor, swatch, index - 1, STRIDE, PADDING, PADDING, SWATCH_SIZE, SWATCH_SIZE, INITIAL_OFFSET_X, INITIAL_OFFSET_Y)
        return offsetY
    end
    function GetNextDyeHeaderOffsetY(maxOffsetY, lastHeader)
        return maxOffsetY + SWATCH_SIZE + PADDING + lastHeader:GetHeight()
    end
end
function ZO_Dyeing:LayoutDyes()
    self.dyeLayoutDirty = false
    self.swatchPool:ReleaseAllObjects()
    self.headerPool:ReleaseAllObjects()
    self.dyeIndexToSwatch = {}
    self.unlockedDyeIndices = {}
    local activeSwatches = {}
    for i=1, GetNumDyes() do
        local dyeName, known, rarity, hueCategory, achievementId, r, g, b, sortKey = GetDyeInfo(i)
        if known or self.savedVars.showLocked then
            local parentCategory = self:GetOrCreateDyeParentCategory(activeSwatches, rarity, hueCategory)
            local swatch = self.swatchPool:AcquireObject()
            swatch:SetColor(SWATCH_INDEX, r, g, b)
            swatch.sortKey = sortKey
            swatch.dyeName = dyeName
            swatch.known = known
            swatch.dyeIndex = i
            swatch.achievementId = achievementId
            swatch:SetLocked(not known)
            parentCategory[#parentCategory + 1] = swatch
            self.dyeIndexToSwatch[i] = swatch
        end
    end
    local nextHeaderOffsetY = 0
    local lastHeader
    local sortedCategories = {}
    for category in pairs(activeSwatches) do
        sortedCategories[#sortedCategories + 1] = category
    end
    table.sort(sortedCategories)
    for i, category in ipairs(sortedCategories) do
        local swatches = activeSwatches[category]
        local header = self.headerPool:AcquireObject()
        header:SetAnchor(TOPLEFT, lastHeader or self.paneScrollChild, TOPLEFT, 0, nextHeaderOffsetY)
        header:SetText(GetHeaderTextFromSortType(self.savedVars.sortStyle, category))
        local currentAnchor = ZO_Anchor:New(CENTER, header, BOTTOMLEFT)
        table.sort(swatches, ZO_Dyeing_DyeSortComparator)
        local maxHeaderOffsetY = 0
        for j, swatch in ipairs(swatches) do
            local offsetY = AnchorDyeSwatch(currentAnchor, swatch, j)
            maxHeaderOffsetY = zo_max(maxHeaderOffsetY, offsetY)
            if not swatch:IsLocked() then
                self.unlockedDyeIndices[#self.unlockedDyeIndices + 1] = swatch.dyeIndex
            end
        end
        nextHeaderOffsetY = GetNextDyeHeaderOffsetY(maxHeaderOffsetY, header)
        lastHeader = header
    end
    self.noDyesLabel:SetHidden(#sortedCategories > 0)
end
function ZO_Dyeing:RefreshSavedSet(dyeSetIndex)
    local savedSetSwatch = self.savedSets[dyeSetIndex]
    for dyeChannel, dyeControl in ipairs(savedSetSwatch.dyeControls) do
        local currentDyeIndex = select(dyeChannel, GetSavedDyeSetDyes(dyeSetIndex))
        ZO_DyeingUtils_SetSlotDyeSwatchDyeIndex(dyeChannel, dyeControl, currentDyeIndex)
    end
end
function ZO_Dyeing:RefreshSavedSets()
    for dyeSetIndex in ipairs(self.savedSets) do
        self:RefreshSavedSet(dyeSetIndex)
    end
end
ZO_DyeingEquipmentSheet = ZO_Object:Subclass()
function ZO_DyeingEquipmentSheet:New(...)
    local dyeingEquipment = ZO_Object.New(self)
    dyeingEquipment:Initialize(...)
