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-----------------------------
-- Global Helper Functions --
-----------------------------
ZO_RESTYLE_DEFAULT_SET_INDEX = 1
ZO_RESTYLE_TEXTURE_LEVEL_EQUIPPED = 2
ZO_RESTYLE_TEXTURE_LEVEL_DRAG_CALLOUT = 3
ZO_RESTYLE_TEXTURE_LEVEL_PENDING_LOOP = 4
ZO_RESTYLE_TEXTURE_LEVEL_ICON = 6
ZO_RESTYLE_TEXTURE_LEVEL_STATUS = 8
do
local STACK_COUNT = 1
if icon == ZO_NO_TEXTURE_FILE then
end
ZO_Inventory_BindSlot ( control , SLOT_TYPE_DYEABLE_EQUIPMENT , restyleSlotData : GetRestyleSlotType ( ) , BAG_WORN )
end
end
end
do
local RESTYLE_SLOT_TEXTURES =
{
[ RESTYLE_MODE_EQUIPMENT ] =
{
[ EQUIP_SLOT_HEAD ] = "EsoUI/Art/CharacterWindow/gearSlot_head.dds" ,
[ EQUIP_SLOT_CHEST ] = "EsoUI/Art/CharacterWindow/gearSlot_chest.dds" ,
[ EQUIP_SLOT_SHOULDERS ] = "EsoUI/Art/CharacterWindow/gearSlot_shoulders.dds" ,
[ EQUIP_SLOT_OFF_HAND ] = "EsoUI/Art/CharacterWindow/gearSlot_offHand.dds" ,
[ EQUIP_SLOT_WAIST ] = "EsoUI/Art/CharacterWindow/gearSlot_belt.dds" ,
[ EQUIP_SLOT_LEGS ] = "EsoUI/Art/CharacterWindow/gearSlot_legs.dds" ,
[ EQUIP_SLOT_FEET ] = "EsoUI/Art/CharacterWindow/gearSlot_feet.dds" ,
[ EQUIP_SLOT_HAND ] = "EsoUI/Art/CharacterWindow/gearSlot_hands.dds" ,
[ EQUIP_SLOT_BACKUP_OFF ] = "EsoUI/Art/CharacterWindow/gearSlot_offHand.dds" ,
} ,
[ RESTYLE_MODE_COLLECTIBLE ] =
{
[ COLLECTIBLE_CATEGORY_TYPE_COSTUME ] = "EsoUI/Art/Dye/dye_costume.dds" ,
[ COLLECTIBLE_CATEGORY_TYPE_HAT ] = "EsoUI/Art/Dye/dye_hat.dds" ,
} ,
[ RESTYLE_MODE_OUTFIT ] =
{
[ OUTFIT_SLOT_HEAD ] = "EsoUI/Art/CharacterWindow/gearSlot_head.dds" ,
[ OUTFIT_SLOT_CHEST ] = "EsoUI/Art/CharacterWindow/gearSlot_chest.dds" ,
[ OUTFIT_SLOT_SHOULDERS ] = "EsoUI/Art/CharacterWindow/gearSlot_shoulders.dds" ,
[ OUTFIT_SLOT_WAIST ] = "EsoUI/Art/CharacterWindow/gearSlot_belt.dds" ,
[ OUTFIT_SLOT_LEGS ] = "EsoUI/Art/CharacterWindow/gearSlot_legs.dds" ,
[ OUTFIT_SLOT_FEET ] = "EsoUI/Art/CharacterWindow/gearSlot_feet.dds" ,
[ OUTFIT_SLOT_HANDS ] = "EsoUI/Art/CharacterWindow/gearSlot_hands.dds" ,
[ OUTFIT_SLOT_WEAPON_MAIN_HAND ] = "EsoUI/Art/Dye/outfitSlot_mainHand.dds" ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND ] = "EsoUI/Art/Dye/outfitSlot_offHand.dds" ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED ] = "EsoUI/Art/Dye/outfitSlot_twoHanded.dds" ,
[ OUTFIT_SLOT_WEAPON_STAFF ] = "EsoUI/Art/Dye/outfitSlot_staff.dds" ,
[ OUTFIT_SLOT_WEAPON_BOW ] = "EsoUI/Art/Dye/outfitSlot_bow.dds" ,
[ OUTFIT_SLOT_SHIELD ] = "EsoUI/Art/Dye/outfitSlot_shield.dds" ,
[ OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP ] = "EsoUI/Art/Dye/outfitSlot_mainHand.dds" ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP ] = "EsoUI/Art/Dye/outfitSlot_offHand.dds" ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP ] = "EsoUI/Art/Dye/outfitSlot_twoHanded.dds" ,
[ OUTFIT_SLOT_WEAPON_STAFF_BACKUP ] = "EsoUI/Art/Dye/outfitSlot_staff.dds" ,
[ OUTFIT_SLOT_WEAPON_BOW_BACKUP ] = "EsoUI/Art/Dye/outfitSlot_bow.dds" ,
[ OUTFIT_SLOT_SHIELD_BACKUP ] = "EsoUI/Art/Dye/outfitSlot_shield.dds" ,
} ,
}
if RESTYLE_SLOT_TEXTURES [ restyleMode ] then
end
end
end
do
local OUTFIT_SLOT_CLEAR_TEXTURES =
{
[ OUTFIT_SLOT_HEAD ] = "EsoUI/Art/Restyle/gearSlot_head_remove.dds" ,
[ OUTFIT_SLOT_CHEST ] = "EsoUI/Art/Restyle/gearSlot_chest_remove.dds" ,
[ OUTFIT_SLOT_SHOULDERS ] = "EsoUI/Art/Restyle/gearSlot_shoulders_remove.dds" ,
[ OUTFIT_SLOT_WAIST ] = "EsoUI/Art/Restyle/gearSlot_belt_remove.dds" ,
[ OUTFIT_SLOT_LEGS ] = "EsoUI/Art/Restyle/gearSlot_legs_remove.dds" ,
[ OUTFIT_SLOT_FEET ] = "EsoUI/Art/Restyle/gearSlot_feet_remove.dds" ,
[ OUTFIT_SLOT_HANDS ] = "EsoUI/Art/Restyle/gearSlot_hands_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_MAIN_HAND ] = "EsoUI/Art/Restyle/outfitSlot_mainHand_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND ] = "EsoUI/Art/Restyle/outfitSlot_OffHand_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED ] = "EsoUI/Art/Restyle/outfitSlot_twoHanded_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_STAFF ] = "EsoUI/Art/Restyle/outfitSlot_staff_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_BOW ] = "EsoUI/Art/Restyle/outfitSlot_bow_remove.dds" ,
