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--------------
--Initialize--
--------------
local ARMORY_BUILD_SKILLS_HEADER_DATA = 1
local ARMORY_BUILD_SKILLS_DATA = 2
end
ZO_ScrollList_AddDataType ( self . list , ARMORY_BUILD_SKILLS_DATA , "ZO_ArmoryBuildSkills_Gamepad_SkillRow" , 55 , function ( ... ) self : GamepadSingleLineAbilityEntryTemplateSetup ( ... ) end )
ZO_ScrollList_AddDataType ( self . list , ARMORY_BUILD_SKILLS_HEADER_DATA , "ZO_ArmoryBuildSkills_Gamepad_MenuEntryHeader" , 40 , function ( ... ) self : ArmoryBuildSkillsTextDisplayTemplateSetup ( ... ) end )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
end
end
end
end
{
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end
} ,
}
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
end
if selectedData and not selectedData . isHeader and not selectedData . isEntryEmpty then
local SHOW_RANK_NEEDED_LINE = true
GAMEPAD_TOOLTIPS : LayoutSkillProgression ( GAMEPAD_RIGHT_TOOLTIP , selectedData . skillProgressionData , SHOW_RANK_NEEDED_LINE )
return
end
end
end
end
local previouslySelectedSkillProgressionData = previouslySelectedData and previouslySelectedData . skillProgressionData
local reselectData = nil
if hotbarCategory == HOTBAR_CATEGORY_BACKUP and GetUnitLevel ( "player" ) < GetWeaponSwapUnlockedLevel ( ) then
-- Backup hotbar is locked for current player
-- Add backup hotbar header
-- Add info text about locked hotbar
entryData . isEntryEmpty = true
entryData . showLock = true
else
local skillsAdded = 0
for slotIndex = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
if abilityId == 0 then
if skillsAdded == 0 then
end
entryData . isEntryEmpty = true
skillsAdded = skillsAdded + 1
else
if skillProgressionData then
if skillsAdded == 0 then
end
entryData . hotbarCategory = hotbarCategory
entryData . slotIndex = slotIndex
entryData . skillProgressionData = skillProgressionData
skillsAdded = skillsAdded + 1
end
end
end
end
end
if reselectData then
end
end
local headerText = zo_strformat ( SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER , GetString ( "SI_HOTBARCATEGORY" , hotbarCategory ) )
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( ARMORY_BUILD_SKILLS_HEADER_DATA , headerData ) )
end
function ZO_ArmoryBuildSkills_Gamepad : GamepadSingleLineAbilityEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
ZO_GamepadArmorySkillEntryTemplate_Setup ( control , data . skillProgressionData , data . slotIndex , data . hotbarCategory )
-- Empty entry
else
-- Unlock at level
end
end
function ZO_ArmoryBuildSkills_Gamepad : ArmoryBuildSkillsTextDisplayTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
-----------------------------
-- XML Functions
-----------------------------
end
end
end |