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do
local POINT_ACTION_TEXTURES =
{
[ ZO_SKILL_POINT_ACTION . PURCHASE ] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" ,
[ ZO_SKILL_POINT_ACTION . SELL ] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds" ,
[ ZO_SKILL_POINT_ACTION . INCREASE_RANK ] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" ,
[ ZO_SKILL_POINT_ACTION . DECREASE_RANK ] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds" ,
[ ZO_SKILL_POINT_ACTION . MORPH ] = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" ,
[ ZO_SKILL_POINT_ACTION . UNMORPH ] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds" ,
[ ZO_SKILL_POINT_ACTION . REMORPH ] = "EsoUI/Art/Progression/Gamepad/gp_remorph.dds" ,
}
return POINT_ACTION_TEXTURES [ skillPointAction ]
end
end
local RANK_NOT_SHOWN = 1
local CURRENT_XP_NOT_SHOWN = 0
end
if nameControl then
end
end
local skillLineData = skillLineEntry . skillLineData
local noWrap = false
if xpBar . skillLineData ~= skillLineData then
xpBar . skillLineData = skillLineData
noWrap = true
end
local NO_NAME_CONTROL = nil
end
end
local skillData = skillEntry . skillData
--Derive the progression specific info from the point allocator progression. This is done here so we can just do a RefreshVisible when the point allocator changes.
if skillEntry . isPreview then
end
end
do
local DOUBLE_FRAME_THICKNESS = 9
local SINGLE_FRAME_THICKNESS = 5
--Circle Frame (Passive)
if circleFrameTexture then
if isPassive then
local frameOffsetFromIcon
if isAdvised then
frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
else
frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
end
circleFrameTexture : SetAnchor ( TOPLEFT , iconTexture , TOPLEFT , - frameOffsetFromIcon , - frameOffsetFromIcon )
circleFrameTexture : SetAnchor ( BOTTOMRIGHT , iconTexture , BOTTOMRIGHT , frameOffsetFromIcon , frameOffsetFromIcon )
else
end
end
--Edge Frame (Active)
local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH = 128
local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT = 16
if isActive then
local frameOffsetFromIcon
if isAdvised then
frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
edgeFrameBackdrop : SetEdgeTexture ( "EsoUI/Art/SkillsAdvisor/gamepad/edgeDoubleframeGamepadBorder.dds" , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT )
else
frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
edgeFrameBackdrop : SetEdgeTexture ( "EsoUI/Art/Miscellaneous/Gamepad/edgeframeGamepadBorder.dds" , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT )
end
edgeFrameBackdrop : SetAnchor ( TOPLEFT , iconTexture , TOPLEFT , - frameOffsetFromIcon , - frameOffsetFromIcon )
edgeFrameBackdrop : SetAnchor ( BOTTOMRIGHT , iconTexture , BOTTOMRIGHT , frameOffsetFromIcon , frameOffsetFromIcon )
else
end
end
--The spot where the keybind goes is occupied by the decrease button in the respec modes
if SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillData : IsActive ( ) then
if actionSlotIndex then
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( actionSlotIndex , hotbarCategory )
local HIDE_UNBOUND = false
ZO_Keybindings_RegisterLabelForBindingUpdate ( keybindLabel , keyboardActionName , HIDE_UNBOUND , gamepadActionName )
local keybindWidth = 50 -- width assuming a single keybind
keybindWidth = 90 -- double keybind width (RB+LB)
end
return keybindWidth
end
end
-- other controls depend on the keybind width for layout so let's reset its size too
return 0
end
local function SetupIndicatorsForSkill ( leftIndicator , rightIndicator , skillData , showIncrease , showDecrease , showNew )
local indicatorRightWidth = 0
--If we don't have a left indicator then we aren't going to have a right indicator either, so exit the function
if not leftIndicator then
return indicatorRightWidth
end
local increaseMultiIcon
local decreaseMultiIcon
if rightIndicator == nil then
increaseMultiIcon = leftIndicator
decreaseMultiIcon = leftIndicator
increaseMultiIcon = rightIndicator
decreaseMultiIcon = leftIndicator
else
increaseMultiIcon = leftIndicator
decreaseMultiIcon = rightIndicator
end
--Increase (Morph, Purchase, Increase Rank) Icon
local increaseAction = ZO_SKILL_POINT_ACTION . NONE
if showIncrease then
elseif isMorph then
-- this is used more as an indicator that this skill has been morphed, than an indicator that you _should_ morph it
increaseAction = ZO_SKILL_POINT_ACTION . MORPH
end
if increaseAction ~= ZO_SKILL_POINT_ACTION . NONE then
end
--Decrease (Unmorph, Sell, Decrease Rank)
if showDecrease then
if decreaseAction ~= ZO_SKILL_POINT_ACTION . NONE then
end
--Always carve out space for the decrease icon even if it isn't active so the name doesn't dance around as it appears and disappears
indicatorRightWidth = 40
end
--New Indicator
if showNew then
end
end
if rightIndicator then
end
return indicatorRightWidth
end
local SKILL_ENTRY_LABEL_WIDTH = 289
--Some skill entries want to target a specific progression data (such as the morph dialog showing two specific morphs). Otherwise they use the skill progression that matches the current point spending.
