1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 |
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 ,
normal = normal ,
pressed = pressed ,
highlight = highlight ,
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
do
local FORMAT_EXTRA_OPTIONS =
{
showCap = true ,
}
amountControl : SetText ( zo_strformat ( SI_NUMBER_FORMAT , 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 |