    return dyeingEquipment
end
    self.control = control
    self.slots = self.control.slots
    local function OnFullInventoryUpdated()
        self:MarkViewDirty()
    end
    local function OnInventorySlotUpdated(eventCode, bagId, slotIndex)
        if bagId == BAG_WORN then
            self:MarkViewDirty()
        end
    end
    control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, OnFullInventoryUpdated)
    control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventorySlotUpdated)
    self:MarkViewDirty()
end
    for equipSlot, slotControl in pairs(self.control.slots) do
        for i, dyeControl in ipairs(slotControl.dyeControls) do
            dyeControl:SetHandler("OnMouseUp", function(dyeControl, button, upInside)
                if upInside then
                    onEquipSlotClickedCallback(equipSlot, i, button)
                end
            end)
            dyeControl:SetHandler("OnMouseEnter", function(dyeControl)
                self.mousedOverEquipSlot = equipSlot
                self.mousedOverDyeChannel = i
                onEquipSlotEnterCallback(equipSlot, i)
            end)
            dyeControl:SetHandler("OnMouseExit", function(dyeControl)
                self.mousedOverEquipSlot = nil
                self.mousedOverDyeChannel = nil
                onEquipSlotExitCallback(equipSlot, i)
            end)
        end
    end
end
function ZO_DyeingEquipmentSheet:GetMousedOverEquipInfo()
    return self.mousedOverEquipSlot, self.mousedOverDyeChannel
end
function ZO_DyeingEquipmentSheet:MarkViewDirty()
    if SCENE_MANAGER:IsShowing("dyeing") then
        self:RefreshView()
    else
        self.dirty = true
    end
end
function ZO_DyeingEquipmentSheet:RefreshView()
    self.dirty = false
    for equipSlot, slotControl in pairs(self.slots) do
        local icon, stackCount = GetItemInfo(BAG_WORN, equipSlot)
        ZO_Inventory_BindSlot(slotControl.slot, SLOT_TYPE_DYEABLE_EQUIPMENT, equipSlot, BAG_WORN)
        if stackCount == 0 then
            icon = ZO_Character_GetEmptyEquipSlotTexture(equipSlot)
        end
        ZO_ItemSlot_SetupSlot(slotControl.slot, stackCount, icon)
        self:RefreshEquipSlotDyes(equipSlot)
    end
end
-- where ... are primary, secondary, accent, etc dyes
function ZO_DyeingEquipmentSheet:RefreshEquipSlotDyesBySlotControl(slotControl, isDyeable, ...)
    for dyeChannel, dyeControl in ipairs(slotControl.dyeControls) do
        if isDyeable then
            dyeControl:SetHidden(false)
            local currentDyeIndex = select(dyeChannel, ...)
            ZO_DyeingUtils_SetSlotDyeSwatchDyeIndex(dyeChannel, dyeControl, currentDyeIndex)
        else
            dyeControl:SetHidden(true)
        end
    end
end
function ZO_DyeingEquipmentSheet:RefreshEquipSlotDyes(equipSlot)
    local slotControl = self.slots[equipSlot]
    self:RefreshEquipSlotDyesBySlotControl(slotControl, IsItemDyeable(BAG_WORN, equipSlot), GetPendingEquippedItemDye(equipSlot))
end
function ZO_DyeingEquipmentSheet:ToggleEquipSlotHightlightBySlotControl(slotControl, isHighlighted, dyeChannel)
    if dyeChannel ~= nil then
        slotControl.dyeControls[dyeChannel].highlightTexture:SetHidden(not isHighlighted)
    else
        for dyeChannel, dyeControl in ipairs(slotControl.dyeControls) do
            dyeControl.highlightTexture:SetHidden(not isHighlighted)
        end
    end
end
