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ZO_MARKET_PRODUCT_WIDTH = 302
ZO_MARKET_PRODUCT_COLUMN_PADDING = 10
ZO_MARKET_PRODUCT_BUNDLE_WIDTH = 2 * ZO_MARKET_PRODUCT_WIDTH + ZO_MARKET_PRODUCT_COLUMN_PADDING
ZO_MARKET_PRODUCT_HEIGHT = 200
ZO_MARKET_PRODUCT_INSET = 20
--
--[[ Keyboard MarketProduct ]] --
--
end
do
local TITLE_FONTS =
{
{
font = "ZoFontHeader3" ,
lineLimit = 3 ,
} ,
{
font = "ZoFontHeader2" ,
lineLimit = 4 ,
} ,
{
font = "ZoFontHeader" ,
lineLimit = 4 ,
} ,
{
font = "ZoFontWinH5" ,
lineLimit = 5 ,
} ,
}
end
end
local backgroundColor = isAvailable and ZO_MARKET_DEFAULT_BACKGROUND_COLOR or ZO_MARKET_PURCHASED_BACKGROUND_COLOR
end
end
local textCalloutBackgroundColor
local textCalloutTextColor
textCalloutBackgroundColor = ZO_BLACK
textCalloutTextColor = ZO_MARKET_PRODUCT_ON_SALE_COLOR
textCalloutBackgroundColor = ZO_MARKET_PRODUCT_ON_SALE_COLOR
textCalloutTextColor = ZO_SELECTED_TEXT
textCalloutBackgroundColor = ZO_MARKET_PRODUCT_NEW_COLOR
textCalloutTextColor = ZO_SELECTED_TEXT
end
end
end
end
end
-- need to release the icons before we refresh, because Show() will grab a new icon
-- make sure to refresh the mouse over state for the tile as well
local isMousedOver = false
isMousedOver = true
end
local ANIMATE_INSTANTLY = true
if isMousedOver then
end
if isMousedOver then
end
end
-- need to release the icons before we refresh, because Show() will grab a new icon
-- make sure to refresh the mouse over state for the tile as well
local isMousedOver = false
isMousedOver = true
end
local ANIMATE_INSTANTLY = true
if isMousedOver then
end
if isMousedOver then
end
end
return marketProductIcon
end
end
end
-- MarketProduct mouse functions
-- call the normal on mouse enter because entering the icon
-- means the mouse has already left the MarketProduct_Keyboard
end
do
local g_fadeInAnimationProvider = ZO_ReversibleAnimationProvider : New ( "ZO_KeyboardMarketProductFadeInAnimation" )
local g_fadeOutAnimationProvider = ZO_ReversibleAnimationProvider : New ( "ZO_KeyboardMarketProductFadeOutAnimation" )
-- only show the highlight if the product is purchasable
end
end
-- layout tooltip
else
end
end
end
end
end
end
end
-- always hide the highlight on mouse exit
-- sometimes market products are set to show
-- their highlight outside of mouse behavior
end
-- it's possible in some situations that the mouse exit event processes after we have
-- hidden the control and reset the class which would cause self:IsGiftable() to error
-- so we'll try to do all the mouse exit things we can but skip this part
if shouldShowPurchaseLabel then
end
end
local hideBundledProductsLabel = not self : IsBundle ( ) or self . productData : GetNumBundledProducts ( ) <= 1
if not hideBundledProductsLabel then
end
end
end
end
end
-- We don't want clicking on bundles to actually preview, lest we wouldn't be able to double click
end
else
end
end
else
end
end
else
if previewType == ZO_MARKET_PREVIEW_TYPE_BUNDLE or previewType == ZO_MARKET_PREVIEW_TYPE_BUNDLE_HIDES_CHILDREN then
elseif previewType == ZO_MARKET_PREVIEW_TYPE_CROWN_CRATE then
end
end
end
end
end
end
end
end
-- override of ZO_MarketProductBase:GetBackground()
end
-- override of ZO_MarketProductBase:GetEsoPlusIcon()
end
-- To Be Overridden
end
if parentDisplayState == MARKET_PRODUCT_DISPLAY_STATE_PURCHASED then
return parentDisplayState
end
end
end
if allCollectiblesOwned then
self . control . purchaseLabelControl : SetText ( GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED ) )
end
-- hide all the price info
