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local FRAGMENT_CATEGORY_TITLE = "Title"
------------------------
--Frame Player Fragment
------------------------
return fragment
end
--Restart the framing if we changed regions (player was recreated) and framing is active.
EVENT_MANAGER : RegisterForEvent ( "ZO_FramePlayerFragment" , EVENT_PLAYER_ACTIVATED , function ( ) SetFrameLocalPlayerInGameCamera ( true ) end )
end
end
-----------------------------------------
--Frame Player On Scene Hidden Fragment
-----------------------------------------
return fragment
end
end
end
------------------------
--Normalized Point Fragment
------------------------
ZO_NormalizedPointFragment . id = 0
end
return fragment
end
end
end
------------------------
--Character Framing Blur
------------------------
end
local fragment = ZO_NormalizedPointFragment . New ( self , normalizedPointCallback , OnNormalizedPointChanged )
return fragment
end
end
-----------------------------
--Character Framing Look At Distance
-----------------------------
fragment . lookAtDistanceFactor = lookAtDistanceFactor
return fragment
end
end
end
do
local y = zo_lerp ( ZO_TopBarBackground : GetBottom ( ) , ZO_KeybindStripMungeBackgroundTexture : GetTop ( ) , . 55 )
return x , y
end
------------------------
--Interaction Framing Fragment
------------------------
local DEFAULT_INTERATION_OFFSET_X , DEFAULT_INTERATION_OFFSET_Y = 0.5 , 0.5
-- interaction camera data is authored assuming the frame offset is (.5, .5) ie. centered, with a manually created offset to make things look good in the UI.
-- To re-use our framing target math, we need to undo the manual offset coming from the data.
-- This means that a standard right panel fragment should start at (.5, .5) and every other framing fragment is relative to that.
-- As a consumer: just use normal normalized screen coords and things will Just Work(tm)
local centerOffsetX , centerOffsetY = NormalizeUICanvasPoint ( CalculateStandardRightPanelFramingTarget ( ) )
end
local fragment = ZO_NormalizedPointFragment . New ( self , normalizedPointCallback , SetFrameInteractionTargetRelativeToRightPanel )
return fragment
end
-- Only some interactions define a framing: many others just expect the camera to be framed at the default (.5, .5).
-- So those can continue to work we'll just reset the camera here
end
--Handles the case when we reload the UI with an interaction framing fragment shown. This guarentees that when we load with no fragments showing it is at the default offsets
FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateStandardRightPanelFramingTarget , SetFrameLocalPlayerTarget )
FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateStandardRightPanelFramingTarget )
FRAME_INTERACTION_STANDARD_RIGHT_PANEL_FRAGMENT = ZO_InteractionFramingFragment : New ( CalculateStandardRightPanelFramingTarget )
local x = zo_lerp ( ZO_SharedMediumLeftPanelBackground : GetRight ( ) , ZO_SharedRightBackground : GetLeft ( ) , . 45 )
local y = zo_lerp ( ZO_TopBarBackground : GetBottom ( ) , ZO_KeybindStripMungeBackgroundTexture : GetTop ( ) , . 55 )
return x , y
end
FRAME_TARGET_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateStandardRightPanelMediumLeftPanelFramingTarget , SetFrameLocalPlayerTarget )
FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateStandardRightPanelMediumLeftPanelFramingTarget )
FRAME_INTERACTION_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT = ZO_InteractionFramingFragment : New ( CalculateStandardRightPanelMediumLeftPanelFramingTarget )
return x , y
end
FRAME_TARGET_FURNITURE_BROWSER_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateFurnitureBrowserFramingTarget , SetFrameLocalPlayerTarget )
local x = zo_lerp ( ZO_SharedThinLeftPanelBackground : GetRight ( ) , ZO_SharedRightPanelBackground : GetLeft ( ) , . 5 )
return x , y
end
FRAME_TARGET_CRAFTING_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateCraftingFramingTarget , SetFrameLocalPlayerTarget )
