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---------------
--XML Constants
---------------
local BOOSTER_CHART_FILE_WIDTH = 1024
local BOOSTER_CHART_FILE_HEIGHT = 32
ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_WIDTH = 608
ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_HEIGHT = 25
ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_AREA_HEIGHT = 140
ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_STEP_X = ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_WIDTH / 4
ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_TEXTURE_COORD_BOTTOM = ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_HEIGHT / BOOSTER_CHART_FILE_HEIGHT
ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_WIDTH / BOOSTER_CHART_FILE_WIDTH
ZO_GAMEPAD_SMITHING_IMPROVEMENT_TOOLTIP_PANEL_FLOATING_CENTER_OFFSET_Y = ZO_GAMEPAD_PANEL_FLOATING_CENTER_OFFSET_Y + ( ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_AREA_HEIGHT / 2 )
local IMPROVEMENT_TOOLTIP_PANEL_FLOATING_HEIGHT_DISCOUNT = ZO_GAMEPAD_PANEL_FLOATING_HEIGHT_DISCOUNT + ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_AREA_HEIGHT
local BOOSTER_CHART_TEXTURE_COORD_STEP_X = ZO_GAMEPAD_SMITHING_IMPROVEMENT_BOOSTER_CHART_STEP_X / BOOSTER_CHART_FILE_WIDTH
--Normal -> Fine
ZO_GAMEPAD_SMITHING_IMPROVEMENT_NORMAL_FINE_TEXTURE_COORD_LEFT = 0
ZO_GAMEPAD_SMITHING_IMPROVEMENT_NORMAL_FINE_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_NORMAL_FINE_TEXTURE_COORD_LEFT + BOOSTER_CHART_TEXTURE_COORD_STEP_X
--Fine -> Superior
ZO_GAMEPAD_SMITHING_IMPROVEMENT_FINE_SUPERIOR_TEXTURE_COORD_LEFT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_NORMAL_FINE_TEXTURE_COORD_RIGHT
ZO_GAMEPAD_SMITHING_IMPROVEMENT_FINE_SUPERIOR_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_FINE_SUPERIOR_TEXTURE_COORD_LEFT + BOOSTER_CHART_TEXTURE_COORD_STEP_X
--Superior -> Epic
ZO_GAMEPAD_SMITHING_IMPROVEMENT_SUPERIOR_EPIC_TEXTURE_COORD_LEFT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_FINE_SUPERIOR_TEXTURE_COORD_RIGHT
ZO_GAMEPAD_SMITHING_IMPROVEMENT_SUPERIOR_EPIC_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_SUPERIOR_EPIC_TEXTURE_COORD_LEFT + BOOSTER_CHART_TEXTURE_COORD_STEP_X
--Epic -> Legendary
ZO_GAMEPAD_SMITHING_IMPROVEMENT_EPIC_LEGENDARY_TEXTURE_COORD_LEFT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_SUPERIOR_EPIC_TEXTURE_COORD_RIGHT
ZO_GAMEPAD_SMITHING_IMPROVEMENT_EPIC_LEGENDARY_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_SMITHING_IMPROVEMENT_EPIC_LEGENDARY_TEXTURE_COORD_LEFT + BOOSTER_CHART_TEXTURE_COORD_STEP_X
-- Object
end
-- called before initialize on purpose, as functions called from it need these
-- Pre-init setup done
ZO_SharedSmithingImprovement . Initialize ( self , panelControl , floatingControl : GetNamedChild ( "BoosterContainer" ) , self . resultTooltip , owner )
-- set up inventory keybinds and tooltips
if selectedData and selectedData . bagId and selectedData . slotIndex then
-- purposely not showing this one yet...
