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do
local DYEABLE_SLOTS =
{
[ RESTYLE_MODE_EQUIPMENT ] = { } ,
[ RESTYLE_MODE_COLLECTIBLE ] = { } ,
[ RESTYLE_MODE_OUTFIT ] = { } ,
}
local DYEABLE_SORT_ORDER_OVERRIDE =
{
[ RESTYLE_MODE_EQUIPMENT ] =
{
[ EQUIP_SLOT_OFF_HAND ] = 100 ,
[ EQUIP_SLOT_BACKUP_OFF ] = 100 ,
} ,
[ RESTYLE_MODE_OUTFIT ] =
{
[ OUTFIT_SLOT_WEAPON_OFF_HAND ] = 100 ,
[ OUTFIT_SLOT_WEAPON_OFF_HAND_BACKUP ] = 100 ,
} ,
}
if leftSortOrder == rightSortOrder then
else
return leftSortOrder < rightSortOrder
end
end
local slotsTable = DYEABLE_SLOTS [ restyleMode ]
local sortOverrideTable = DYEABLE_SORT_ORDER_OVERRIDE [ restyleMode ]
for restyleSlotType = iterationBegin , iterationEnd do
local sortOrder = 0
if sortOverrideTable and sortOverrideTable [ restyleSlotType ] then
sortOrder = sortOverrideTable [ restyleSlotType ]
end
local dyeableSlotData = ZO_RestyleSlotData : New ( restyleMode , ZO_RESTYLE_DEFAULT_SET_INDEX , restyleSlotType )
end
end
end
IterateDyeableSlotData ( RESTYLE_MODE_EQUIPMENT , EQUIP_SLOT_ITERATION_BEGIN , EQUIP_SLOT_ITERATION_END )
IterateDyeableSlotData ( RESTYLE_MODE_COLLECTIBLE , COLLECTIBLE_CATEGORY_TYPE_ITERATION_BEGIN , COLLECTIBLE_CATEGORY_TYPE_ITERATION_END )
end
local cachedSlots = DYEABLE_SLOTS [ restyleMode ]
-- This is a static cache for lookup/iteration purposes, so we don't have to redo complex checks and table allocation, but it's shared across all sets for a mode
-- If one is already the right set, they're all already the right set
break
end
end
return cachedSlots
end
end
ZO_DYEING_SWATCH_SELECTION_SCALE = 1.3
-- Common Index Constants
ZO_DYEING_SORT_STYLE_RARITY = 1
ZO_DYEING_SORT_STYLE_HUE = 2
ZO_DYEING_SWATCH_INDEX = 1
ZO_DYEING_FRAME_INDEX = 2
ZO_DYEING_MUNGE_INDEX = 3
ZO_DYEING_LOCK_INDEX = 4
-- Interaction Mode Setup
ZO_DYEING_STATION_INTERACTION =
{
end ,
interactTypes = { INTERACTION_DYE_STATION } ,
}
-- Shared Show Events
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Shared" , EVENT_DYEING_STATION_INTERACT_START , function ( eventCode )
end )
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Shared" , EVENT_DYEING_STATION_INTERACT_END , function ( eventCode )
end )
-- Shared Functions
if dyeKnown then
if achievementName ~= "" then
else
end
else
if nonPlayerDye then
elseif achievementName ~= "" then
return zo_strformat ( SI_DYEING_SWATCH_TOOLTIP_BODY_LOCKED , achievementName ) , GetString ( SI_DYEING_SWATCH_TOOLTIP_SEE_ACHIEVEMENT )
else
end
end
-- All cases should be handled above.