return . 65 * screenWidth , . 55 * screenHeight
end
FRAME_TARGET_CRAFTING_GAMEPAD_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateCraftingGamepadFramingTarget , SetFrameLocalPlayerTarget )
return screenWidth / 2 , . 55 * screenHeight
end
FRAME_TARGET_CENTERED_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateCenteredFramingTarget , SetFrameLocalPlayerTarget )
return screenWidth * 0.75 , . 55 * screenHeight
end
FRAME_TARGET_OPTIONS_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateOptionsFramingTarget , SetFrameLocalPlayerTarget )
return x , y
end
FRAME_TARGET_STORE_WINDOW_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateStoreWindowTarget , SetFrameLocalPlayerTarget )
return . 65 * screenWidth , . 55 * screenHeight
end
FRAME_TARGET_GAMEPAD_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateGamepadFramingTarget , SetFrameLocalPlayerTarget )
return . 8 * screenWidth , . 55 * screenHeight
end
FRAME_TARGET_GAMEPAD_OPTIONS_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateGamepadOptionsFramingTarget , SetFrameLocalPlayerTarget )
return . 35 * screenWidth , . 55 * screenHeight
end
FRAME_TARGET_LEFT_GAMEPAD_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateGamepadLeftFramingTarget , SetFrameLocalPlayerTarget )
FRAME_TARGET_LEFT_BLUR_GAMEPAD_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateGamepadLeftFramingTarget )
return . 8 * screenWidth , . 55 * screenHeight
end
FRAME_TARGET_STORE_GAMEPAD_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateGamepadStoreFramingTarget , SetFrameLocalPlayerTarget )
return . 9 * screenWidth , . 55 * screenHeight
end
FRAME_TARGET_GAMEPAD_RIGHT_FRAGMENT = ZO_NormalizedPointFragment : New ( CalculateGamepadRightFramingTarget , SetFrameLocalPlayerTarget )
FRAME_TARGET_BLUR_GAMEPAD_RIGHT_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateGamepadRightFramingTarget )
local LOOK_AT_DISTANCE_FACTOR_FAR_RIGHT_FRAMING_TARGET = 1.9
FRAME_TARGET_DISTANCE_GAMEPAD_FAR_FRAGMENT = ZO_CharacterFramingLookAtDistance : New ( LOOK_AT_DISTANCE_FACTOR_FAR_RIGHT_FRAMING_TARGET )
return 2 * screenWidth , 0
end
FRAME_TARGET_BLUR_FULLSCREEN_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateOffscreenFramingTarget )
local x = zo_lerp ( ZO_SharedGamepadNavQuadrant_3_Background : GetLeft ( ) , ZO_SharedGamepadNavQuadrant_3_Background : GetRight ( ) , . 75 )
local y = zo_lerp ( ZO_TopBarBackground : GetBottom ( ) , ZO_KeybindStripMungeBackgroundTexture : GetTop ( ) , . 55 )
return x , y
end
FRAME_INTERACTION_QUADRANT_3_GAMEPAD_FRAGMENT = ZO_InteractionFramingFragment : New ( CalculateGamepadQuadrant3FramingTarget )
FRAME_TARGET_BLUR_QUADRANT_3_GAMEPAD_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateGamepadQuadrant3FramingTarget )
local x = zo_lerp ( ZO_SharedGamepadNavQuadrant_4_Background : GetLeft ( ) , ZO_SharedGamepadNavQuadrant_4_Background : GetRight ( ) , . 7 )
local y = zo_lerp ( ZO_TopBarBackground : GetBottom ( ) , ZO_KeybindStripMungeBackgroundTexture : GetTop ( ) , . 55 )
return x , y
end
FRAME_INTERACTION_QUADRANT_4_GAMEPAD_FRAGMENT = ZO_InteractionFramingFragment : New ( CalculateGamepadQuadrant4FramingTarget )
FRAME_TARGET_BLUR_QUADRANT_4_GAMEPAD_FRAGMENT = ZO_CharacterFramingBlur : New ( CalculateGamepadQuadrant4FramingTarget )
end
------------------------
--Frame Emote Fragment
------------------------
fragment . framingType = framingType
return fragment
end
end
end
-------------------------------
--Set Title Fragment (sets the title on the ZO_SharedTitle control when it becomes active)
-------------------------------
return fragment
end
end
end
----------------------------------------
--Window Sound Fragment
----------------------------------------
fragment . showSoundId = showSoundId
fragment . hideSoundId = hideSoundId
return fragment
end
end
--only play the close sound if we're exiting the window UI
end
end
----------------------------------------
