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--Star
----------------------
ZO_CHAMPION_STAR_DEPTH = 1.68
ZO_CHAMPION_CLUSTER_STAR_DEPTH = 2.68
local HANDLED = true
local NOT_HANDLED = false
local KEYBOARD_ALLOCATE_POINTS_BUTTON_TEMPLATES =
{
SIZE = 26 ,
DECREASE = {
NORMAL = "EsoUI/Art/Buttons/pointsMinus_up.dds" ,
PRESSED = "EsoUI/Art/Buttons/pointsMinus_down.dds" ,
MOUSEOVER = "EsoUI/Art/Buttons/pointsMinus_over.dds" ,
DISABLED = "EsoUI/Art/Buttons/pointsMinus_disabled.dds" ,
} ,
INCREASE = {
NORMAL = "EsoUI/Art/Buttons/pointsPlus_up.dds" ,
PRESSED = "EsoUI/Art/Buttons/pointsPlus_down.dds" ,
MOUSEOVER = "EsoUI/Art/Buttons/pointsPlus_over.dds" ,
DISABLED = "EsoUI/Art/Buttons/pointsPlus_disabled.dds" ,
} ,
}
local GAMEPAD_ALLOCATE_POINTS_BUTTON_TEMPLATES =
{
SIZE = 32 ,
DECREASE = {
NORMAL = "EsoUI/Art/Buttons/Gamepad/gp_minus_dim3.dds" ,
PRESSED = "EsoUI/Art/Buttons/Gamepad/gp_minus_dim3.dds" ,
MOUSEOVER = "EsoUI/Art/Buttons/Gamepad/gp_minus_dim3.dds" ,
DISABLED = "EsoUI/Art/Buttons/Gamepad/gp_minus_dim2.dds" ,
} ,
INCREASE = {
NORMAL = "EsoUI/Art/Buttons/Gamepad/gp_plus_dim3.dds" ,
PRESSED = "EsoUI/Art/Buttons/Gamepad/gp_plus_dim3.dds" ,
MOUSEOVER = "EsoUI/Art/Buttons/Gamepad/gp_plus_dim3.dds" ,
DISABLED = "EsoUI/Art/Buttons/Gamepad/gp_plus_dim2.dds" ,
} ,
}
local GAMEPAD_TRIGGER_ALLOCATE_POINTS_BUTTON_TEMPLATES =
{
SIZE = 55 ,
DECREASE = {
KEY_CODE = KEY_GAMEPAD_LEFT_TRIGGER ,
} ,
INCREASE = {
KEY_CODE = KEY_GAMEPAD_RIGHT_TRIGGER ,
} ,
}
self . depth = parentCluster : IsRootCluster ( ) and ZO_CHAMPION_STAR_DEPTH or ZO_CHAMPION_CLUSTER_STAR_DEPTH
end
end
end
end
end
-- Protection against the case where a player hides a constellation
-- while moused over it: by the time we call the mouse exit handler, the
-- control has already been released to the pool, so we'll just do it now
end
end
end
if starCenterX > screenCenterX then
else
end
end
if starCenterX > screenCenterX then
else
end
end
end
end
return worldX , worldY
end
do
-- the node coordinate system works like the UI coordinate system: +x is right, +y is down, units are arbitrary.
-- normalized coordinates use +x is right, +y is up, units are also arbitrary. this makes more sense for the data; which will always be growing up from the origin.
-- normalized coordinates also define an origin that would be a good place for the root node to be: it's positionX/Y should be 0, 0.
