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local GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED = 1
local GAMEPAD_SMITHING_EXTRACTION_CRAFTING_QUEST_OFFSET_X = 1315
local g_filters =
{
[ GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED ] =
{
} ,
}
end
function ZO_GamepadSmithingExtraction : Initialize ( panelControl , floatingControl , owner , isRefinementOnly , scene )
ZO_SharedSmithingExtraction . Initialize ( self , slotContainer : GetNamedChild ( "ExtractionSlot" ) , nil , owner , isRefinementOnly )
local tooltipNarrationInfo =
{
end ,
end ,
}
local ADDITIONAL_MOUSEOVER_BINDS = nil
local DONT_USE_KEYBIND_STRIP = false
self . itemActions = ZO_ItemSlotActionsController : New ( KEYBIND_STRIP_ALIGN_LEFT , ADDITIONAL_MOUSEOVER_BINDS , DONT_USE_KEYBIND_STRIP )
if isRefinementOnly then
else
end
end
end
if selectedData and selectedData . bagId and selectedData . slotIndex then
local SHOW_COMBINED_COUNT = true
GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_LEFT_TOOLTIP , selectedData . bagId , selectedData . slotIndex , SHOW_COMBINED_COUNT )
else
end
end )
local entry = { }
local NARRATE_HEADER = true
end
end
end
end
if newState == SCENE_SHOWING then
self . slotContainer : SetAnchor ( BOTTOM , GuiRoot , BOTTOMLEFT , GAMEPAD_SMITHING_EXTRACTION_CRAFTING_QUEST_OFFSET_X , ZO_GAMEPAD_CRAFTING_UTILS_FLOATING_BOTTOM_OFFSET )
else
self . slotContainer : SetAnchor ( BOTTOM , GuiRoot , BOTTOMLEFT , ZO_GAMEPAD_PANEL_FLOATING_CENTER_QUADRANT_1_2_SHOWN , ZO_GAMEPAD_CRAFTING_UTILS_FLOATING_BOTTOM_OFFSET )
end
local tabBarEntries = { }
if not isRefinementOnly then
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType ( GetCraftingInteractionType ( ) )
if # tabBarEntries > 1 then
end
else
end
-- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right filterType
if # tabBarEntries == 1 then
end
-- used to update extraction slot UI with text / etc., PC does this as well
elseif newState == SCENE_HIDDEN then
end
end )
if SCENE_MANAGER : IsShowing ( "gamepad_smithing_refine" ) or SCENE_MANAGER : IsShowing ( "gamepad_smithing_deconstruct" ) then
end
end )
if SCENE_MANAGER : IsShowing ( "gamepad_smithing_refine" ) or SCENE_MANAGER : IsShowing ( "gamepad_smithing_deconstruct" ) then
--Only re-narrate for the currently showing scene
end
end
end )
end
end
function ZO_GamepadSmithingExtraction : SetCraftingType ( craftingType , oldCraftingType , isCraftingTypeDifferent )
end
local tooltipNarrationInfo =
{
--If this fixed tooltip is showing, no need to narrate this, as it will be redundant information
end ,
end ,
}
end
self . inventory = ZO_GamepadExtractionInventory : New ( self , inventory , isRefinementOnly , SLOT_TYPE_CRAFTING_COMPONENT )
-- turn refinement stacks red if they don't have a large enough quantity in them to be refineable
end
ZO_GamepadCraftingUtils_SetEntryDataSlotted ( data , self . extractionSlot : ContainsBagAndSlot ( data . bagId , data . slotIndex ) )
--If there is an override status indicator icon, we need to explicitly add the quest pin here
data . overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE , ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
end
else
end
end
)
local narrationInfo =
{
end ,
end ,
end ,
}
end
end )
end
end
ZO_GamepadCraftingUtils_SetEntryDataSlotted ( data , self . extractionSlot : ContainsBagAndSlot ( data . bagId , data . slotIndex ) )
--If there is an override status indicator icon, we need to explicitly add the quest pin here
data . overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE , ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
end
else
end
end
end
self . extractionSlot : SetEmptyTexture ( ZO_GamepadCraftingUtils_GetItemSlotTextureFromSmithingFilter ( filterType ) )
end
if deconstructionType then
self . extractionSlot : SetMultipleItemsTexture ( ZO_GamepadCraftingUtils_GetMultipleItemsTextureFromSmithingDeconstructionType ( deconstructionType ) )
end
-- reanchor slot icon based on special refine "you need 10 of this" text
else
end
end
local SHOW_COMBINED_COUNT = true
else
end
end
-- rediscover inventory actions since they have changed
if itemAdded then
end
return itemAdded
end
-- rediscover inventory actions since they have changed
return itemRemoved
end
{
-- Select / remove
{
else
end
end ,
return false
end
return bagId ~= nil and slotIndex ~= nil
end ,
else
end
end ,
return self : IsCurrentSelected ( ) or self : CanItemBeAddedToCraft ( self . inventory : CurrentSelectionBagAndSlot ( ) )
end ,
} ,
-- Deconstruct single
{
local verb = self : IsInRefineMode ( ) and DECONSTRUCT_ACTION_NAME_REFINE or DECONSTRUCT_ACTION_NAME_DECONSTRUCT
end ,
gamepadOrder = 1010 ,
-- Use this function to ensure the extraction is evaluated for being part of an armory build.
