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end
if refinementOnly then
else
end
-- set up inventory keybinds and tooltips
if selectedData and selectedData . bagId and selectedData . slotIndex then
else
end
end )
if newState == SCENE_SHOWING then
local tabBarEntries = { }
if not refinementOnly then
self : AddEntry ( GetString ( SI_CHARACTER_EQUIP_SECTION_WEAPONS ) , ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS , CanSmithingWeaponPatternsBeCraftedHere ( ) , tabBarEntries )
self : AddEntry ( GetString ( SI_CHARACTER_EQUIP_SECTION_APPAREL ) , ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR , CanSmithingApparelPatternsBeCraftedHere ( ) , tabBarEntries )
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType ( GetCraftingInteractionType ( ) )
if # tabBarEntries > 1 then
end
else
end
-- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right mode
if # tabBarEntries == 1 then
end
-- used to update extraction slot UI with text / etc., PC does this as well
elseif newState == SCENE_HIDDEN then
end
end )
if SCENE_MANAGER : IsShowing ( "gamepad_smithing_refine" ) or SCENE_MANAGER : IsShowing ( "gamepad_smithing_deconstruct" ) then
end
end
end )
ZO_GamepadCraftingUtils_SetupInventoryAnchors ( self . control : GetNamedChild ( "Clip" ) : GetNamedChild ( "Area" ) , self . owner . control )
end
-- used to update extraction slot UI with text / etc., PC does this as well
-- note that on gamepad this gives a possibly unwanted side effect of losing the active item when switching filters
end
if allowed then
local entry = { }
end
entry . mode = mode
end
end
function ZO_GamepadSmithingExtraction : SetCraftingType ( craftingType , oldCraftingType , isCraftingTypeDifferent )
end
local inventory = self . control : GetNamedChild ( "Clip" ) : GetNamedChild ( "Area" ) : GetNamedChild ( "Inventory" )
-- turn refinement stacks red if they don't have a large enough quantity in them to be refineable
end
end
)
end
return bagId == selectedBagId and slotIndex == selectedSlotIndex
end
end
else
end
end
end
do
local MODE_TO_ICON_MAP = {
[ ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_apparelSlot.dds" ,
[ ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_weaponSlot.dds" ,
[ ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_refine_emptySlot.dds" ,
}
-- emptySlotIcon stores an icon path, not the control itself
-- reanchor slot icon based on special refine "you need 10 of this" text
local newAnchor = nil
else
end
end
end
end
if bagId and slotIndex then
end
end
end
end
return ZO_SharedSmithingExtraction_DoesItemMeetRefinementStackRequirement ( bagId , slotIndex , self . extractionSlot : GetStackCount ( ) )
else
return true
end
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select / remove
{
else
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
else
end
end ,
} ,
-- Perform craft
{
end
end ,
keybind = "UI_SHORTCUT_SECONDARY" ,
visible = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self : HasEnoughToRefine ( ) and self : HasSelections ( ) end ,
} ,
-- Clear selections
{
end ,
keybind = "UI_SHORTCUT_TERTIARY" ,
visible = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self : HasSelections ( ) end ,
end ,
} ,
}
end
end
if refinementOnly then
else
end
end
local validItemIds = self : EnumerateInventorySlotsAndAddToScrollData ( ZO_SharedSmithingExtraction_IsExtractableOrRefinableItem , ZO_SharedSmithingExtraction_DoesItemPassFilter , self . filterType , data )
-- handle no items in a filter cases / show text to the user
end
end
end
end |