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ESO Lua File v100025

ingame/restyle/restyle_shared.lua

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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
    function ZO_Restyle_SetupSlotControl(control, restyleSlotData)
        local icon = restyleSlotData:GetIcon()
        if icon == ZO_NO_TEXTURE_FILE then
            icon = ZO_Restyle_GetEmptySlotTexture(restyleSlotData)
        end
        if restyleSlotData:IsEquipment() then
            ZO_Inventory_BindSlot(control, SLOT_TYPE_DYEABLE_EQUIPMENT, restyleSlotData:GetRestyleSlotType(), BAG_WORN)
        end
        control.restyleSlotData = restyleSlotData
        control.iconTexture:SetTexture(icon)
    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",
        },
    }
    function ZO_Restyle_GetEmptySlotTexture(restyleSlotData)
        local restyleMode = restyleSlotData:GetRestyleMode()
        if RESTYLE_SLOT_TEXTURES[restyleMode] then
            return RESTYLE_SLOT_TEXTURES[restyleMode][restyleSlotData:GetRestyleSlotType()]
        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",
    }
    function ZO_Restyle_GetOutfitSlotClearTexture(outfitSlot)
        return OUTFIT_SLOT_CLEAR_TEXTURES[outfitSlot]
    end
end
    local activeWeaponPair = GetActiveWeaponPairInfo()
    if activeWeaponPair == ACTIVE_WEAPON_PAIR_BACKUP then
        return EQUIP_SLOT_BACKUP_OFF
    end
    return EQUIP_SLOT_OFF_HAND
end
    local activeWeaponPair = GetActiveWeaponPairInfo()
    if activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN then
        return EQUIP_SLOT_BACKUP_OFF
    end
    return EQUIP_SLOT_OFF_HAND
end
do
    local function PendingLoopAnimationFactory(objectPool)
        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
        local animation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_Restyle_PendingLoop", control)
        animation.control = control
        return animation
    end
    local function ResetPendingLoopAnimation(animation)
        animation:Stop()
        animation.control:SetHidden(true)
        animation.owner.pendingLoopAnimationKey = nil
        animation.owner = nil
    end
    ZO_Pending_Outfit_LoopAnimation_Pool = ZO_ObjectPool:New(PendingLoopAnimationFactory, ResetPendingLoopAnimation)
end
do
    local DEFAULT_INSET = 0
    function ZO_Restyle_ApplyPendingLoopAnimationToControl(control, pool, inset, isLocked)
        pool = pool or ZO_Pending_Outfit_LoopAnimation_Pool
        inset = inset or DEFAULT_INSET
        local pendingLoopAnimation, key = pool:AcquireObject()
        local loopControl = pendingLoopAnimation.control
        loopControl:SetAnchor(TOPLEFT, control, TOPLEFT, inset, inset)
        loopControl:SetAnchor(BOTTOMRIGHT, control, BOTTOMRIGHT, -inset, -inset)
        loopControl:SetParent(control)
        loopControl:SetHidden(false)
        if isLocked == true then
            loopControl:SetColor(.5, .5, .5)
            loopControl:SetDesaturation(1)
        else
            loopControl:SetColor(1, 1, 1)
            loopControl:SetDesaturation(0)
        end
        pendingLoopAnimation:PlayFromStart()
        pendingLoopAnimation.owner = control
        control.pendingLoopAnimationKey = key
    end
end
    return GetInteractionType() == INTERACTION_DYE_STATION
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
ZO_RestyleSlotData = ZO_Object:Subclass()
function ZO_RestyleSlotData:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_RestyleSlotData:Copy(other)
    local object = ZO_Object.New(self)
    object:Initialize(other:GetRestyleMode(), other:GetRestyleSetIndex(), other:GetRestyleSlotType())
    return object
end
function ZO_RestyleSlotData:Initialize(restyleMode, restyleSetIndex, restyleSlotType)
    self.restyleMode = restyleMode
    self.restyleSetIndex = restyleSetIndex
    self.restyleSlotType = restyleSlotType
    self.sortOrder = 0
end
function ZO_RestyleSlotData:GetSortOrder()
    return self.sortOrder
end
function ZO_RestyleSlotData:SetSortOrder(sortOrder)
    self.sortOrder = sortOrder
end
function ZO_RestyleSlotData:GetRestyleMode()
    return self.restyleMode
end
function ZO_RestyleSlotData:SetRestyleMode(restyleMode)
    self.restyleMode = restyleMode
end
function ZO_RestyleSlotData:GetRestyleSetIndex()
    return self.restyleSetIndex
end
function ZO_RestyleSlotData:SetRestyleSetIndex(restyleSetIndex)
    self.restyleSetIndex = restyleSetIndex
end
function ZO_RestyleSlotData:GetRestyleSlotType()
    return self.restyleSlotType
end
function ZO_RestyleSlotData:SetRestyleSlotType(restyleSlotType)
    self.restyleSlotType = restyleSlotType
end
function ZO_RestyleSlotData:GetData()
    return self.restyleMode, self.restyleSetIndex, self.restyleSlotType
end
function ZO_RestyleSlotData:GetId()
    return GetRestyleSlotId(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
end
function ZO_RestyleSlotData:GetIcon()
    local iconFile = GetRestyleSlotIcon(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
    if iconFile == ZO_NO_TEXTURE_FILE then
        iconFile = ZO_Restyle_GetEmptySlotTexture(self)
    end
    return iconFile
end
function ZO_RestyleSlotData:IsDataDyeable()
    return IsRestyleSlotDataDyeable(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