end ,
return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self : IsExtractable ( ) and self . extractionSlot : HasOneItem ( )
end ,
} ,
-- Deconstruct multiple
{
local verb = self : IsInRefineMode ( ) and DECONSTRUCT_ACTION_NAME_REFINE or DECONSTRUCT_ACTION_NAME_DECONSTRUCT
end ,
gamepadOrder = 1010 ,
-- extract partial stack
local maxIterations = zo_min ( zo_floor ( self . inventory : GetStackCount ( bagId , slotIndex ) / refineSize ) , MAX_ITERATIONS_PER_DECONSTRUCTION )
end
ZO_GamepadCraftingUtils_ShowDeconstructPartialStackDialog ( bagId , slotIndex , maxIterations , PerformDeconstructPartial , DECONSTRUCT_ACTION_NAME_REFINE )
else
-- extract all
end
end ,
return false
end
-- there should be at least enough materials to refine twice
return self : IsInRefineMode ( ) and self . inventory : GetStackCount ( bagId , slotIndex ) >= GetRequiredSmithingRefinementStackSize ( ) * 2
end
return true
end ,
} ,
-- Item Options
{
gamepadOrder = 1020 ,
end ,
return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and ( self . inventory : CurrentSelection ( ) ~= nil or not self : IsInRefineMode ( ) )
end ,
} ,
}
end
end
end
local defaults =
{
includeBankedItemsChecked = true
}
self . savedVars = ZO_SavedVars : New ( "ZO_Ingame_SavedVariables" , 1 , "GamepadSmithingExtraction" , defaults )
g_filters [ GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED ] . checked = self . savedVars . includeBankedItemsChecked
end
local dialogData =
{
if targetData then
GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_LEFT_TOOLTIP , targetData . bagId , targetData . slotIndex , SHOW_COMBINED_COUNT )
else
end
end
end
}
dialogData . filters = g_filters
end
end
end
local filterChanged = self . savedVars . includeBankedItemsChecked ~= g_filters [ GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED ] . checked
if filterChanged then
self . savedVars . includeBankedItemsChecked = g_filters [ GAMEPAD_SMITHING_EXTRACTION_FILTER_INCLUDE_BANKED ] . checked
end
end
--------------------------
-- Extraction Inventory --
--------------------------
end
local GAMEPAD_CRAFTING_RAW_MATERIAL_SORT =
{
customSortData = { tiebreaker = "text" } ,
}
if isRefinementOnly then
return ZO_TableOrderingFunction ( left , right , "customSortData" , GAMEPAD_CRAFTING_RAW_MATERIAL_SORT , ZO_SORT_ORDER_UP )
end )
else
local DEFAULT_SORT = nil
end
end )
if slotData . traitInformation then
if slotData . traitInformation == ITEM_TRAIT_INFORMATION_ORNATE then
elseif slotData . traitInformation == ITEM_TRAIT_INFORMATION_CAN_BE_RESEARCHED or slotData . traitInformation == ITEM_TRAIT_INFORMATION_RETRAITED or slotData . traitInformation == ITEM_TRAIT_INFORMATION_RECONSTRUCTED then
slotData . bestItemCategoryName = zo_strformat ( GetString ( "SI_ITEMTRAITINFORMATION" , slotData . traitInformation ) )
else
--If it is not ornate or trait related then use no header. We take advantage of the fact that empty string sorts to the top to order this.
slotData . bestItemCategoryName = ""
end
end
end )
end
local validItems
validItems = self : EnumerateInventorySlotsAndAddToScrollData ( ZO_SharedSmithingExtraction_IsRefinableItem , ZO_SharedSmithingExtraction_DoesItemPassFilter , self . filterType , data )
else
local DONT_USE_WORN_BAG = false
validItems = self : GetIndividualInventorySlotsAndAddToScrollData ( ZO_SharedSmithingExtraction_IsExtractableItem , ZO_SharedSmithingExtraction_DoesItemPassFilter , self . filterType , data , DONT_USE_WORN_BAG , excludeBanked )
end
-- if we don't have any items to show, make sure our NoItemLabel is updated
end
end
end |