Back to Home

ESO Lua File v101039

ingame/armory/keyboard/armory_keyboard.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
ZO_Armory_Keyboard = ZO_InitializingObject:Subclass()
local DATA_ENTRY_TYPE_COLLAPSED = 1
local DATA_ENTRY_TYPE_EXPANDED = 2
local DATA_ENTRY_TYPE_UNLOCK_BUILD = 3
ZO_ARMORY_KEYBOARD_COLLAPSED_ENTRY_HEIGHT = 96
ZO_ARMORY_KEYBOARD_EXPANDED_ENTRY_HEIGHT = 550
ZO_ARMORY_KEYBOARD_UNLOCK_ENTRY_HEIGHT = 96
ZO_ARMORY_KEYBOARD_MISC_ROW_LABEL_OFFSET_X = 20
local DEFAULT_SELECTED_BUILD_INDEX = 1
function ZO_Armory_Keyboard:Initialize(control)
    self.control = control
    self.buildCountLabel = control:GetNamedChild("TitleSectionBuildCount")
    self.selectedBuildIndex = DEFAULT_SELECTED_BUILD_INDEX
    self:InitializeList()
    ARMORY_KEYBOARD_SCENE = ZO_InteractScene:New("armoryKeyboard", SCENE_MANAGER, ZO_ARMORY_MANAGER:GetInteraction())
    ARMORY_KEYBOARD_FRAGMENT = ZO_FadeSceneFragment:New(control)
    ARMORY_KEYBOARD_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_FRAGMENT_SHOWING then
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            self:RefreshBuilds()
        elseif newState == SCENE_FRAGMENT_SHOWN then
            TriggerTutorial(TUTORIAL_TRIGGER_ARMORY_OPENED)
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end)
    ARMORY_KEYBOARD_SCENE:SetHideSceneConfirmationCallback(function(scene, nextSceneName, bypassHideSceneConfirmationReason)
        if ZO_ARMORY_MANAGER:IsBuildOperationInProgress() then
            ARMORY_KEYBOARD_SCENE:RejectHideScene()
            --If we tried to hide the scene because the gamepad preferred mode changed, close the armory when the build operation completes to prevent the user from getting stuck in a bad state
            if bypassHideSceneConfirmationReason == ZO_BHSCR_GAMEPAD_MODE_CHANGED then
                ZO_ARMORY_MANAGER:SetHideOnBuildOperationComplete(true)
            end
        else
            ARMORY_KEYBOARD_SCENE:AcceptHideScene()
        end
    end)
    ZO_ARMORY_MANAGER:RegisterCallback("BuildOperationStarted", function()
        if ARMORY_KEYBOARD_FRAGMENT:IsShowing() then
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end)
    ZO_ARMORY_MANAGER:RegisterCallback("BuildOperationCompleted", function()
        if ARMORY_KEYBOARD_FRAGMENT:IsShowing() then
            self:RefreshBuilds()
        end
    end)
    ZO_ARMORY_MANAGER:RegisterCallback("BuildListUpdated", function()
        if ARMORY_KEYBOARD_FRAGMENT:IsShowing() then
            self:RefreshBuilds()
        end
    end)
end
function ZO_Armory_Keyboard:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        --Equip build
        {
            name = GetString(SI_ARMORY_RESTORE_BUILD_ACTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            onShowCooldown = function()
                return GetArmoryOperationsCooldownRemaining() / 1000
            end,
            callback = function()
                ZO_ARMORY_MANAGER:ShowBuildOperationConfirmationDialog(ARMORY_BUILD_OPERATION_TYPE_RESTORE, self.selectedBuildIndex)
            end,
            visible = function()
                return self.selectedBuildIndex
            end,
            enabled = function()
                local function disabledAlertText()
                    return zo_strformat(SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT, ZO_FormatTimeMilliseconds(GetArmoryOperationsCooldownDurationMs(), TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
                end
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress(), disabledAlertText
            end,
        },
        --Save build
        {
            name = GetString(SI_ARMORY_SAVE_BUILD_ACTION),
            keybind = "UI_SHORTCUT_SECONDARY",
