ESO Lua File v100012

ingame/actionbar/abilityslot.lua

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--Uses ZO_SlotUtil.lua behavior
ABILITY_SLOT_TYPE_ACTIONBAR = 1
ABILITY_SLOT_TYPE_QUICKSLOT = 2
local BUTTON_LEFT = 1
local BUTTON_RIGHT = 2
local USE_BASE_ABILITY = true
function ZO_ActionSlot_SetupSlot(iconControl, buttonControl, icon, normalFrame, downFrame, cooldownIconControl)
    iconControl:SetHidden(false)
    iconControl:SetTexture(icon)
    if cooldownIconControl then
        cooldownIconControl:SetTexture(icon)
    end
    buttonControl:SetNormalTexture(normalFrame)
    buttonControl:SetPressedTexture(downFrame)
end
function ZO_ActionSlot_ClearSlot(iconControl, buttonControl, normalFrame, downFrame, cooldownIconControl)
    iconControl:SetHidden(true)
    if cooldownIconControl then
        cooldownIconControl:SetHidden(true)
    end
    buttonControl:SetNormalTexture(normalFrame)
    buttonControl:SetPressedTexture(downFrame)
end
function ZO_ActionSlot_SetUnusable(iconControl, unusable, useDesaturation)
    if unusable then
        if useDesaturation
        then
            iconControl:SetDesaturation(1)
            iconControl:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
        else
            iconControl:SetDesaturation(0)
            iconControl:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
        end
    else
        iconControl:SetDesaturation(0)
        iconControl:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
    end
end
local function TryPlaceAction(abilitySlot)
    if(GetCursorContentType() ~= MOUSE_CONTENT_EMPTY)
    then
        local button = ZO_ActionBar_GetButton(abilitySlot.slotNum)
        if button then
            local slotNum = button:GetSlot()
            ZO_ActionBar_AttemptPlacement(slotNum)
            return true
        end
    end
end
local function TryPlaceQuickslotAction(abilitySlot)
    if(GetCursorContentType() ~= MOUSE_CONTENT_EMPTY)
    then
        ZO_ActionBar_AttemptPlacement(abilitySlot.slotNum)
        return true
    end
end
local function TryPickupAction(abilitySlot)
    local button = ZO_ActionBar_GetButton(abilitySlot.slotNum)
    if button then
        local slotNum = button:GetSlot()
        ZO_ActionBar_AttemptPickup(slotNum)
        return true
    end
end
local function TryPickupQuickslotAction(abilitySlot)
    ZO_ActionBar_AttemptPickup(abilitySlot.slotNum)
    return true
end
local function ClearAbilitySlot(slotNum)
    local slotType = GetSlotType(slotNum)
    if(slotType == ACTION_TYPE_ITEM) then
        local soundCategory = GetSlotItemSound(slotNum) 
        if(soundCategory ~= ITEM_SOUND_CATEGORY_NONE) then
            PlayItemSound(soundCategory, ITEM_SOUND_ACTION_UNEQUIP)
        end
    end
    ClearSlot(slotNum) 
end
local function TryShowActionMenu(abilitySlot)
    local button = ZO_ActionBar_GetButton(abilitySlot.slotNum)
    if button then
        local slotNum = button:GetSlot()
        if IsSlotUsed(slotNum) and not IsSlotLocked(slotNum)
        then
            ClearMenu()
            AddMenuItem(GetString(SI_ABILITY_ACTION_CLEAR_SLOT), function() ClearAbilitySlot(slotNum) end)
            ShowMenu(abilitySlot)
            return true
        end
    end
end
local function TryShowQuickslotActionMenu(abilitySlot)
    if IsSlotUsed(abilitySlot.slotNum) and not IsSlotLocked(abilitySlot.slotNum)
    then
        ClearMenu()
        AddMenuItem(GetString(SI_ABILITY_ACTION_CLEAR_SLOT), function() ClearAbilitySlot(abilitySlot.slotNum) end)
        ShowMenu(abilitySlot)
        return true
    end
end
local AbilityClicked =
{
    [ABILITY_SLOT_TYPE_ACTIONBAR] =
    {
        [BUTTON_LEFT] =
        {
            function(abilitySlot) 
                return TryPlaceAction(abilitySlot)
            end,
        },
        [BUTTON_RIGHT] =
        {
            function(abilitySlot)
                return TryShowActionMenu(abilitySlot)
            end,
        },
    },
    [ABILITY_SLOT_TYPE_QUICKSLOT] =
    {
        [BUTTON_LEFT] =
        {
            function(abilitySlot)
                return TryPlaceQuickslotAction(abilitySlot)
            end,
        },
        [BUTTON_RIGHT] =
        {
            function(abilitySlot)
                return TryShowQuickslotActionMenu(abilitySlot)
            end,
        },
    }
}
function ZO_AbilitySlot_OnSlotClicked(abilitySlot, buttonId)
    return RunClickHandlers(AbilityClicked, abilitySlot, buttonId)
end
local function TryClearQuickslot(abilitySlot)