end
if upInside then
local swatchObject = swatchControl . object
if not swatchObject . locked then
end
local achievementId = swatchObject . achievementId
if achievementName ~= "" then
AddMenuItem ( GetString ( SI_DYEING_SWATCH_VIEW_ACHIEVEMENT ) , function ( ) owner : AttemptExit ( achievementId ) end )
end
end
end
end
return swatchObject
end
end
end )
return objectPool
end
return left . sortKey < right . sortKey
end
if isDyeable then
else
end
end
end
return empty and "EsoUI/Art/Dye/dye_amorSlot_empty.dds" or "EsoUI/Art/Dye/dye_amorSlot.dds"
end
ZO_Dyeing_RefreshDyeableSlotControlDyes_Colors ( dyeControls , restyleSlotData , restyleSlotData : GetPendingDyes ( ) )
end
local isEmptyFrame , hideBackground , hideInvalid
if dyeId ~= INVALID_DYE_ID and isDyeable ~= false then
-- We have a dye and the channel is dyeable
isEmptyFrame = false
hideBackground = true
hideInvalid = true
else
-- It's currently not dyed
isEmptyFrame = true
hideBackground = false
-- Hide invalid if we're explicitly told we can't dye this channel
hideInvalid = isDyeable ~= false
end
if dyeControl . frameTexture then
end
if dyeControl . background then
end
if dyeControl . invalidTexture then
if dyeControl . edgeFrame then
end
else
end
end
if sortStyleType == ZO_DYEING_SORT_STYLE_RARITY then
elseif sortStyleType == ZO_DYEING_SORT_STYLE_HUE then
end
end
--don't randomly dye the shield in your other weapon set
local isPrimaryChannelDyeable , isSecondaryChannelDyeable , isAccentChannelDyeable = dyeableSlotData : AreDyeChannelsDyeable ( )
local finalPrimaryDyeId = isPrimaryChannelDyeable and primaryDyeId or INVALID_DYE_ID
local finalSecondaryDyeId = isSecondaryChannelDyeable and secondaryDyeId or INVALID_DYE_ID
local finalAccentDyeId = isAccentChannelDyeable and accentDyeId or INVALID_DYE_ID
end
end
return primaryDyeId , secondaryDyeId , accentDyeId
end
return true
end
end
return false
end
if restyleMode == RESTYLE_MODE_EQUIPMENT then
if doNotCheckThisSlot ~= restyleSlotType and dyeableSlotData : IsDataDyeable ( ) and not IsRestyleEquipmentSlotBound ( restyleSlotType ) and dyeableSlotData : AreTherePendingDyeChanges ( ) then
return false
end
end
end
return true
end
do
local TEXTURE_WIDTH = 128
local TEXTURE_HEIGHT = 128
local FRAME_WIDTH = 24
local FRAME_HEIGHT = 24
local FRAME_SLICE_WIDTH = 32
local FRAME_SLICE_HEIGHT = 32
local FRAME_PADDING_X = ( FRAME_SLICE_WIDTH - FRAME_WIDTH )
local FRAME_PADDING_Y = ( FRAME_SLICE_HEIGHT - FRAME_HEIGHT )
local FRAME_WIDTH_TEX_COORD = FRAME_WIDTH / TEXTURE_WIDTH
local FRAME_HEIGHT_TEX_COORD = FRAME_HEIGHT / TEXTURE_HEIGHT
local FRAME_PADDING_X_TEX_COORD = FRAME_PADDING_X / TEXTURE_WIDTH
local FRAME_PADDING_Y_TEX_COORD = FRAME_PADDING_Y / TEXTURE_HEIGHT
local FRAME_START_TEXCOORD_X = 0.5 + FRAME_PADDING_X_TEX_COORD * . 5
local FRAME_START_TEXCOORD_Y = 0.0 + FRAME_PADDING_Y_TEX_COORD * . 5
local FRAME_NUM_COLS = 2
local FRAME_NUM_ROWS = 4
local left = FRAME_START_TEXCOORD_X + ( col - 1 ) * ( FRAME_WIDTH_TEX_COORD + FRAME_PADDING_X_TEX_COORD )
local right = left + FRAME_WIDTH_TEX_COORD
local top = FRAME_START_TEXCOORD_Y + ( row - 1 ) * ( FRAME_HEIGHT_TEX_COORD + FRAME_PADDING_Y_TEX_COORD )
local bottom = top + FRAME_HEIGHT_TEX_COORD
end
local MUNGE_WIDTH = 24
local MUNGE_HEIGHT = 24
local MUNGE_WIDTH_TEX_COORD = MUNGE_WIDTH / TEXTURE_WIDTH
local MUNGE_HEIGHT_TEX_COORD = MUNGE_HEIGHT / TEXTURE_HEIGHT
local MUNGE_START_TEXCOORD_X = 0.0
local MUNGE_START_TEXCOORD_Y = 0.5
local MUNGE_END_TEXCOORD_X = 0.5
