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if validInSlot then
end
end
end
local MET_EQUIP_REQUIREMENTS = true -- This was already in a slot, chances are you're not going to fail equip requirements
if slotType == ACTION_TYPE_ITEM then
if validInSlot then
end
end
end
end
if validInSlot then
end
end
end
local function HandleQuestItemSlotPickup ( questIndex , stepIndex , conditionIndex , toolIndex , questItemId )
if validInSlot then
end
end
end
if validInSlot then
end
end
end
if validInSlot then
end
end
end
if cursorType == MOUSE_CONTENT_INVENTORY_ITEM then
elseif cursorType == MOUSE_CONTENT_ACTION then
elseif cursorType == MOUSE_CONTENT_COLLECTIBLE then
elseif cursorType == MOUSE_CONTENT_QUEST_ITEM then
elseif cursorType == MOUSE_CONTENT_EMOTE then
elseif cursorType == MOUSE_CONTENT_QUICK_CHAT then
end
end
end
end
--This is only relevant if the wheel supports inventory items
if slotType == ACTION_TYPE_ITEM then
if itemCount then
else
end
end
end
end
end
end
{
-- Remove
{
end ,
} ,
}
end
end
local halfWidth , halfHeight = width * scale * 0.5 , height * scale * 0.5
local arcAnglePerSlotRadians , startingOffsetAngleRadians = self : GetArcAnglePerSlotAndStartingOffsetAngle ( )
for i = 1 , numSlots do
local centerAngle = startingOffsetAngleRadians + ( i - 1 ) * arcAnglePerSlotRadians
x = 0
end
if x > 0 then
elseif x < 0 then
elseif y > 0 then
else
end
end
end
--We need to do this *after* the rest of the layout has been completed so we can correctly calculate the ordinal indices
ZO_Keybindings_RegisterLabelForBindingUpdate ( slot . keybindLabel , ZO_GetRadialMenuActionNameForOrdinalIndex ( ordinalIndex ) )
end
end
for i = actionBarOffset + 1 , actionBarOffset + numSlots do
local slot = CreateControlFromVirtual ( "$(parent)WheelSlot" .. i , self . control , "ZO_AssignableUtilityWheelSlot_Keyboard_Template" )
--If we are showing keybinds, do not show name labels in any circumstance
end
end
end
if slot then
--If we are showing keybinds, do not show name labels in any circumstance
else
--Only the emote wheel shows name labels by default
end
if physicalSlotType == ACTION_TYPE_NOTHING then
elseif physicalSlotType == ACTION_TYPE_EMOTE then
local found = emoteInfo ~= nil
if found then
if emoteInfo . isOverriddenByPersonality then
else
end
end
elseif physicalSlotType == ACTION_TYPE_QUICK_CHAT then
end
else
end
if itemCount then
else
end
end
end
end
end
end
do
local INITIAL_ROTATION = 0
local arcAnglePerSlotRadians = ZO_TWO_PI / numSlots
local startingOffsetAngleRadians = INITIAL_ROTATION + arcAnglePerSlotRadians
return arcAnglePerSlotRadians , startingOffsetAngleRadians
end
end
-- Returns the Slot at the ordinal position [1..n] beginning with the slot nearest to
-- ZO_RADIAL_MENU_PREFERRED_ORDINAL_STARTING_ANGLE_RADIANS and progressing clockwise or
-- counter-clockwise as defined by ZO_RADIAL_MENU_ORDINAL_DIRECTION.
if ordinalIndex > numSlots then
-- Invalid ordinal index and/or no slots exist.
return nil
end
-- Determine the shortest arc distance between the positional angle
-- of the first slot and the preferred starting ordinal angle.
local arcAnglePerSlotRadians , startingOffsetAngleRadians = self : GetArcAnglePerSlotAndStartingOffsetAngle ( )
local preferredStartingAngleDistanceRadians = ( ZO_RADIAL_MENU_PREFERRED_ORDINAL_STARTING_ANGLE_RADIANS - startingOffsetAngleRadians ) % ZO_TWO_PI
-- Determine the slot index offset of the starting ordinal index.
local startingOrdinalSlotIndexOffset = zo_round ( preferredStartingAngleDistanceRadians / arcAnglePerSlotRadians )
-- Determine the final slot index associated with the requested ordinal
-- index and clamp within the range [1..n] for n slots.
local ordinalSlotIndex = startingOrdinalSlotIndexOffset + ( ( ordinalIndex - 1 ) * ZO_RADIAL_MENU_ORDINAL_DIRECTION )
ordinalSlotIndex = ( ordinalSlotIndex % numSlots ) + 1
end
-- Returns an iterator that iterates over each Slot in the ordinal
-- order defined by ZO_AssignableUtilityWheel_Keyboard:GetOrdinalSlot.
local ordinalIndex = 0
return function ( )
ordinalIndex = ordinalIndex + 1
if slot then
return ordinalIndex , slot
end
return nil , nil
end
end
end
end
function ZO_AssignableUtilityWheel_Keyboard : ShowSlotDropCallout ( calloutControl , meetsUsageRequirement )
if meetsUsageRequirement then
else
end
end
if slotControl . animation then
end
end
else
end
end
if slotControl . animation then
end
end
button . animation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "UtilitySlotGlowAlphaAnimation" , glow )
end |