--Tutorial Trigger Fragment
----------------------------------------
fragment . onShowTutorialTriggerType = onShowTutorialTriggerType
return fragment
end
end
end
----------------------------------------
--Clear Cursor Fragment
----------------------------------------
return fragment
end
end
end
------------------------------------
--UI Combat Overlay Fragment
------------------------------------
return fragment
end
end
end
----------------------------------------
--Character Window Fragment
----------------------------------------
fragment . readOnly = readOnly
return fragment
end
if newState == SCENE_FRAGMENT_SHOWING then
end
end
----------------------------------------
--End In World Interactions Fragment
----------------------------------------
return fragment
end
end
end
----------------------------------------
--Minimize Chat Fragment
----------------------------------------
end
end
end
if ( self . wasChatMaximized or ( chatSystem : IsPinnable ( ) and chatSystem : IsWindowPinned ( ) ) ) and chatSystem : IsMinimized ( ) then
end
end
----------------------------------------
--Stop Movement Fragment
----------------------------------------
end
end
end
----------------------------------------
--Hide Mouse While Not Moving Fragment
----------------------------------------
local ONLY_CONSIDER_MOUSE_VISIBILITY_WHILE_MOVING = true
end
end
end
----------------------------------------
-- Keybind Strip
----------------------------------------
end
end
end
----------------------------------------
-- Champion Keybind Strip
----------------------------------------
end
end
end
----------------------------------------
-- Gamepad Keybind Strip
----------------------------------------
end
end
end
----------------------------------------
-- Item Preview Fragment
----------------------------------------
end
end
end
----------------------------------------
-- Market Keybind Strip Fragment
----------------------------------------
end
end
end
----------------------------------------
-- Show Market Fragment
----------------------------------------
end
-- This call needs to be after OnShown so we are in the correct state to show
-- the new scene
else
end
end
end
----------------------------------------
-- Show Eso Plus Fragment
----------------------------------------
end
-- This call needs to be after OnShown so we are in the correct state to show
-- the new scene
end
end
end
-------------------------------------------------
-- Suppress Collectible Notifications Fragment
-------------------------------------------------
end
if NOTIFICATIONS then
end
if GAMEPAD_NOTIFICATIONS then
end
end
if NOTIFICATIONS then
end
if GAMEPAD_NOTIFICATIONS then
end
end
-------------------------------------------------
-- Suppress Collectible Announcements Fragment
-------------------------------------------------
end
CENTER_SCREEN_ANNOUNCE : SupressAnnouncementByType ( CENTER_SCREEN_ANNOUNCE_TYPE_SINGLE_COLLECTIBLE_UPDATED )
end
CENTER_SCREEN_ANNOUNCE : ResumeAnnouncementByType ( CENTER_SCREEN_ANNOUNCE_TYPE_SINGLE_COLLECTIBLE_UPDATED )
end
------------------------
-- UI Music Fragment
------------------------
fragment . musicMode = musicMode
return fragment
end
end
end
-- handle the case where /reloadui is called while a music fragment is showing
--------------------------------------
--General Fragment Declarations
--------------------------------------
BACKPACK_DEFAULT_LAYOUT_FRAGMENT ,
BACKPACK_BANK_LAYOUT_FRAGMENT ,
BACKPACK_GUILD_BANK_LAYOUT_FRAGMENT ,
BACKPACK_TRADING_HOUSE_LAYOUT_FRAGMENT ,
BACKPACK_MAIL_LAYOUT_FRAGMENT ,
BACKPACK_PLAYER_TRADE_LAYOUT_FRAGMENT ,
BACKPACK_MENU_BAR_LAYOUT_FRAGMENT ,
BACKPACK_STORE_LAYOUT_FRAGMENT ,
BACKPACK_FENCE_LAYOUT_FRAGMENT ,
BACKPACK_LAUNDER_LAYOUT_FRAGMENT
)
KEYBIND_STRIP_GAMEPAD_BACKDROP_FRAGMENT = ZO_FadeSceneFragment : New ( ZO_KeybindStripGamepadBackground )
MEDIUM_SHORT_RIGHT_PANEL_BG_FRAGMENT = ZO_FadeSceneFragment : New ( ZO_SharedMediumShortRightPanelBackground )