local MUNGE_END_TEXCOORD_Y = 1.0
local left = zo_lerp ( MUNGE_START_TEXCOORD_X , MUNGE_END_TEXCOORD_X - MUNGE_WIDTH_TEX_COORD , zo_random ( ) )
local right = left + MUNGE_WIDTH_TEX_COORD
local top = zo_lerp ( MUNGE_START_TEXCOORD_Y , MUNGE_END_TEXCOORD_Y - MUNGE_HEIGHT_TEX_COORD , zo_random ( ) )
local bottom = top + MUNGE_HEIGHT_TEX_COORD
end
end
end
end
do
local STRIDE = 16
local SWATCH_SIZE = 24
local GAMEPAD_SWATCH_SIZE = 32
local PADDING = 6
local INITIAL_OFFSET_X = 27
local INITIAL_OFFSET_Y = 18
local GAMEPAD_INITIAL_OFFSET_X = 27
local GAMEPAD_INITIAL_OFFSET_Y = 1
local _ , _ , _ , offsetY = ZO_Anchor_BoxLayout ( currentAnchor , swatch , index - 1 , STRIDE , PADDING , PADDING , SWATCH_SIZE , SWATCH_SIZE , INITIAL_OFFSET_X , INITIAL_OFFSET_Y )
return offsetY
end
local _ , _ , _ , offsetY = ZO_Anchor_BoxLayout ( currentAnchor , swatch , index - 1 , STRIDE , PADDING , PADDING , GAMEPAD_SWATCH_SIZE , GAMEPAD_SWATCH_SIZE , GAMEPAD_INITIAL_OFFSET_X , GAMEPAD_INITIAL_OFFSET_Y )
return offsetY
end
end
end
end
return ( ( GAMEPAD_SWATCH_SIZE + PADDING ) * STRIDE ) - PADDING
end
return GAMEPAD_SWATCH_SIZE
end
end
function ZO_Dyeing_LayoutSwatches ( includeLocked , sortStyle , swatchPool , headerPool , layoutOptions , container , useSearchResults )
local dyesBySortStyleCategory = ( sortStyle == ZO_DYEING_SORT_STYLE_RARITY ) and ZO_DYEING_MANAGER : GetPlayerDyesByRarity ( ) or ZO_DYEING_MANAGER : GetPlayerDyesByHueCategory ( )
local sortedCategories = { }
end
local nextHeaderOffsetY = 0
local totalHeaderOffsetY = 0
local lastHeader
local swatchByDyeId = { }
local swatchesByPosition = { }
local positionByDyeId = { }
local stride
local swatchWidth
local swatchHeight
local halfSelectedSwatchHeight
local padding = layoutOptions . padding
local leftMargin = layoutOptions . leftMargin
local topMargin = layoutOptions . topMargin
local rightMargin = layoutOptions . rightMargin
local bottomMargin = layoutOptions . bottomMargin
local currentAnchor
local currentRowTable
local dyes = dyesBySortStyleCategory [ category ]
local maxHeaderOffsetY = 0
local swatchIndex = 0
local known = dyeInfo . known
local passesSearch = not searchResults or searchResults [ dyeInfo . dyeIndex ]
local passesFilter = known or includeLocked
if passesSearch and passesFilter then
if swatchIndex == 0 then
end
swatchIndex = swatchIndex + 1
local dyeId = dyeInfo . dyeId
swatchByDyeId [ dyeId ] = swatchObject
if not stride then
halfSelectedSwatchHeight = ( swatchHeight * layoutOptions . selectionScale ) / 2
end
local _ , _ , _ , offsetY = ZO_Anchor_BoxLayout ( currentAnchor , swatchControl , swatchIndex - 1 , stride , padding , padding , swatchWidth , swatchHeight , leftMargin , topMargin )
if ( swatchIndex % stride ) == 1 then
currentRowTable = { }
end
positionByDyeId [ dyeId ] = { # swatchesByPosition , # currentRowTable }
swatchObject . effectiveTop = totalHeaderOffsetY + offsetY - halfSelectedSwatchHeight
swatchObject . effectiveBottom = totalHeaderOffsetY + offsetY + swatchHeight + halfSelectedSwatchHeight + header : GetHeight ( )
end
end
if swatchIndex > 0 then
totalHeaderOffsetY = totalHeaderOffsetY + nextHeaderOffsetY
end
end
return swatchesByPosition , positionByDyeId , swatchByDyeId
end
local swatchObject = swatchControl . object
if swatchObject then
swatchObject . mousedOver = true
ZO_Dyeing_CreateTooltipOnMouseEnter ( swatchControl , swatchObject . dyeName , swatchObject . known , swatchObject . achievementId )