end
local ROW_PADDING = 5
local COLUMN_PADDING = 5
local NUM_ROWS = 2
local numControls = # iconControls
local topRowControls
local bottomRowControls
if numControls == 2 then
topRowControls = iconControls
bottomRowControls = { }
else
topRowControls = { }
bottomRowControls = { }
if index <= numTopRow then
else
end
end
end
local previousControl
local previousRowControl
if index == 1 then
else
end
end
previousControl = nil
if index == 1 then
-- offset the bottom row if we have fewer items in the bottom row
local rowIsSmaller = # topRowControls - # bottomRowControls >= 1
if rowIsSmaller then
else
end
else
end
end
end
do
local g_highlightAnimationProvider = ZO_ReversibleAnimationProvider : New ( "ZO_KeyboardMarketProductHighlightAnimation" )
if hidden then
else
end
end
local ANIMATE_INSTANTLY = true
end
local ANIMATE_INSTANTLY = true
end
end
--
--[[ ZO_MarketProductBundle ]] --
--
end
end
end
local MAX_VISIBLE_ICONS = 8
local iconControls = { }
for childIndex = 1 , numChildren do
end
-- Sort the child tiles alphabetically
end )
end
return iconControls
end
end
return false
end
end
end
-- make sure we have a valid icon to preview
if activeIcon then
end
else
else
end
end
end
--
--[[ MarketProductIndividual ]] --
--
end
end
local iconControls = { }
if productType ~= MARKET_PRODUCT_TYPE_NONE then
--only show the icon if we have no background or it's an item that has a stack
local showIcon = background == ZO_NO_TEXTURE_FILE or marketProductIcon . hasStack
-- only show the frame when the icon is being shown on top of a background
local showFrame = background ~= ZO_NO_TEXTURE_FILE and showIcon
iconControls = { iconControl }
end
end
end
end
end
--
--[[ MarketProductIcon ]] --
--
return marketProductIcon
end
local SURFACE_SELECTED_INDEX = 2
local TEMPLATE_NAME = "ZO_MarketProductIconTemplate_Keyboard"
end
if productType == MARKET_PRODUCT_TYPE_COLLECTIBLE then
-- even if a bundle isn't marked as purchased, a collectible may still be unlocked/purchased unlike items
if not showAsPurchased then
end
elseif productType == MARKET_PRODUCT_TYPE_BUNDLE then
if not showAsPurchased then
showAsPurchased = CouldAcquireMarketProduct ( marketProductId ) == MARKET_PURCHASE_RESULT_COLLECTIBLE_ALREADY
end
end
if stackCount > 1 then
end
end
end
end
end
end
end
end
end
end
-- ZO_MarketProductIcon mouse functions
end
end
else
end
end
else
end
end
end
end
end
--
--[[ XML Handlers ]] --
--
end
end
end
end
end
end
end
end
do
local TEXTURE_WIDTH = 256
local TEXTURE_HEIGHT = 256
local FRAME_WIDTH = 64
local FRAME_HEIGHT = 64
local FRAME_SLICE_WIDTH = 64
local FRAME_SLICE_HEIGHT = 64
local FRAME_PADDING_X = ( FRAME_SLICE_WIDTH - FRAME_WIDTH )
local FRAME_PADDING_Y = ( FRAME_SLICE_HEIGHT - FRAME_HEIGHT )
local FRAME_WIDTH_TEX_COORD = FRAME_WIDTH / TEXTURE_WIDTH
local FRAME_HEIGHT_TEX_COORD = FRAME_HEIGHT / TEXTURE_HEIGHT
local FRAME_PADDING_X_TEX_COORD = FRAME_PADDING_X / TEXTURE_WIDTH
local FRAME_PADDING_Y_TEX_COORD = FRAME_PADDING_Y / TEXTURE_HEIGHT
local FRAME_START_TEXCOORD_X = 0.0 + FRAME_PADDING_X_TEX_COORD * . 5
local FRAME_START_TEXCOORD_Y = 0.0 + FRAME_PADDING_Y_TEX_COORD * . 5
local FRAME_NUM_COLS = 4
local FRAME_NUM_ROWS = 2
local SURFACE_FRAME_INDEX = 3
local left = FRAME_START_TEXCOORD_X + ( col - 1 ) * ( FRAME_WIDTH_TEX_COORD + FRAME_PADDING_X_TEX_COORD )
local right = left + FRAME_WIDTH_TEX_COORD
local top = FRAME_START_TEXCOORD_Y + ( row - 1 ) * ( FRAME_HEIGHT_TEX_COORD + FRAME_PADDING_Y_TEX_COORD )
local bottom = top + FRAME_HEIGHT_TEX_COORD
end
end
end |