            onShowCooldown = function()
                return GetArmoryOperationsCooldownRemaining() / 1000
            end,
            callback = function()
                ZO_ARMORY_MANAGER:ShowBuildOperationConfirmationDialog(ARMORY_BUILD_OPERATION_TYPE_SAVE, self.selectedBuildIndex)
            end,
            visible = function()
                return self.selectedBuildIndex
            end,
            enabled = function()
                local function disabledAlertText()
                    return zo_strformat(SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT, ZO_FormatTimeMilliseconds(GetArmoryOperationsCooldownDurationMs(), TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
                end
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress(), disabledAlertText
            end,
        },
        {
            name = GetString(SI_ARMORY_OPEN_BUILD_DIALOG_ACTION),
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function()
                ZO_Dialogs_ShowDialog("ArmorySettingsDialog", { selectedBuildData = ZO_ARMORY_MANAGER:GetBuildDataByIndex(self.selectedBuildIndex), confirmCallback = function() self:RefreshBuilds() end })
            end,
            visible = function()
                return self.selectedBuildIndex
            end,
            enabled = function()
                return not ZO_ARMORY_MANAGER:IsBuildOperationInProgress()
            end,
        },
    }
end
function ZO_Armory_Keyboard:InitializeList()
    self.list = self.control:GetNamedChild("List")
    local function SetupCollapsedBuildEntry(control, data)
        control.nameLabel:SetText(data:GetName())
        control.iconTexture:SetTexture(data:GetIcon())
    end
    local function SetupExpandedBuildEntry(control, data)
        --Setup the header
        control.nameLabel:SetText(data:GetName())
        control.iconTexture:SetTexture(data:GetIcon())
        --Set the attribute values
        control.magickaAttribute.attributeValue:SetText(data:GetAttributeSpentPoints(ATTRIBUTE_MAGICKA))
        control.healthAttribute.attributeValue:SetText(data:GetAttributeSpentPoints(ATTRIBUTE_HEALTH))
        control.staminaAttribute.attributeValue:SetText(data:GetAttributeSpentPoints(ATTRIBUTE_STAMINA))
        --Setup the champion bar data
        control.championBar:AssignArmoryBuildData(data)
        --Setup the weapon and skills row data
        control.weaponSetRow1:AssignArmoryBuildData(data)
        control.weaponSetRow2:AssignArmoryBuildData(data)
        --Setup the equipment row data
        control.equipmentRow.buildData = data
        for _, slotControl in ipairs(control.equipmentSlots) do
            local slotState, itemLink = data:GetEquipSlotItemLinkInfo(slotControl.equipType)
            if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
                slotControl.icon:SetTexture(GetItemLinkIcon(itemLink))
            else
                slotControl.icon:SetTexture(ZO_Character_GetEmptyEquipSlotTexture(slotControl.equipType))
            end
            if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
                slotControl.icon:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
            else
                slotControl.icon:SetColor(ZO_WHITE:UnpackRGBA())
            end
        end
        --Set the mundus stones
        local mundusStoneList = ZO_GenerateCommaSeparatedListWithoutAnd(data:GetEquippedMundusStoneNames())
        control.mundusLabel:SetText(zo_strformat(SI_ARMORY_MUNDUS_STONE_LABEL, ZO_SELECTED_TEXT:Colorize(mundusStoneList)))
        --Set the curse type
        local curseType = GetString("SI_CURSETYPE", data:GetCurseType())
        control.curseTypeLabel:SetText(zo_strformat(SI_ARMORY_CURSE_TYPE_LABEL, ZO_SELECTED_TEXT:Colorize(curseType)))
