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return object
end
local quickslotToggleKeybind = {
keybind = "UI_SHORTCUT_QUICK_SLOTS" ,
end ,
ethereal = true ,
}
local keybindButtons = {
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
-- Destroy All Junk
{
keybind = "UI_SHORTCUT_NEGATIVE" ,
local inventory = PLAYER_INVENTORY . inventories [ INVENTORY_BACKPACK ]
end
end ,
end ,
} ,
quickslotToggleKeybind ,
}
if lastFragment ~= SI_INVENTORY_MODE_QUICKSLOTS then
end
end
return {
normal = normal ,
pressed = pressed ,
highlight = highlight ,
clickSound = clickSound ,
}
end
--Inventory Button
"EsoUI/Art/Inventory/inventory_tabIcon_items_down.dds" ,
"EsoUI/Art/Inventory/inventory_tabIcon_items_over.dds" ,
SOUNDS . QUICKSLOT_CLOSE )
self . modeBar : Add ( SI_INVENTORY_MODE_ITEMS , { INVENTORY_FRAGMENT , BACKPACK_MENU_BAR_LAYOUT_FRAGMENT } , inventoryButtonData , keybindButtons )
--Quickslots Button
local quickslotsButtonData = CreateButtonData ( "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_up.dds" ,
"EsoUI/Art/Inventory/inventory_tabIcon_quickslot_down.dds" ,
"EsoUI/Art/Inventory/inventory_tabIcon_quickslot_over.dds" ,
SOUNDS . QUICKSLOT_OPEN )
self . modeBar : Add ( SI_INVENTORY_MODE_QUICKSLOTS , { QUICKSLOT_FRAGMENT , QUICKSLOT_CIRCLE_FRAGMENT } , quickslotsButtonData , quickslotToggleKeybind )
if numUsedSlots == numMaxSlots then
end
end
end
end
end
if ( newState == SCENE_SHOWING ) then
elseif ( newState == SCENE_SHOWN ) then
elseif ( newState == SCENE_HIDDEN ) then
end
end )
end
else
end
end
end
end
end
--Global XML
end |