end
end
local swatchObject = swatchControl . object
if swatchObject then
swatchObject . mousedOver = false
end
end
do
local INFORMATION_TOOLTIP_X_OFFSET = 15
local INFORMATION_TOOLTIP_VERTICAL_PADDING = 10
local INFORMATION_TOOLTIP_RETURN_VALUE_Y_POSITION = 2
function ZO_Dyeing_CreateTooltipOnMouseEnter ( swatchControl , dyeName , isDyeKnown , achievementId , nonPlayerDye , isRightAnchored )
if swatchControl then
local anchorPoint
local relativePoint
local xOffset
if isRightAnchored == false then
anchorPoint = LEFT
relativePoint = TOPRIGHT
xOffset = INFORMATION_TOOLTIP_X_OFFSET
else
anchorPoint = RIGHT
relativePoint = TOPLEFT
xOffset = - INFORMATION_TOOLTIP_X_OFFSET
end
InitializeTooltip ( InformationTooltip , swatchControl : GetParent ( ) , anchorPoint , xOffset , select ( INFORMATION_TOOLTIP_RETURN_VALUE_Y_POSITION , swatchControl : GetCenter ( ) ) - swatchControl : GetParent ( ) : GetTop ( ) , relativePoint )
if line2 then
end
end
end
end
end
if left . categoryOrder ~= right . categoryOrder then
return left . categoryOrder < right . categoryOrder
elseif left . known ~= right . known then
return left . known
elseif left . sortKey ~= right . sortKey then
return left . sortKey < right . sortKey
else
return left . dyeName < right . dyeName
end
end
return object
end
self . swatchInterpolator = ZO_SimpleControlScaleInterpolator : New ( 1.0 , ZO_DYEING_SWATCH_SELECTION_SCALE )
end
end
if ( self . canSelectLocked or not self . locked ) and ( self . mousedOver or self . selected or isChecked ) then
if skipAnim then
else
end
else
if skipAnim then
else
end
end
end
end
end
end
do
local SKIP_ANIM = true
end
end
end
--
--[[ Dyeing Singleton ]] --
--
return dyeing
end
for hueCategory = DYE_HUE_CATEGORY_ITERATION_BEGIN , DYE_HUE_CATEGORY_ITERATION_END do
end
for rarity = DYE_RARITY_ITERATION_BEGIN , DYE_RARITY_ITERATION_END do
end
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Manager" , EVENT_UNLOCKED_DYES_UPDATED , function ( ) self : UpdateDyeData ( ) end )
EVENT_MANAGER : RegisterForEvent ( "Dyeing_Manager" , EVENT_DYES_SEARCH_RESULTS_READY , function ( ) self : UpdateSearchResults ( ) end )
local DEFAULTS =
{
showLocked = true ,
sortStyle = ZO_DYEING_SORT_STYLE_RARITY ,
}
end
end
end
for hueCategory = DYE_HUE_CATEGORY_ITERATION_BEGIN , DYE_HUE_CATEGORY_ITERATION_END do
end
for rarity = DYE_RARITY_ITERATION_BEGIN , DYE_RARITY_ITERATION_END do
end
local dyeName , known , rarity , hueCategory , achievementId , r , g , b , sortKey , dyeId = GetDyeInfo ( dyeIndex )
local dyeInfo =
{
dyeId = dyeId ,
dyeName = dyeName ,
known = known ,
rarity = rarity ,
hueCategory = hueCategory ,
achievementId = achievementId ,
sortKey = sortKey ,
r = r ,
g = g ,
b = b ,
dyeIndex = dyeIndex ,
}
if known then
end
end
for hueCategory = DYE_HUE_CATEGORY_ITERATION_BEGIN , DYE_HUE_CATEGORY_ITERATION_END do
end
for rarity = DYE_RARITY_ITERATION_BEGIN , DYE_RARITY_ITERATION_END do
end
end
end
end
end
return nil
end
if playerDyeInfo then
return playerDyeInfo
end
end
end
return nil -- this is a player dye
end
-- Get
end
-- Create
if dyeName ~= "" then
local dyeInfo =
{
dyeId = dyeId ,
dyeName = dyeName ,
known = known ,
rarity = rarity ,
hueCategory = hueCategory ,
achievementId = achievementId ,
sortKey = sortKey ,
r = r ,
g = g ,
b = b ,
}
return dyeInfo
end
-- the passed in dyeId does not have data to go with it
return nil
end
end
end
end
end
end
end
return nil
end
end
end
end
end
end
end
-- XML functions --
{
}
end |