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ZO_CHAMPION_FOCUSED_SKILL_STATUS_INDICATOR = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_equipped_selected.dds"
ZO_CHAMPION_EQUIPPED_STATUS_INDICATOR = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_equipped.dds"
ZO_CHAMPION_ACTION_BAR_INITIAL_SLOT_OFFSET_X = 44
ZO_CHAMPION_ACTION_BAR_DISCIPLINE_PADDING_X = 58
ZO_CHAMPION_ACTION_BAR_SLOT_PADDING_X = 13
--[[
The ChampionAssignableAction bar is an action bar, like the
KeyboardAssignableActionBar in the skills UI, but specifically for slotting
passives within the champion system. It uses the same underlying ActionSlot
and Hotbar mechanisms, but it can only slot champion skills. It does _not_
use the ActionSlotAssignmentManager; the champion system uses its own
respec system instead of the skills respec infrastructure.
]] --
{
}
local lastSlotControl , lastSlot = nil , nil
for actionSlotIndex = startSlotIndex , endSlotIndex do
local slotControl = CreateControlFromVirtual ( "$(parent)Slot" , self . control , "ZO_ChampionAssignableActionSlot" , actionSlotIndex )
if lastSlotControl then
else
end
else
end
lastSlotControl = slotControl
lastSlot = slot
end
if actionSlot then
end
end
end
end
if cursorType == MOUSE_CONTENT_ACTION and actionType == ACTION_TYPE_CHAMPION_SKILL then
if championSkillData then
end
end
end
if cursorType == MOUSE_CONTENT_ACTION then
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
return true
end
end
return false
end
end
end
end
end
function ZO_ChampionAssignableActionBar : ShowDragAndDropCalloutsForChampionSkillData ( championSkillData )
end
end
end
end
end
end
end
end
return slot
end
end
end
end
return object
end
function ZO_ChampionAssignableActionBarSlot : Initialize ( control , assignableActionBar , actionSlotIndex )
self . textures = GetChampionBarDisciplineTextures ( GetChampionDisciplineType ( self : GetRequiredDisciplineId ( ) ) )
end )
end
end
end
end
return nil
end
end
return nil
end
end
end
return true
end
return CHAMPION_PURCHASE_CHAMPION_BAR_SKILL_NOT_SLOTTABLE
end
return CHAMPION_PURCHASE_CHAMPION_BAR_SKILL_NOT_PURCHASED
end
if requiredDisciplineId and requiredDisciplineId ~= championSkillData : GetChampionDisciplineData ( ) : GetId ( ) then
return CHAMPION_PURCHASE_CHAMPION_BAR_WRONG_DISCIPLINE
end
return CHAMPION_PURCHASE_SUCCESS
end
end
if self . championSkillData ~= championSkillData and self : CanSlotChampionSkillData ( championSkillData ) then
-- skills can only be slotted into a single slot at a time
if oldSlot then
end
return true
end
return false
end
end
end
end
if chosenConstellation then
if currentCluster then
end
end
end
end
end
end
end
local backgroundTexture
local NOT_SLOTTED = false -- should only be visually slotted in world
self . starVisuals : Setup ( ZO_CHAMPION_STAR_VISUAL_TYPE . SLOTTABLE , ZO_CHAMPION_STAR_STATE . PURCHASED , disciplineType , NOT_SLOTTED )
else
end
if GetCursorContentType ( ) == MOUSE_CONTENT_EMPTY and selectedStar and selectedStar : IsSkillStar ( ) then
else
end
end
end
end
ChampionSkillTooltip : SetChampionSkill ( self . championSkillData : GetId ( ) , pendingPoints , self . championSkillData : GetNextJumpPoint ( pendingPoints ) , CHAMPION_PERKS : IsChampionSkillDataSlotted ( self . championSkillData ) )
end
end
end
function ZO_ChampionAssignableActionBarSlot : ShowDragAndDropCalloutForChampionSkillData ( championSkillData )
else
end
end
else
end
end
end
if result ~= CHAMPION_PURCHASE_SUCCESS then
return
end
end
end
end
if championSkillId == nil then
return
end
if expectedResult ~= CHAMPION_PURCHASE_SUCCESS then
end
if oldChampionSkillData then
end
end
end
end
end )
end
end
self . horizontalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
end
end
end
if horizontalMove == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif horizontalMove == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