local skillProgressionData = skillEntry . skillProgressionData or skillData : GetPointAllocatorProgressionData ( )
--Icon
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
if isPurchased then
else
end
end
--Label Color
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
if not skillEntry . isPreview and isPurchased then
end
else
end
--Lock Icon
end
local labelWidth = SKILL_ENTRY_LABEL_WIDTH
local showIncrease = ( displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE )
local showNew = ( displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE )
local indicatorWidth = SetupIndicatorsForSkill ( control . leftIndicator , control . rightIndicator , skillData , showIncrease , showDecrease , showNew )
labelWidth = labelWidth - indicatorWidth
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
--Current Binding Text
labelWidth = labelWidth - keybindWidth
end
end
--Size the label to allow space for the keybind and decrease icon
end
function ZO_GamepadCompanionSkillEntryTemplate_Setup ( control , skillEntry , selected , activated , displayView )
local skillData = skillEntry . skillData
--Icon
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
if isPurchased then
else
end
end
local NOT_ADVISED = false
--Label Color
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
if not skillEntry . isPreview and isPurchased then
end
else
end
--Lock Icon
end
local labelWidth = SKILL_ENTRY_LABEL_WIDTH
local DONT_SHOW_INCREASE = false
local DONT_SHOW_DECREASE = false
local SHOW_NEW = true
local indicatorWidth = SetupIndicatorsForSkill ( control . leftIndicator , control . rightIndicator , skillData , DONT_SHOW_INCREASE , DONT_SHOW_DECREASE , SHOW_NEW )
labelWidth = labelWidth - indicatorWidth
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
--Current Binding Text
labelWidth = labelWidth - keybindWidth
end
end
--Size the label to allow space for the keybind and decrease icon
end
--Icon
local DONT_SHOW_ADVISED = false
SetupAbilityIconFrame ( control , skillProgressionData . skillData : IsPassive ( ) , skillProgressionData . skillData : IsActive ( ) , DONT_SHOW_ADVISED )
--Label
--Lock Icon
local labelWidth = SKILL_ENTRY_LABEL_WIDTH
local keybindWidth = SetBindingTextForSkill ( control . keybind , skillProgressionData . skillData , slotIndex , hotbar )
labelWidth = labelWidth - keybindWidth
--Size the label to allow space for the keybind
end
function ZO_GamepadSkillEntryPreviewRow_Setup ( control , skillData , overrideSlotIndex , overrideHotbar )
local isMorph = skillData : IsPlayerSkill ( ) and skillData : IsActive ( ) and skillProgressionData : IsMorph ( )
--Icon
if isPurchased then
else
end
SetupAbilityIconFrame ( control , skillData : IsPassive ( ) , skillData : IsActive ( ) , skillProgressionData : IsAdvised ( ) )
--Label
--Lock Icon
-- indicator
local labelWidth = SKILL_ENTRY_LABEL_WIDTH
local NO_RIGHT_INDICATOR = nil
local SHOW_INCREASE = true
local SHOW_NEW = true
local indicatorWidth = SetupIndicatorsForSkill ( control . leftIndicator , NO_RIGHT_INDICATOR , skillData , SHOW_INCREASE , showDecrease , SHOW_NEW )
labelWidth = labelWidth - indicatorWidth
local keybindWidth = SetBindingTextForSkill ( control . keybind , skillData , overrideSlotIndex , overrideHotbar )
labelWidth = labelWidth - keybindWidth
--Size the label to allow space for the keybind and decrease icon
end
end |