ESO Lua File v100010

ingame/inventory/inventorylandingarea.lua

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local function PlaceCursorInInventory(bagId, cursorType)
    -- If the cursor contains a store item, just let that system handle it...
    if(cursorType == MOUSE_CONTENT_STORE_ITEM) then
        PlaceInInventory(bagId, 0)
        return
    end
    if(cursorType == MOUSE_CONTENT_QUEST_ITEM) then
        if(bagId == BAG_BANK) then
            ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, GetString(SI_INVENTORY_ERROR_NO_QUEST_ITEMS_IN_BANK))
        end
        -- can't really move quest items anywhere, so return no matter what
        return
    end
    -- Should not auto-stack, that's what right click is for as of now.
    -- This is only called after all cursor data has been checked.
end
local dropHandlers =
{
    ["inventory"] = function(landingArea, cursorType)
                        PlaceCursorInInventory(landingArea.bagId, cursorType)
                    end,
    ["store"] =     function(landingArea, cursorType)
                        PlaceInStoreWindow()
                    end,
}
-- Allow calling from external systems (the inventory system will once again begin using this
-- to auto-drop into inventory (bank/bag) when the split stack menu item is chosen.
function ZO_InventoryLandingArea_DropCursor(landingArea)
    local cursorType = GetCursorContentType()
    local handler = dropHandlers[landingArea.descriptor]
    if(handler and (cursorType ~= MOUSE_CONTENT_EMPTY)) then
        handler(landingArea, cursorType)
    end
end
end
    --[[
InitializeTooltip(InformationTooltip, GuiMouse, TOPLEFT, 0, 32)
SetTooltipText(InformationTooltip, zo_strformat(landingArea.hintTextStringId))
--]]
end
    --[[
ClearTooltip(InformationTooltip)
--]]
end
function ZO_InventoryLandingArea_SetHidden(landingArea, hidden, hintTextStringId)
    landingArea:SetHidden(hidden)
    if(not hidden) then
        -- It's assumed that landing areas are children of a ZO_ScrollListContents control that hold ZO_ListInventorySlots
        -- which is how the offsets are determined when there are icons present in the list.
        -- The right offset is determined from the scrollbar.
        local scrollList = landingArea:GetParent():GetParent()
        landingArea:ClearAnchors()
        local iconOffset = 0
        if(ZO_ScrollList_HasVisibleData(scrollList)) then
            -- Don't adjust for icon offset for now, just allow the landing area to take up the full area of the window
            -- iconOffset = landingArea.iconOffset
        end
        landingArea:SetAnchor(TOPLEFT, scrollList, TOPLEFT, iconOffset, 0)
        landingArea:SetAnchor(BOTTOMRIGHT, scrollList, BOTTOMRIGHT, 0, 0)
        landingArea.hintTextStringId = hintTextStringId
        -- Hint text isn't shown, you can only click on the landing area if an item isn't being moused over.
        --GetControl(landingArea, "HintText"):SetText(zo_strformat(hintTextStringId))
    end
end
function ZO_InventoryLandingArea_Initialize(landingArea, descriptor, bagId, customOffset)
    local newParent = landingArea:GetParent():GetNamedChild("Contents")
    landingArea:SetParent(newParent)
    landingArea.bagId = bagId
    landingArea.descriptor = descriptor
    landingArea.iconOffset = customOffset or 50
end