        --Set the outfit name
        control.outfitNameLabel:SetText(zo_strformat(SI_ARMORY_OUTFIT_LABEL, ZO_SELECTED_TEXT:Colorize(data:GetEquippedOutfitName())))
    end
    ZO_ScrollList_AddDataType(self.list, DATA_ENTRY_TYPE_COLLAPSED, "ZO_Armory_CollapsedBuildEntry", ZO_ARMORY_KEYBOARD_COLLAPSED_ENTRY_HEIGHT, SetupCollapsedBuildEntry)
    ZO_ScrollList_AddDataType(self.list, DATA_ENTRY_TYPE_EXPANDED, "ZO_Armory_ExpandedBuildEntry", ZO_ARMORY_KEYBOARD_EXPANDED_ENTRY_HEIGHT, SetupExpandedBuildEntry)
    ZO_ScrollList_AddDataType(self.list, DATA_ENTRY_TYPE_UNLOCK_BUILD, "ZO_Armory_UnlockBuildEntry", ZO_ARMORY_KEYBOARD_UNLOCK_ENTRY_HEIGHT)
end
function ZO_Armory_Keyboard:RefreshBuilds(scrollToSelected)
    local numBuilds = GetNumUnlockedArmoryBuilds()
    self.buildCountLabel:SetText(zo_strformat(SI_ARMORY_UNLOCKED_BUILD_COUNT, numBuilds))
    local scrollData = ZO_ScrollList_GetDataList(self.list)
    for _, buildData in ZO_ARMORY_MANAGER:BuildDataIterator() do
        local entryData = ZO_EntryData:New(buildData)
        if buildData:GetBuildIndex() == self.selectedBuildIndex then
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(DATA_ENTRY_TYPE_EXPANDED, entryData))
        else
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(DATA_ENTRY_TYPE_COLLAPSED, entryData))
        end
    end
    if numBuilds < MAX_NUM_ARMORY_BUILDS then
        table.insert(scrollData, ZO_ScrollList_CreateDataEntry(DATA_ENTRY_TYPE_UNLOCK_BUILD, {}))
    end
    --Order matters. We want to do this after ZO_ScrollList_Commit so the controls can be positioned properly before we attempt to scroll to them
    if scrollToSelected and self.selectedBuildIndex then
        local NO_CALLBACK = nil
        local ANIMATE_INSTANTLY = true
        ZO_ScrollList_ScrollDataToCenter(self.list, self.selectedBuildIndex, NO_CALLBACK, ANIMATE_INSTANTLY)
    end
    self:UpdateKeybinds()
end
function ZO_Armory_Keyboard:UpdateKeybinds()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    for _, keybindDesc in ipairs(self.keybindStripDescriptor) do
        local onShowCooldown = keybindDesc.onShowCooldown
        if onShowCooldown then
            KEYBIND_STRIP:TriggerCooldown(keybindDesc, onShowCooldown)
        end
    end
end
function ZO_Armory_Keyboard:SetSelectedBuildIndex(buildIndex)
    if self.selectedBuildIndex ~= buildIndex then
        if buildIndex == nil then
            PlaySound(SOUNDS.ARMORY_BUILD_SLOT_COLLAPSED)
        else
            PlaySound(SOUNDS.ARMORY_BUILD_SLOT_EXPANDED)
        end
        self.selectedBuildIndex = buildIndex
        local SCROLL_TO_SELECTED = true
        self:RefreshBuilds(SCROLL_TO_SELECTED)
    end
end
-----------------------------
-- ZO_ArmoryWeaponSetRow_Keyboard
-----------------------------
ZO_ArmoryWeaponSetRow_Keyboard = ZO_InitializingCallbackObject:Subclass()
function ZO_ArmoryWeaponSetRow_Keyboard:Initialize(control)
    control.object = self
    self.control = control
    self.mainHandControl = control:GetNamedChild("MainHand")
    self.offHandControl = control:GetNamedChild("OffHand")
    self.poisonControl = control:GetNamedChild("Poison")
    self.skills = control:GetNamedChild("Skills").object
    local function EquipSlotOnMouseEnter(control)
        if not self:GetLocked() and self.buildData then
            ZO_ArmoryEquipSlot_OnMouseEnter(control, self.buildData)
        end
    end
    local function EquipSlotOnMouseExit(control)
        ClearTooltip(ItemTooltip)
        if not self:GetLocked() then
            ClearTooltip(InformationTooltip)
        end
    end
    self.mainHandControl:SetHandler("OnMouseEnter", EquipSlotOnMouseEnter)