--If we are not allowing discipline swapping, make sure we prevent the slot change if it would change the discipline
local hasDisciplineChanged = self . bar : GetSlot ( self . currentSlotIndex ) : GetRequiredDisciplineId ( ) ~= self . bar : GetSlot ( lastSlotIndex ) : GetRequiredDisciplineId ( )
end
self . bar : GetSlot ( self . currentSlotIndex ) : ShowDragAndDropCalloutForChampionSkillData ( self . currentChampionSkillData )
--When we change disciplines, we want to cycle to the matching constellation for the new discipline
if hasDisciplineChanged then
CHAMPION_PERKS : SelectOrChooseNodeForDisciplineId ( self . bar : GetSlot ( self . currentSlotIndex ) : GetRequiredDisciplineId ( ) )
end
end
end
function ZO_ChampionAssignableActionBar_GamepadEditor : StartAssigningChampionSkill ( championSkillData )
local PREVENT_DISCIPLINE_SWAPPING = false
end
end
end
end
--Set the selected slot to the first slot for the selected/chosen constellation's discipline
local currentConstellation = CHAMPION_PERKS : GetChosenConstellation ( ) or CHAMPION_PERKS : GetSelectedConstellation ( )
if currentConstellation then
self . currentSlotIndex = self . bar : GetFirstSlotIndexForDiscipline ( currentConstellation : GetChampionDisciplineData ( ) : GetId ( ) )
self . bar : ShowSlotCalloutsByDisciplineType ( currentConstellation : GetChampionDisciplineData ( ) : GetType ( ) )
end
end
end
end
end
end
end
if skillData then
else
end
else
end
end
local CHAMPION_SKILL_DISCIPLINE_ICONS =
{
[ CHAMPION_DISCIPLINE_TYPE_COMBAT ] = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_combat.dds" ,
[ CHAMPION_DISCIPLINE_TYPE_CONDITIONING ] = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_conditioning.dds" ,
[ CHAMPION_DISCIPLINE_TYPE_WORLD ] = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_world.dds" ,
}
local NO_TAB_BAR = false
local ACTIVATE_ON_SHOW = true
local ALWAYS_ANIMATE = true
{
}
end
function ZO_ChampionAssignableActionBar_GamepadQuickMenu : RegisterChampionBar ( championBar , championBarGamepadEditor )
end )
end )
end
-- this field _cannot_ be named self.keybindStripDescriptor: doing so would
-- enable the built-in keybind strip handling on the
-- ParametricScrollListScreen side.
{
else
end
end ,
end ,
else
end
end ,
return SOUNDS . CHAMPION_STAR_SLOT_CLEARED
else
return SOUNDS . CHAMPION_STAR_SLOTTED
end
end ,
} ,
{
end ,
} ,
}
end
end
end
-- do not use the built in refresh, use the champion perks refresh instead
end
return left . championSkillData == right . championSkillData
end
list : AddDataTemplate ( "ZO_GamepadChampionSkillEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , AreChampionSkillDataEntriesEqual )
list : AddDataTemplateWithHeader ( "ZO_GamepadChampionSkillEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , AreChampionSkillDataEntriesEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
if selectedData then
end
end
end
local isDisciplinePermittedFilter = { }
if requiredDisciplineId then
end )
end
for _ , disciplineData in CHAMPION_DATA_MANAGER : ChampionDisciplineDataIterator ( isDisciplinePermittedFilter ) do
local newDiscipline = true
local entryName = zo_strformat ( SI_CHAMPION_TOOLTIP_CLUSTER_CHILD_FORMAT , skillData : GetRawName ( ) , skillData : GetNumPendingPoints ( ) , skillData : GetMaxPossiblePoints ( ) )
entryData . championSkillData = skillData
--Mark any entry that is already slotted
if matchingSlot then
if currentSlotIndex == matchingSlotIndex then
entryData . isSelected = true
entryData . overrideStatusIndicatorIcons = { ZO_CHAMPION_FOCUSED_SKILL_STATUS_INDICATOR }
else
entryData . overrideStatusIndicatorIcons = { ZO_CHAMPION_EQUIPPED_STATUS_INDICATOR }
end
end
if newDiscipline then
else
end
newDiscipline = false
end
end
end
end
end
end
end
-- Button XML
end
end
end
end
end
end
end
end |