end
function ZO_RestyleSlotData:AreDyeChannelsDyeable()
    if self:IsOutfitSlot() then
        local outfitSlotManipulator = ZO_OUTFIT_MANAGER:GetOutfitSlotManipulatorFromRestyleSlotData(self)
        local collectibleId = outfitSlotManipulator:GetPendingCollectibleId()
        return AreDyeChannelsDyeableForOutfitSlotData(self.restyleSlotType, collectibleId)
    else
        return AreRestyleSlotDyeChannelsDyeable(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
    end
end
function ZO_RestyleSlotData:GetDyeData()
    return GetRestyleSlotDyeData(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
end
function ZO_RestyleSlotData:GetCurrentDyes()
    return GetRestyleSlotCurrentDyes(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
end
function ZO_RestyleSlotData:GetPendingDyes()
    return GetPendingSlotDyes(self.restyleMode, self.restyleSetIndex, self.restyleSlotType)
end
function ZO_RestyleSlotData:SetPendingDyes(primaryDyeId, secondaryDyeId, accentDyeId)
    local dyeableChannels = { self:AreDyeChannelsDyeable() }
    local currentDyes = { self:GetCurrentDyes() }
    local desiredDyes = { primaryDyeId, secondaryDyeId, accentDyeId }
    for channel, dyeable in ipairs(dyeableChannels) do
        if not dyeable then
            desiredDyes[channel] = currentDyes[channel]
        end
    end
    SetPendingSlotDyes(self.restyleMode, self.restyleSetIndex, self.restyleSlotType, unpack(desiredDyes))
end
function ZO_RestyleSlotData:CleanPendingDyes()
    local dyeableChannels = { self:AreDyeChannelsDyeable() }
    local currentDyes = { self:GetCurrentDyes() }
    local pendingDyes = { self:GetPendingDyes() }
    local isDirty = false
    for channel, dyeable in ipairs(dyeableChannels) do
        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
function ZO_RestyleSlotData:AreTherePendingDyeChanges()
    local currentDyes = { self:GetCurrentDyes() }
    local pendingDyes = { self:GetPendingDyes() }
    for i, currentDye in ipairs(currentDyes) do
        if currentDye ~= pendingDyes[i] then
            return true
        end
    end
    return false
end
function ZO_RestyleSlotData:GetDyeChannelChangedStates()
    local currentDyes = { self:GetCurrentDyes() }
    local pendingDyes = { self:GetPendingDyes() }
    local changedChannels = {}
    for i, currentDye in ipairs(currentDyes) do
        table.insert(changedChannels, currentDye ~= pendingDyes[i])
    end
    return changedChannels
end
function ZO_RestyleSlotData:ShouldBeHidden()
    local restyleSlotType = self.restyleSlotType
    if self:IsOutfitSlot() then
        if ZO_OUTFIT_MANAGER:IsOutfitSlotWeapon(restyleSlotType) then
            return not ZO_OUTFIT_MANAGER:IsWeaponOutfitSlotCurrentlyEquipped(restyleSlotType)
        end
    end
    return false
end
function ZO_RestyleSlotData:IsEquipment()
    return self.restyleMode == RESTYLE_MODE_EQUIPMENT
end
function ZO_RestyleSlotData:IsCollectible()
    return self.restyleMode == RESTYLE_MODE_COLLECTIBLE
end
function ZO_RestyleSlotData:IsOutfitSlot()
    return self.restyleMode == RESTYLE_MODE_OUTFIT
end
function ZO_RestyleSlotData:IsOutfitStyle()
    if self:IsOutfitSlot() then
        return ZO_OUTFIT_MANAGER:IsOutfitSlotWeapon(self.restyleSlotType) or ZO_OUTFIT_MANAGER:IsOutfitSlotArmor(self.restyleSlotType)
    end
    return false
end
function ZO_RestyleSlotData:GetCurrentCollectibleData()
    if self:IsOutfitSlot() then
        local outfitSlotManipulator = ZO_OUTFIT_MANAGER:GetOutfitSlotManipulatorFromRestyleSlotData(self)
        local collectibleId = outfitSlotManipulator:GetCurrentCollectibleId()
        return ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
    elseif self:IsCollectible() then
        return ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self:GetId())
    end
end
function ZO_RestyleSlotData:GetPendingCollectibleData()
    if self:IsOutfitSlot() then
        local outfitSlotManipulator = ZO_OUTFIT_MANAGER:GetOutfitSlotManipulatorFromRestyleSlotData(self)
        local collectibleId = outfitSlotManipulator:GetPendingCollectibleId()
        return ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
    elseif self:IsCollectible() then
        return ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self:GetId())
    end
end
function ZO_RestyleSlotData:GetCollectibleCategoryData()
    if self:IsOutfitSlot() then
        local categoryId = GetOutfitSlotDataCollectibleCategoryId(self.restyleSlotType)
        return ZO_COLLECTIBLE_DATA_MANAGER:GetCategoryDataById(categoryId)
    elseif self:IsCollectible() then
        local collectibleId = self:GetId()
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
        return collectibleData and collectibleData:GetCategoryData()
    end
end
function ZO_RestyleSlotData:GetClearIcon()
    if self:IsOutfitSlot() then
        return ZO_Restyle_GetOutfitSlotClearTexture(self.restyleSlotType)
    end
    return nil
end
function ZO_RestyleSlotData:Equals(other)
    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",
    }
    function ZO_RestyleSlotData:GetDefaultDescriptor()
        return GetString(RESTYLE_SLOT_TYPE_STRING_PREFIXES[self:GetRestyleMode()], self:GetRestyleSlotType())
    end
end