function ZO_DyeingEquipmentSheet:ToggleEquipSlotHightlight(equipSlot, isHighlighted, dyeChannel)
    if equipSlot ~= nil then
        local slotControl = self.slots[equipSlot]
        self:ToggleEquipSlotHightlightBySlotControl(slotControl, isHighlighted, dyeChannel)
    else
        for _, slotControl in pairs(self.slots) do
            self:ToggleEquipSlotHightlightBySlotControl(slotControl, isHighlighted, dyeChannel)
        end
    end
end
    DYEING = ZO_Dyeing:New(control)
end
local function GetFrameForDyeChannel(empty)
    return empty and "EsoUI/Art/Dye/dye_amorSlot_empty.dds" or "EsoUI/Art/Dye/dye_amorSlot.dds"
end
function ZO_DyeingUtils_SetSlotDyeSwatchDyeIndex(dyeChannel, dyeControl, dyeIndex)
    if dyeIndex then
        local dyeName, known, rarity, hueCategory, achievementId, r, g, b, sortKey = GetDyeInfo(dyeIndex)
        dyeControl.swatchTexture:SetColor(r, g, b, 1)
        local NOT_EMPTY = false
        dyeControl.frameTexture:SetTexture(GetFrameForDyeChannel(NOT_EMPTY))
        dyeControl.mungeTexture:SetHidden(false)
    else
        dyeControl.swatchTexture:SetColor(0, 0, 0, 0)
        local EMPTY = true
        dyeControl.frameTexture:SetTexture(GetFrameForDyeChannel(EMPTY))
        dyeControl.mungeTexture:SetHidden(true)
    end
end
do
    local TEXTURE_WIDTH = 128
    local TEXTURE_HEIGHT = 128
    local FRAME_WIDTH = 24
    local FRAME_HEIGHT = 24
    local FRAME_SLICE_WIDTH = 32
    local FRAME_SLICE_HEIGHT = 32
    local FRAME_PADDING_X = (FRAME_SLICE_WIDTH - FRAME_WIDTH)
    local FRAME_PADDING_Y = (FRAME_SLICE_HEIGHT - FRAME_HEIGHT)
    local FRAME_WIDTH_TEX_COORD = FRAME_WIDTH / TEXTURE_WIDTH
    local FRAME_HEIGHT_TEX_COORD = FRAME_HEIGHT / TEXTURE_HEIGHT
    local FRAME_PADDING_X_TEX_COORD = FRAME_PADDING_X / TEXTURE_WIDTH
    local FRAME_PADDING_Y_TEX_COORD = FRAME_PADDING_Y / TEXTURE_HEIGHT
    local FRAME_START_TEXCOORD_X = 0.5 + FRAME_PADDING_X_TEX_COORD * .5
    local FRAME_START_TEXCOORD_Y = 0.0 + FRAME_PADDING_Y_TEX_COORD * .5
    local FRAME_NUM_COLS = 2
    local FRAME_NUM_ROWS = 4
    local function PickRandomFrame(self)
        local col = zo_random(FRAME_NUM_COLS)
        local row = zo_random(FRAME_NUM_ROWS)
        local left = FRAME_START_TEXCOORD_X + (col - 1) * (FRAME_WIDTH_TEX_COORD + FRAME_PADDING_X_TEX_COORD)
        local right = left + FRAME_WIDTH_TEX_COORD
        local top = FRAME_START_TEXCOORD_Y + (row - 1) * (FRAME_HEIGHT_TEX_COORD + FRAME_PADDING_Y_TEX_COORD)
        local bottom = top + FRAME_HEIGHT_TEX_COORD
        self:SetTextureCoords(FRAME_INDEX, left, right, top, bottom)
    end
    local MUNGE_WIDTH = 24
    local MUNGE_HEIGHT = 24
    local MUNGE_WIDTH_TEX_COORD = MUNGE_WIDTH / TEXTURE_WIDTH
    local MUNGE_HEIGHT_TEX_COORD = MUNGE_HEIGHT / TEXTURE_HEIGHT
    local MUNGE_START_TEXCOORD_X = 0.0
    local MUNGE_START_TEXCOORD_Y = 0.5
    local MUNGE_END_TEXCOORD_X = 0.5
    local MUNGE_END_TEXCOORD_Y = 1.0
    local function PickRandomMunge(self)
        local left = zo_lerp(MUNGE_START_TEXCOORD_X, MUNGE_END_TEXCOORD_X - MUNGE_WIDTH_TEX_COORD, zo_random())
        local right = left + MUNGE_WIDTH_TEX_COORD
        local top = zo_lerp(MUNGE_START_TEXCOORD_Y, MUNGE_END_TEXCOORD_Y - MUNGE_HEIGHT_TEX_COORD, zo_random())
        local bottom = top + MUNGE_HEIGHT_TEX_COORD
        self:SetTextureCoords(MUNGE_INDEX, left, right, top, bottom)
    end
        PickRandomFrame(self)
        PickRandomMunge(self)
    end
end