end
end
GAMEPAD_CRAFTING_RESULTS : SetTooltipAnimationSounds ( ZO_SharedSmithingImprovement_GetImprovementTooltipSounds ( ) )
else
end
end )
if newState == SCENE_SHOWING then
-- LB / RB handling for switching filters on improvement screen
local tabBarEntries = { }
self : AddEntry ( GetString ( "SI_EQUIPSLOTVISUALCATEGORY" , EQUIP_SLOT_VISUAL_CATEGORY_WEAPONS ) , ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_WEAPONS , CanSmithingWeaponPatternsBeCraftedHere ( ) , tabBarEntries )
self : AddEntry ( GetString ( "SI_EQUIPSLOTVISUALCATEGORY" , EQUIP_SLOT_VISUAL_CATEGORY_APPAREL ) , ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_ARMOR , CanSmithingApparelPatternsBeCraftedHere ( ) , tabBarEntries )
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType ( GetCraftingInteractionType ( ) )
if # tabBarEntries > 1 then
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
end
elseif newState == SCENE_HIDDEN then
end
end )
end
end )
end
end
end )
end
end
-- used to update improvement 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
else
end
end
if allowed then
local entry = { }
end
entry . mode = mode
end
end
self . improvementSlot = ZO_SmithingImprovementSlot : New ( self , self . slotContainer : GetNamedChild ( "ImprovementSlot" ) , SLOT_TYPE_PENDING_CRAFTING_COMPONENT , self . inventory )
self . slotAnimation = ZO_CraftingCreateSlotAnimation : New ( "gamepad_smithing_improvement" , function ( ) return not self . panelControl : IsHidden ( ) end )
if row then
end
end )
end
end
return bagId == selectedBagId and slotIndex == selectedSlotIndex
end
end
else
end
end
else
end
end
-- I need the functionality of a crafting slot, but don't want to see these things (essentially an invisible crafting slot)
end
end
end
end
end
end
return self . spinner : GetValue ( ) <= self : GetBoosterRowForQuality ( self . selectedItem . quality ) . currentStack
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- need to have special exits for this scene
{
keybind = "UI_SHORTCUT_EXIT" ,
end ,
end ,
ethereal = true ,
} ,
-- always backs up one step (improve dialog -> spinner -> item list -> hide scene)
{
else
end
end ,
keybind = "UI_SHORTCUT_NEGATIVE" ,
else
end
end ,
end
} ,
-- Select
{
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
visible = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and not self : IsCurrentSelected ( ) end ,
end ,
} ,
-- Perform craft
{
end ,
keybind = "UI_SHORTCUT_SECONDARY" ,
visible = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self : HasSelections ( ) and self : CanImprove ( ) end ,
} ,
}
end
if row then
self . slotContainer . selectedLabel : SetText ( zo_strformat ( SI_GAMEPAD_SMITHING_IMPROVEMENT_REAGENT_SELECTION , GetString ( "SI_ITEMQUALITY" , row . quality ) , self . spinner : GetValue ( ) , row . reagentName ) )
end
end
if hasItem then
if row then
else
return
end
else
end
if hasItem then
else
end
end
end
if row ~= rowToHighlight then
end
end
local colorToUse = ( rowToHighlight . currentStack == 0 ) and ZO_ERROR_COLOR or ZO_SELECTED_TEXT
end
local colorToUse = ( row . currentStack == 0 ) and ZO_ERROR_COLOR or ZO_SELECTED_TEXT
end
end
-- there seems to be an edge case where if you start and quit the screen very quickly, you can select a new inventory item but the rows have been destroyed, causing an assert
if qualityRow ~= nil then
local qualityColor = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS , qualityRow . quality ) )
else
end
local colorForText = ( qualityRow . currentStack == 0 ) and ZO_ERROR_COLOR or ZO_SELECTED_TEXT
end
end
end
if active then
else
end
end
do
local QUALITY_TEXTURES = {
[ ITEM_QUALITY_NORMAL ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_normal2fine.dds" ,
[ ITEM_QUALITY_MAGIC ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_fine2superior.dds" ,
[ ITEM_QUALITY_ARCANE ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_superior2epic.dds" ,
[ ITEM_QUALITY_ARTIFACT ] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_epic2legendary.dds" ,
}
if enable then
end
end
end
local maxHeight = GuiRoot : GetHeight ( ) - IMPROVEMENT_TOOLTIP_PANEL_FLOATING_HEIGHT_DISCOUNT - ( ZO_GAMEPAD_CRAFTING_UTILS_FLOATING_PADDING_Y * 2 )
end
-- Gamepad inventory
end
end
end
local validItemIds = self : EnumerateInventorySlotsAndAddToScrollData ( ZO_SharedSmithingImprovement_CanItemBeImproved , ZO_SharedSmithingImprovement_DoesItemPassFilter , self . filterType , data )
end |