    self.offHandControl:SetHandler("OnMouseEnter", EquipSlotOnMouseEnter)
    self.poisonControl:SetHandler("OnMouseEnter", EquipSlotOnMouseEnter)
    self.mainHandControl:SetHandler("OnMouseExit", EquipSlotOnMouseExit)
    self.offHandControl:SetHandler("OnMouseExit", EquipSlotOnMouseExit)
    self.poisonControl:SetHandler("OnMouseExit", EquipSlotOnMouseExit)
    --Set up the shared input group
    self.inputGroup = ZO_MouseInputGroup:New(control)
    self.inputGroup:Add(self.mainHandControl, ZO_MOUSE_INPUT_GROUP_MOUSE_OVER)
    self.inputGroup:Add(self.offHandControl, ZO_MOUSE_INPUT_GROUP_MOUSE_OVER)
    self.inputGroup:Add(self.poisonControl, ZO_MOUSE_INPUT_GROUP_MOUSE_OVER)
    self.skills:AddSlotsToMouseInputGroup(self.inputGroup, ZO_MOUSE_INPUT_GROUP_MOUSE_OVER)
end
function ZO_ArmoryWeaponSetRow_Keyboard:SetHotbarCategory(hotbarCategory)
    --The equip types depend on whether or not this is the backbar or primary bar
    local isPrimary = hotbarCategory == HOTBAR_CATEGORY_PRIMARY
    self.mainHandControl.equipType = isPrimary and EQUIP_SLOT_MAIN_HAND or EQUIP_SLOT_BACKUP_MAIN
    self.offHandControl.equipType = isPrimary and EQUIP_SLOT_OFF_HAND or EQUIP_SLOT_BACKUP_OFF
    self.poisonControl.equipType = isPrimary and EQUIP_SLOT_POISON or EQUIP_SLOT_BACKUP_POISON
    
    --Set the hotbar category for the skills bar
    self.skills:SetHotbarCategory(hotbarCategory)
end
function ZO_ArmoryWeaponSetRow_Keyboard:AssignArmoryBuildData(data)
    self.buildData = data
end
function ZO_ArmoryWeaponSetRow_Keyboard:SetupEquipSlotIcon(equipSlotControl, itemLink, slotState)
    if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
        equipSlotControl.icon:SetTexture(GetItemLinkIcon(itemLink))
    else
        equipSlotControl.icon:SetTexture(ZO_Character_GetEmptyEquipSlotTexture(equipSlotControl.equipType))
    end
    if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
        equipSlotControl.icon:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
    else
        equipSlotControl.icon:SetColor(ZO_WHITE:UnpackRGBA())
    end
end
do
    local LOCKED_EQUIP_SLOT_TEXTURE = "EsoUI/Art/CharacterWindow/weaponSwap_locked.dds"
    function ZO_ArmoryWeaponSetRow_Keyboard:AssignArmoryBuildDataToEquipSlots(data)
        if self:GetLocked() then
            --If this bar is locked, there can't be anything in the equip slots, so just set them locked and move on
            self.mainHandControl.icon:SetTexture(LOCKED_EQUIP_SLOT_TEXTURE)
            self.offHandControl.icon:SetTexture(LOCKED_EQUIP_SLOT_TEXTURE)
            self.poisonControl.icon:SetTexture(LOCKED_EQUIP_SLOT_TEXTURE)
        else
            --First, grab the slot data for each equip slot
            local mainHandSlotState, mainHandItemLink = data:GetEquipSlotItemLinkInfo(self.mainHandControl.equipType)
            local offHandSlotState, offHandItemLink = data:GetEquipSlotItemLinkInfo(self.offHandControl.equipType)
            local poisonSlotState, poisonItemLink = data:GetEquipSlotItemLinkInfo(self.poisonControl.equipType)
            --Setup the main hand slot
            self:SetupEquipSlotIcon(self.mainHandControl, mainHandItemLink, mainHandSlotState)
            --If the main hand has a two handed weapon in it, we need to do special logic
            if mainHandSlotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID and GetItemLinkEquipType(mainHandItemLink) == EQUIP_TYPE_TWO_HAND then
                --In this case, we want to show the main hand item icon, so pass the main hand item link and slot state instead of the offhand one
                self:SetupEquipSlotIcon(self.offHandControl, mainHandItemLink, mainHandSlotState)
                local r, g, b = ZO_ERROR_COLOR:UnpackRGB()
