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HOUSING_EDITOR_POSITION_AXIS_X1 = 1
HOUSING_EDITOR_POSITION_AXIS_X2 = 2
HOUSING_EDITOR_POSITION_AXIS_Y1 = 3
HOUSING_EDITOR_POSITION_AXIS_Y2 = 4
HOUSING_EDITOR_POSITION_AXIS_Z1 = 5
HOUSING_EDITOR_POSITION_AXIS_Z2 = 6
HOUSING_EDITOR_ROTATION_AXIS_X1 = 7
HOUSING_EDITOR_ROTATION_AXIS_X2 = 8
HOUSING_EDITOR_ROTATION_AXIS_Y1 = 9
HOUSING_EDITOR_ROTATION_AXIS_Y2 = 10
HOUSING_EDITOR_ROTATION_AXIS_Z1 = 11
HOUSING_EDITOR_ROTATION_AXIS_Z2 = 12
local PI = ZO_PI
local TWO_PI = ZO_TWO_PI
local HALF_PI = ZO_HALF_PI
local QUARTER_PI = 0.25 * PI
local AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE = 0.4
local AXIS_INDICATOR_ALPHA_INACTIVE_PERCENTAGE = 0
local AXIS_INDICATOR_ALPHA_MAX_PERCENTAGE = 0.6
local AXIS_INDICATOR_RGB_WEIGHT_MIN_PERCENTAGE = 1.4
local AXIS_INDICATOR_RGB_WEIGHT_MAX_PERCENTAGE = 3
local AXIS_INDICATOR_SCALE_MAX = 3
local AXIS_INDICATOR_SCALE_MIN = 1
local AXIS_KEYBIND_RGB_WEIGHT_MIN_PERCENTAGE = 0.3
local AXIS_KEYBIND_RGB_WEIGHT_MAX_PERCENTAGE = 0.7
local ROTATION_AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE = 0.7
local ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M = 1.5
local TRANSLATION_AXIS_RANGE_MAX_CM = 10000
-- Texture height / width, specified in pixels.
local TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M = 0.65
local TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M = 0.325
local TRANSLATION_AXIS_RANGE_INDICATOR_ALPHA = 0.26
local TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M = 200
local TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M = 0.07
local PRESS_AND_HOLD_ACCELERATION_INTERVAL_MS = 1000
local PRECISION_POSITION_OR_ORIENTATION_UPDATE_INTERVAL_MS = 100
local PRECISION_MOVE_UNITS_CM = { 1 , 10 , 100 }
local PRECISION_ROTATE_UNITS_DEG = { 0.05 , 1 , 15 }
local PRECISION_ROTATE_INTERVALS_MS = { [ 0.05 ] = 120000 , [ 1 ] = 9000 , [ 15 ] = 1200 }
local PICKUP_ROTATE_INTERVALS_MS = 2000
local PICKUP_AXIS_INDICATOR_DISTANCE_CM = 1000
local PRECISION_UNIT_ADJUSTMENT_INCREMENT = 1
local PRECISION_UNIT_ADJUSTMENT_DECREMENT = 2
local TEXTURE_ARROW_DIRECTION = "EsoUI/Art/Housing/translation_arrow.dds"
local TEXTURE_ARROW_DIRECTION_INVERSE = "EsoUI/Art/Housing/translation_inverse_arrow.dds"
local TEXTURE_ARROW_ROTATION_FORWARD = "EsoUI/Art/Housing/dual_rotation_arrow.dds"
local TEXTURE_ARROW_ROTATION_REVERSE = "EsoUI/Art/Housing/dual_rotation_arrow_reverse.dds"
local SHOW_TARGET_DEFERRAL_TIME_MS = 150
return delta < PI and delta or ( TWO_PI - delta )
end
--
-- HOUSING_EDITOR_STATE Singleton
--
self : RegisterForEvent ( EVENT_HOUSING_EDITOR_MODE_CHANGED , function ( _ , ... ) self : OnEditorModeChanged ( ... ) end )
self : RegisterForEvent ( EVENT_HOUSING_OCCUPANT_ARRIVED , function ( _ , ... ) self : OnOccupantArrived ( ... ) end )
self : RegisterForEvent ( EVENT_HOUSING_OCCUPANT_DEPARTED , function ( _ , ... ) self : OnOccupantDeparted ( ... ) end )
self : RegisterForEvent ( EVENT_HOUSING_PLAYER_INFO_CHANGED , function ( _ , ... ) self : OnPlayerInfoChanged ( ... ) end )
self : RegisterForEvent ( EVENT_HOUSING_POPULATION_CHANGED , function ( _ , ... ) self : OnPopulationChanged ( ... ) end )
end
return ( self . editorMode ~= HOUSING_EDITOR_MODE_DISABLED and self : IsHouseInstance ( ) ) or self : IsHousePreview ( )
end
-- All players can access the Browse Furniture menu while in any house instance or house preview.