    if IsSlotUsed(abilitySlot.slotNum) and not IsSlotLocked(abilitySlot.slotNum)
    then
        ClearSlot(abilitySlot.slotNum)
        return true
    end
end
local AbilityDoubleClicked =
{
    [ABILITY_SLOT_TYPE_QUICKSLOT] =
    {
        [BUTTON_LEFT] =
        {
            function(abilitySlot)
                return TryClearQuickslot(abilitySlot)
            end,
        },
    }
}
function ZO_AbilitySlot_OnSlotDoubleClicked(abilitySlot, buttonId)
    return RunClickHandlers(AbilityDoubleClicked, abilitySlot, buttonId)
end
local AbilityMouseUp =
{
}
function ZO_AbilitySlot_OnSlotMouseUp(abilitySlot, upInside, buttonId)
    return RunClickHandlers(AbilityMouseUp, abilitySlot, buttonId, upInside)
end
local AbilityMouseDown =
{
}
function ZO_AbilitySlot_OnSlotMouseDown(abilitySlot, buttonId)
    return RunClickHandlers(AbilityMouseDown, abilitySlot, buttonId)
end
local AbilityDragStart =
{
    [ABILITY_SLOT_TYPE_ACTIONBAR] =
    {
        function(abilitySlot)
            return TryPickupAction(abilitySlot)
        end,
    },
    [ABILITY_SLOT_TYPE_QUICKSLOT] =
    {
        function(abilitySlot)
            return TryPickupQuickslotAction(abilitySlot)
        end,
    },
}
function ZO_AbilitySlot_OnDragStart(abilitySlot, button)
    local t = GetCursorContentType()
    if(t ~= MOUSE_CONTENT_EMPTY) then
        return false
    end
    return RunHandlers(AbilityDragStart, abilitySlot, button)
end
local AbilityReceiveDrag =
{
    [ABILITY_SLOT_TYPE_ACTIONBAR] =
    {
        function(abilitySlot)
            return TryPlaceAction(abilitySlot)
        end,
    },
    [ABILITY_SLOT_TYPE_QUICKSLOT] =
    {
        function(abilitySlot)
            return TryPlaceQuickslotAction(abilitySlot)
        end,
    },
}
function ZO_AbilitySlot_OnReceiveDrag(abilitySlot, button)
    local t = GetCursorContentType()
    if(t == MOUSE_CONTENT_EMPTY) then
        return
    end
    return RunHandlers(AbilityReceiveDrag, abilitySlot, button)
end
local function AbilitySlotTooltipBaseInitialize(abilitySlot, tooltip, owner)
    abilitySlotWithTooltipShowing = abilitySlot
    abilitySlot.activeTooltip = tooltip
    InitializeTooltip(tooltip, owner, BOTTOM, 0, -5, TOP)
    EVENT_MANAGER:AddFilterForEvent("ZO_AbilitySlot_CooldownUpdated", EVENT_ABILITY_COOLDOWN_UPDATED, REGISTER_FILTER_ABILITY_ID, abilitySlot.actionId)
end
local function TryShowActionBarTooltip(abilitySlot, tooltip, owner)
    local button = ZO_ActionBar_GetButton(abilitySlot.slotNum)
    if button then
        local slotNum = button:GetSlot()
        if(GetSlotType(slotNum) ~= ACTION_TYPE_NOTHING) 
        then
            AbilitySlotTooltipBaseInitialize(abilitySlot, tooltip, owner)
            return SetTooltipToActionBarSlot(tooltip, slotNum)
        else
            ClearTooltip(tooltip)
        end
    end
end
local function TryShowQuickslotTooltip(abilitySlot, tooltip, owner)
    if(GetSlotType(abilitySlot.slotNum) ~= ACTION_TYPE_NOTHING) 
    then
        AbilitySlotTooltipBaseInitialize(abilitySlot, tooltip, owner)
        return SetTooltipToActionBarSlot(tooltip, abilitySlot.slotNum)
    else
        ClearTooltip(tooltip)
    end
end
local AbilityEnter =
{
    [ABILITY_SLOT_TYPE_ACTIONBAR] =
    {
        function(abilitySlot)
            return TryShowActionBarTooltip(abilitySlot, abilitySlot.tooltip, abilitySlot)
        end,
    },
    [ABILITY_SLOT_TYPE_QUICKSLOT] =
    {
        function(abilitySlot)
            ZO_QuickslotControl_OnMouseEnter(abilitySlot)
            return TryShowQuickslotTooltip(abilitySlot, ItemTooltip, abilitySlot)
        end,
    },
}
abilitySlotWithTooltipShowing = nil
function ZO_AbilitySlot_OnMouseEnter(abilitySlot)
    RunHandlers(AbilityEnter, abilitySlot)
end
local AbilityExit =
{
    [ABILITY_SLOT_TYPE_QUICKSLOT] =
    {
        function(abilitySlot)
            ZO_QuickslotControl_OnMouseExit(abilitySlot)
        end,
    },
}
function ZO_AbilitySlot_OnMouseExit(abilitySlot)
    if(abilitySlot.activeTooltip) then
        ClearTooltip(abilitySlot.activeTooltip)
    end
    abilitySlot.activeTooltip = nil
    abilitySlotWithTooltipShowing = nil
    RunHandlers(AbilityExit, abilitySlot)
end
local function OnAbilityCooldownUpdated(event, abilityId)
    if(abilitySlotWithTooltipShowing and abilitySlotWithTooltipShowing.actionId == abilityId)
    then
        ZO_AbilitySlot_OnMouseEnter(abilitySlotWithTooltipShowing)
    end
end
EVENT_MANAGER:RegisterForEvent("ZO_AbilitySlot_CooldownUpdated", EVENT_ABILITY_COOLDOWN_UPDATED, OnAbilityCooldownUpdated)