[ OUTFIT_SLOT_SHIELD ] = "EsoUI/Art/Restyle/gearSlot_offHand_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_MAIN_HAND_BACKUP ] = "EsoUI/Art/Restyle/outfitSlot_mainHand_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP ] = "EsoUI/Art/Restyle/outfitSlot_OffHand_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_TWO_HANDED_BACKUP ] = "EsoUI/Art/Restyle/outfitSlot_twoHanded_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_STAFF_BACKUP ] = "EsoUI/Art/Restyle/outfitSlot_staff_remove.dds" ,
[ OUTFIT_SLOT_WEAPON_BOW_BACKUP ] = "EsoUI/Art/Restyle/outfitSlot_bow_remove.dds" ,
[ OUTFIT_SLOT_SHIELD_BACKUP ] = "EsoUI/Art/Restyle/gearSlot_offHand_remove.dds" ,
}
return OUTFIT_SLOT_CLEAR_TEXTURES [ outfitSlot ]
end
end
if activeWeaponPair == ACTIVE_WEAPON_PAIR_BACKUP then
return EQUIP_SLOT_BACKUP_OFF
end
return EQUIP_SLOT_OFF_HAND
end
if activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN then
return EQUIP_SLOT_BACKUP_OFF
end
return EQUIP_SLOT_OFF_HAND
end
do
local control = ZO_ObjectPool_CreateNamedControl ( "PendingLoop" , "ZO_Restyle_PendingGlow" , objectPool , GuiRoot ) -- controls get re-parented when used, so it doesn't matter what the parent is here as long as it exists
return animation
end
animation . owner . pendingLoopAnimationKey = nil
animation . owner = nil
end
ZO_Pending_Outfit_LoopAnimation_Pool = ZO_ObjectPool : New ( PendingLoopAnimationFactory , ResetPendingLoopAnimation )
end
do
local DEFAULT_INSET = 0
pool = pool or ZO_Pending_Outfit_LoopAnimation_Pool
inset = inset or DEFAULT_INSET
if isLocked == true then
else
end
end
end
end
----------------------------------------
-- Restyle Slot Data Struct Interface --
----------------------------------------
--This allows us to pass the slot data around easily and call the LuaToC apis without needing so many params
--These object should do nothing more complicated than allow a throughway to APIs for a given set of slot parameters
return object
end
return object
end
end
end
end
end
end
end
end
end
end
end
end
if iconFile == ZO_NO_TEXTURE_FILE then
end
return iconFile
end
end
else
return AreRestyleSlotDyeChannelsDyeable ( self . restyleMode , self . restyleSetIndex , self . restyleSlotType )
end
end
end
end
end
local desiredDyes = { primaryDyeId , secondaryDyeId , accentDyeId }
if not dyeable then
desiredDyes [ channel ] = currentDyes [ channel ]
end
end
SetPendingSlotDyes ( self . restyleMode , self . restyleSetIndex , self . restyleSlotType , unpack ( desiredDyes ) )
end
local isDirty = false
if not dyeable and currentDyes [ channel ] ~= pendingDyes [ channel ] then
pendingDyes [ channel ] = currentDyes [ channel ]
isDirty = true
end
end
if isDirty then
SetPendingSlotDyes ( self . restyleMode , self . restyleSetIndex , self . restyleSlotType , unpack ( pendingDyes ) )
end
end
if currentDye ~= pendingDyes [ i ] then
return true
end
end
return false
end
local changedChannels = { }
end
return changedChannels
end
end
end
return false
end
end
end
end
return ZO_OUTFIT_MANAGER : IsOutfitSlotWeapon ( self . restyleSlotType ) or ZO_OUTFIT_MANAGER : IsOutfitSlotArmor ( self . restyleSlotType )
end
return false
end
end
end
end
end
end
end
end
return nil
end
return self . restyleMode == other : GetRestyleMode ( ) and self . restyleSetIndex == other : GetRestyleSetIndex ( ) and self . restyleSlotType == other : GetRestyleSlotType ( )
end
do
local RESTYLE_SLOT_TYPE_STRING_PREFIXES =
{
[ RESTYLE_MODE_EQUIPMENT ] = "SI_EQUIPSLOT" ,
[ RESTYLE_MODE_COLLECTIBLE ] = "SI_COLLECTIBLECATEGORYTYPE" ,
[ RESTYLE_MODE_OUTFIT ] = "SI_OUTFITSLOT" ,
}
return GetString ( RESTYLE_SLOT_TYPE_STRING_PREFIXES [ self : GetRestyleMode ( ) ] , self : GetRestyleSlotType ( ) )
end
end |