                self.offHandControl.icon:SetColor(r, g, b, 0.5)
            else
                self:SetupEquipSlotIcon(self.offHandControl, offHandItemLink, offHandSlotState)
            end
            --Setup the poison slot
            self:SetupEquipSlotIcon(self.poisonControl, poisonItemLink, poisonSlotState)
        end
    end
end
function ZO_ArmoryWeaponSetRow_Keyboard:GetLocked()
    return self.skills:GetLocked()
end
-----------------------------
-- Global XML Functions
-----------------------------
    ARMORY_KEYBOARD = ZO_Armory_Keyboard:New(control)
end
    if upInside then
        ARMORY_KEYBOARD:SetSelectedBuildIndex(control:GetParent().dataEntry.data:GetBuildIndex())
    end
end
    if upInside then
        ARMORY_KEYBOARD:SetSelectedBuildIndex(nil)
    end
end
    if upInside then
        ShowMarketAndSearch(GetString(SI_CROWN_STORE_SEARCH_ADDITIONAL_ARMORY_SLOTS), MARKET_OPEN_OPERATION_UNLOCK_ARMORY_BUILD_SLOT)
    end
end
do
    local ATTRIBUTE_BAR_TEXTURES =
    {
        [ATTRIBUTE_HEALTH] = "EsoUI/Art/Stats/stats_healthBar.dds",
        [ATTRIBUTE_MAGICKA] = "EsoUI/Art/Stats/stats_magickaBar.dds",
        [ATTRIBUTE_STAMINA] = "EsoUI/Art/Stats/stats_staminaBar.dds",
    }
    local EQUIPMENT_ROW_SLOT_PADDING_X = 14
    local function InitializeArmoryAttributeControl(control)
        control.bar:SetTexture(ATTRIBUTE_BAR_TEXTURES[control.attributeType])
        control.nameLabel:SetText(GetString("SI_ATTRIBUTES", control.attributeType))
    end
        control.nameLabel = control:GetNamedChild("ContainerHeaderName")
        control.iconTexture = control:GetNamedChild("ContainerHeaderIcon")
        --Set up the attribute bars
        control.magickaAttribute = control:GetNamedChild("ContainerAttributesMagicka")
        control.healthAttribute = control:GetNamedChild("ContainerAttributesHealth")
        control.staminaAttribute = control:GetNamedChild("ContainerAttributesStamina")
        InitializeArmoryAttributeControl(control.magickaAttribute)
        InitializeArmoryAttributeControl(control.healthAttribute)
        InitializeArmoryAttributeControl(control.staminaAttribute)
        --Set up the champion bar
        control.championBar = ZO_ArmoryChampionActionBar:New(control:GetNamedChild("ContainerChampionBar"))
        --Set up the skill and weapon rows
        control.weaponSetRow1 = control:GetNamedChild("ContainerWeaponRow1").object
        control.weaponSetRow2 = control:GetNamedChild("ContainerWeaponRow2").object
        control.weaponSetRow1:SetHotbarCategory(HOTBAR_CATEGORY_PRIMARY)
        control.weaponSetRow2:SetHotbarCategory(HOTBAR_CATEGORY_BACKUP)
        local curseOutfitRow = control:GetNamedChild("ContainerCurseOutfitRow")
        control.mundusLabel = control:GetNamedChild("ContainerMundus")
        control.curseTypeLabel = curseOutfitRow:GetNamedChild("CurseType")
        control.outfitNameLabel = curseOutfitRow:GetNamedChild("Outfit")
        --Setup the equipment slots
        control.equipmentRow = control:GetNamedChild("ContainerEquipmentRow")
        local equipmentSlots = {}
        local lastSlotControl = nil
        local equipmentSlotTypes = ZO_ARMORY_MANAGER:GetEquipmentSlotTypes()
        for index, equipType in ipairs(equipmentSlotTypes) do
            local slotControl = CreateControlFromVirtual("$(parent)Slot", control.equipmentRow, "ZO_ArmoryEquippedSlot", index)
            slotControl.equipType = equipType
            if lastSlotControl then
                slotControl:SetAnchor(LEFT, lastSlotControl, RIGHT, EQUIPMENT_ROW_SLOT_PADDING_X, 0)
            else
                slotControl:SetAnchor(LEFT, control.equipmentRow, LEFT, 0, 0)
            end
            slotControl:SetHandler("OnMouseEnter", function(control)