MEDIUM_SHORT_LEFT_PANEL_BG_FRAGMENT = ZO_FadeSceneFragment : New ( ZO_SharedMediumShortLeftPanelBackground )
MEDIUM_TALL_LEFT_PANEL_BG_FRAGMENT = ZO_FadeSceneFragment : New ( ZO_SharedMediumTallLeftPanelBackground )
PLAYER_PROGRESS_BAR_GAMEPAD_HIDE_NAME_LOCATION_FRAGMENT = ZO_GamepadPlayerProgressBarHideNameLocationFragment : New ( )
PLAYER_PROGRESS_BAR_GAMEPAD_NAME_LOCATION_ANCHOR_FRAGMENT = ZO_GamepadPlayerProgressBarNameLocationAnchor_Initialize ( GAMEPAD_PLAYER_PROGRESS_BAR_NAME_LOCATION , PLAYER_PROGRESS_BAR )
-- GUILD_ROSTER_FRAGMENT defined in GuildRoster_Keyboard.lua
--Sounds
INVENTORY_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . BACKPACK_WINDOW_OPEN , SOUNDS . BACKPACK_WINDOW_CLOSE )
CHARACTER_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . CHARACTER_WINDOW_OPEN , SOUNDS . CHARACTER_WINDOW_CLOSE )
SKILLS_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . SKILLS_WINDOW_OPEN , SOUNDS . SKILLS_WINDOW_CLOSE )
CODEX_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . CODEX_WINDOW_OPEN , SOUNDS . CODEX_WINDOW_CLOSE )
CONTACTS_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . CONTACTS_WINDOW_OPEN , SOUNDS . CONTACTS_WINDOW_CLOSE )
GROUP_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . GROUP_WINDOW_OPEN , SOUNDS . GROUP_WINDOW_CLOSE )
GUILD_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . GUILD_WINDOW_OPEN , SOUNDS . GUILD_WINDOW_CLOSE )
NOTIFICATIONS_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . NOTIFICATIONS_WINDOW_OPEN , SOUNDS . NOTIFICATIONS_WINDOW_CLOSE )
ALLIANCE_WAR_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . ALLIANCE_WAR_WINDOW_OPEN , SOUNDS . ALLIANCE_WAR_WINDOW_CLOSE )
SYSTEM_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . SYSTEM_WINDOW_OPEN , SOUNDS . SYSTEM_WINDOW_CLOSE )
STORE_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . STORE_WINDOW_OPEN , SOUNDS . STORE_WINDOW_CLOSE )
TRADE_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . TRADE_WINDOW_OPEN , SOUNDS . TRADE_WINDOW_CLOSE )
INTERACT_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . INTERACT_WINDOW_OPEN , SOUNDS . INTERACT_WINDOW_CLOSE )
TREASURE_MAP_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . TREASURE_MAP_OPEN , SOUNDS . TREASURE_MAP_CLOSE )
TRADING_HOUSE_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . TRADING_HOUSE_WINDOW_OPEN , SOUNDS . TRADING_HOUSE_WINDOW_CLOSE )
CHAMPION_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . CHAMPION_WINDOW_OPENED , SOUNDS . CHAMPION_WINDOW_CLOSED )
MARKET_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . MARKET_WINDOW_OPENED , SOUNDS . MARKET_WINDOW_CLOSED )
COLLECTIONS_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . COLLECTIONS_WINDOW_OPEN , SOUNDS . COLLECTIONS_WINDOW_CLOSE )
CROWN_CRATES_GEMIFICATION_WINDOW_SOUNDS = ZO_WindowSoundFragment : New ( SOUNDS . DEFAULT_WINDOW_OPEN , SOUNDS . DEFAULT_WINDOW_CLOSE )
--Action Layers
UI_SHORTCUTS_ACTION_LAYER_FRAGMENT = ZO_ActionLayerFragment : New ( GetString ( SI_KEYBINDINGS_LAYER_USER_INTERFACE_SHORTCUTS ) )
HOUSING_EDITOR_HUD_ACTION_LAYER_FRAGMENT = ZO_ActionLayerFragment : New ( GetString ( SI_KEYBINDINGS_LAYER_HOUSING_EDITOR ) )
HOUSING_EDITOR_HUD_PLACEMENT_MODE_ACTION_LAYER_FRAGMENT = ZO_ActionLayerFragment : New ( GetString ( SI_KEYBINDINGS_LAYER_HOUSING_EDITOR_PLACEMENT_MODE ) )
HOUSING_HUD_ACTION_LAYER_FRAGMENT = ZO_ActionLayerFragment : New ( GetString ( SI_KEYBINDINGS_LAYER_HUD_HOUSING ) )
BATTLEGROUND_SCOREBOARD_ACTION_LAYER_FRAGMENT = ZO_ActionLayerFragment : New ( "BattlegroundScoreboard" )
--Intercept Layer
INTERACT_WINDOW_KEYBIND_INTERCEPT_LAYER_FRAGMENT = ZO_ActionLayerFragment : New ( "SceneChangeInterceptLayer" )
end )
-- Preview Intercept Layer
--Crafting window keybind intercept layer
end )
end )
return fragment
end
CRAFTING_WINDOW_KEYBIND_INTERCEPT_LAYER_FRAGMENT = ZO_CraftingWindowKeybindInterceptLayerFragment : New ( "SceneChangeInterceptLayer" )
end )
--Shared Tutorials
|