ZO_CHAMPION_STAR_COORDINATE_SCALE = 0.5
ZO_CHAMPION_STAR_ROOT_OFFSET_Y = - 450
local x = normalizedX * ZO_CHAMPION_STAR_COORDINATE_SCALE
local y = - normalizedY * ZO_CHAMPION_STAR_COORDINATE_SCALE + ZO_CHAMPION_STAR_ROOT_OFFSET_Y
return x , y
end
local normalizedX = x / ZO_CHAMPION_STAR_COORDINATE_SCALE
local normalizedY = - ( y - ZO_CHAMPION_STAR_ROOT_OFFSET_Y ) / ZO_CHAMPION_STAR_COORDINATE_SCALE
return normalizedX , normalizedY
end
end
end
elseif championSkillData : GetNumPendingPoints ( ) > 0 or ( ( disciplineData : HasAnySavedUnspentPoints ( ) or CHAMPION_PERKS : IsInRespecMode ( ) ) and championSkillData : CanBePurchased ( ) ) then
else
end
end
end
end
-- to be overridden
end
if shouldShowEditor then
else
end
end
end
if isShowingEditor then
end
end
if not isShowingEditor then
end
end
end
end
end
end
local STAR_SCALE_UNSELECTED = 1
local STAR_SCALE_SELECTED = 1.7
if isSelected then
else
end
end
end
end
end
end
end
end
end
-- to be overridden
end
end
return false
end
return false
end
end
end
end
end
end
end
end
end
end
end
end
end
return true
end
end
end
-- these don't have a 1:1 relationship with UI units, the 3d space can zoom further into or away from these controls
local STAR_CONTROL_SIZES_FOR_STATE = {
[ ZO_CHAMPION_STAR_STATE . LOCKED ] = 16 ,
[ ZO_CHAMPION_STAR_STATE . AVAILABLE ] = 16 ,
[ ZO_CHAMPION_STAR_STATE . PURCHASED ] = 26 ,
}
-- texture released, we will refresh the next time we acquire
return
end
elseif type == CHAMPION_SKILL_TYPE_NORMAL_SLOTTABLE or type == CHAMPION_SKILL_TYPE_STAT_POOL_SLOTTABLE then
else
end
local size = STAR_CONTROL_SIZES_FOR_STATE [ state ]
self . texture : SetDimensions ( self . sceneNode : ComputeSizeForDepth ( size , size , self . depth , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end
ChampionSkillTooltip : SetChampionSkill ( championSkillData : GetId ( ) , pendingPoints , championSkillData : GetNextJumpPoint ( pendingPoints ) , CHAMPION_PERKS : IsChampionSkillDataSlotted ( championSkillData ) )
end
end
end
end
end
return HANDLED
return HANDLED
end
end
return NOT_HANDLED
end
return HANDLED
end
return NOT_HANDLED
end
end
end
CHAMPION_PERKS : GetChampionBar ( ) : GetGamepadEditor ( ) : StartAssigningChampionSkill ( self : GetChampionSkillData ( ) )
end
end
end
return true
end
end
end
end
-- texture released, we will refresh the next time we acquire
return
end
local size = STAR_CONTROL_SIZES_FOR_STATE [ state ]
self . texture : SetDimensions ( self . sceneNode : ComputeSizeForDepth ( size , size , self . depth , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end
end
end
return HANDLED
end
return NOT_HANDLED
end
return NOT_HANDLED
end
end
InformationTooltip : AddLine ( zo_strformat ( SI_CHAMPION_TOOLTIP_CLUSTER_CHILD_FORMAT , formattedName , clusterChild : GetNumPendingPoints ( ) , clusterChild : GetMaxPossiblePoints ( ) ) , "" , ZO_SELECTED_TEXT : UnpackRGBA ( ) )
end
end
end
return true
end
return true
end
end
end
self . control = ZO_ObjectPool_CreateControl ( "ZO_ChampionStarEditor" , pool , CHAMPION_PERKS : GetChampionCanvas ( ) )
self . fadeIn = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChampionStarEditorFade" , self . control )
local DEFAULT_MIN = nil
local DEFAULT_MAX = nil
local DEFAULT_INPUT_MODE = nil
local DEFAULT_SPINNER_MODE = nil
local ACCELERATION_TIME_MS = 50
self . pointsSpinner = ZO_Spinner : New ( self . control , DEFAULT_MIN , DEFAULT_MAX , DEFAULT_INPUT_MODE , DEFAULT_SPINNER_MODE , ACCELERATION_TIME_MS )
if currentValue > oldValue then
if not wasUnlocked and isUnlocked then
else
end
else
if wasUnlocked and not isUnlocked then
else
end
end
end )
end
end )
if delta == ZO_SPINNER_LARGE_INCREMENT then
elseif delta == - ZO_SPINNER_LARGE_INCREMENT then
end
end
end
return oldValue + delta
end )
end
else
end
end
self . pointsSpinner : AddToMouseInputGroup ( parentControl . mouseInputGroup , ZO_MOUSE_INPUT_GROUP_MOUSE_OVER )
end
end
end
end
end
if starTexture then
end
end
end
end
return false
end
end
end
end
return false
end
end
end
end
end
end
else
self . pointsSpinner : SetValueMinAndMax ( totalPointsInCluster , totalPointsInCluster , totalPointsInCluster )
end
end
end
do
if textures . KEY_CODE then
else
end
end
end
end
end
end
local STAR_ONE_SHOT_ANIMATION_SIZE = 30
confirmedTexture : SetDimensions ( self . sceneNode : ComputeSizeForDepth ( STAR_ONE_SHOT_ANIMATION_SIZE , STAR_ONE_SHOT_ANIMATION_SIZE , self . depth , ZO_CHAMPION_REFERENCE_CAMERA_Z ) )
end )
end
--Global XML Handlers
end
end
-- Protection against the case where a player hides a constellation
-- while moused over it: by the time we call the mouse exit handler, the
-- control has already been released to the pool, so we'll call it in advance
return
end
end
end
end
return
end
end
if not IsInGamepadPreferredMode ( ) and button == MOUSE_BUTTON_INDEX_LEFT and GetCursorContentType ( ) == MOUSE_CONTENT_EMPTY then
end
end |