                ZO_ArmoryEquipSlot_OnMouseEnter(control, control:GetParent().buildData)
            end)
            slotControl:SetHandler("OnMouseExit", function(control)
                ClearTooltip(ItemTooltip)
                ClearTooltip(InformationTooltip)
            end)
            table.insert(equipmentSlots, slotControl)
            lastSlotControl = slotControl
        end
        control.equipmentSlots = equipmentSlots
    end
    local ATTRIBUTE_DESCRIPTIONS =
    {
        [ATTRIBUTE_HEALTH] = SI_ATTRIBUTE_TOOLTIP_HEALTH,
        [ATTRIBUTE_MAGICKA] = SI_ATTRIBUTE_TOOLTIP_MAGICKA,
        [ATTRIBUTE_STAMINA] = SI_ATTRIBUTE_TOOLTIP_STAMINA,
    }
        local attributeType = control.attributeType
        local attributeName = GetString("SI_ATTRIBUTES", attributeType)
        InitializeTooltip(InformationTooltip, control, RIGHT, -5)
        InformationTooltip:AddLine(attributeName, "", ZO_NORMAL_TEXT:UnpackRGBA())
        InformationTooltip:AddLine(GetString(ATTRIBUTE_DESCRIPTIONS[attributeType]))
    end
    function ZO_ArmoryAttribute_OnMouseExit()
        ClearTooltip(InformationTooltip)
    end
end
    if control.object and control.object:GetLocked() then
        local unlockLevel = GetWeaponSwapUnlockedLevel()
        InitializeTooltip(InformationTooltip, control, RIGHT, -30)
        InformationTooltip:AddLine(zo_strformat(SI_ARMORY_BACKBAR_LOCKED_TOOLTIP, unlockLevel), "", ZO_NORMAL_TEXT:UnpackRGBA())
    end
end
    ClearTooltip(InformationTooltip)
end
    ClearTooltip(ItemTooltip)
    ClearTooltip(InformationTooltip)
    local slotState, bagId, slotIndex = buildData:GetEquipSlotInfo(control.equipType)
    if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
        InitializeTooltip(ItemTooltip, control, RIGHT, -5, 0, LEFT)
        ItemTooltip:SetBagItem(bagId, slotIndex)
    elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
        local tooltipString
        if bagId == BAG_BANK then
            tooltipString = GetString(SI_ARMORY_BUILD_EQUIPMENT_IN_BANK_TOOLTIP)
        elseif IsHouseBankBag(bagId) then
            local collectibleId = GetCollectibleForHouseBankBag(bagId)
            local nameWithNickname
            if collectibleId ~= 0 then
                local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
                if collectibleData then
                    nameWithNickname = collectibleData:GetNameWithNickname()
                end
            end
            if nameWithNickname and nameWithNickname ~= "" then
                tooltipString = zo_strformat(SI_ARMORY_BUILD_EQUIPMENT_IN_HOUSE_BANK_TOOLTIP, ZO_SELECTED_TEXT:Colorize(nameWithNickname))
            end
        end
        if not tooltipString or tooltipString == "" then
            -- If we somehow get here, just default to the standard missing tooltip
            tooltipString = GetString(SI_ARMORY_BUILD_EQUIPMENT_MISSING_TOOLTIP)
        end
        local DEFAULT_FONT = ""
        InitializeTooltip(InformationTooltip, control, RIGHT, -5, 0, LEFT)
        InformationTooltip:AddLine(tooltipString, DEFAULT_FONT, ZO_NORMAL_TEXT:UnpackRGBA())
    elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING then
        local DEFAULT_FONT = ""
        InitializeTooltip(InformationTooltip, control, RIGHT, -5, 0, LEFT)
        InformationTooltip:AddLine(GetString(SI_ARMORY_BUILD_EQUIPMENT_MISSING_TOOLTIP), DEFAULT_FONT, ZO_NORMAL_TEXT:UnpackRGBA())
    else
        local DEFAULT_FONT = ""
        InitializeTooltip(InformationTooltip, control, RIGHT, -5, 0, LEFT)
        InformationTooltip:AddLine(zo_strformat(SI_CHARACTER_EQUIP_SLOT_FORMAT, GetString("SI_EQUIPSLOT", control.equipType)), DEFAULT_FONT, ZO_NORMAL_TEXT:UnpackRGBA())
    end
end