end
-- All owners and guest decorators can edit any house instance.
end
-- All players can view the Settings menu while in any house instance.
end
end
end
end
end
end
return ""
end
end
end
end
end
end
end
-- The visitor role indicates whether this is a player-owned instance of a house.
end
-- The visitor role indicates whether this is a house preview.
end
end
end
function ZO_HousingEditorState : OnHouseChanged ( currentHouseId , currentIsOwner , currentOwnerName , previousHouseId , previousIsOwner , previousOwnerName )
self : FireCallbacks ( "HouseChanged" , currentHouseId , currentIsOwner , currentOwnerName , previousHouseId , previousIsOwner , previousOwnerName )
end
-- Disregard arrival events while jumping.
return
end
end
-- Disregard departure events while jumping.
return
end
end
end
function ZO_HousingEditorState : OnPlayerInfoChanged ( wasOwner , arePermissionsChanged , previousVisitorRole )
end
end
for occupantIndex = 1 , numOccupants do
local occupantData =
{
accountName = accountName ,
characterName = characterName ,
}
end
end
do
local function CreateState ( houseId , isOwner , ownerName , visitorRole , hasEditPermission , population , maxPopulation )
local state =
{
houseId = houseId ,
isOwner = isOwner ,
ownerName = ownerName ,
visitorRole = visitorRole ,
hasEditPermission = hasEditPermission ,
population = population ,
maxPopulation = maxPopulation ,
}
return state
end
local houseChanged = false
if currentHouseId ~= previousHouseId or currentIsOwner ~= previousIsOwner or currentOwnerName ~= previousOwnerName then
houseChanged = true
self : OnHouseChanged ( currentHouseId , currentIsOwner , currentOwnerName , previousHouseId , previousIsOwner , previousOwnerName )
end
if houseChanged or currentVisitorRole ~= previousVisitorRole then
end
if houseChanged or currentHasEditPermission ~= previousHasEditPermission then
self : FireCallbacks ( "HouseEditPermissionChanged" , currentHasEditPermission , previousHasEditPermission )
end
if houseChanged or previousPopulation ~= self . population or previousMaxPopulation ~= self . maxPopulation then
self : FireCallbacks ( "HousePopulationChanged" , self . population , self . maxPopulation , previousPopulation , previousMaxPopulation )
end
local currentState = CreateState ( currentHouseId , currentIsOwner , currentOwnerName , currentVisitorRole , currentHasEditPermission , self . population , self . maxPopulation )
local previousState = CreateState ( previousHouseId , previousIsOwner , previousOwnerName , previousVisitorRole , previousHasEditPermission , previousPopulation , previousMaxPopulation )
end
end
end
end
--------------------
--HousingEditor HUD Fragment
--------------------
end
end
end
local hiddenOrDead = fragmentHidden or playerDead
TUTORIAL_SYSTEM : SuppressTutorialType ( TUTORIAL_TYPE_HUD_INFO_BOX , fragmentHidden , TUTORIAL_SUPPRESSED_BY_SCENE )
end
--------------------
--Housing HUD Fragment
--------------------
end
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end
return
end
end
end
-- Order matters
end
HOUSING_EDITOR_STATE : RegisterCallback ( "HouseSettingsChanged" , function ( ... ) self : OnHouseSettingsChanged ( ... ) end )
self . control : RegisterForEvent ( EVENT_PLAYER_COMBAT_STATE , function ( _ , ... ) self : OnCombatStateChanged ( ... ) end )
if addOnName == "ZO_Ingame" then
end )
end
end
end
end
if inCombat then
end
end
local DEFERRAL_INTERVAL_MS = 500
end
end
ZO_KeybindButtonTemplate_Setup ( self . keybindButton , "SHOW_HOUSING_PANEL" , OnKeybindButtonPressed , GetString ( SI_HOUSING_HUD_FRAGMENT_EDITOR_KEYBIND ) )
end
do
local DEFAULT_RELATIVE_TO = nil
local KEYBOARD_PLATFORM_STYLE =
{
keybindButtonTemplate = "ZO_KeybindButton_Keyboard_Template" ,
cycleTargetKeybindButtonTemplate = "ZO_KeybindButton_Keyboard_Template" ,
cycleTargetKeybindButtonAction = "CYCLE_PREFERRED_ENEMY_TARGET" ,
}
local GAMEPAD_PLATFORM_STYLE =
{
keybindButtonTemplate = "ZO_KeybindButton_Gamepad_Template" ,
cycleTargetKeybindButtonTemplate = "ZO_KeybindButton_Gamepad_Template" ,
cycleTargetKeybindButtonAnchor = ZO_Anchor : New ( BOTTOMRIGHT , DEFAULT_RELATIVE_TO , BOTTOMRIGHT , - 80 , - 40 ) ,
cycleTargetKeybindButtonAction = "GAMEPAD_CYCLE_PREFERRED_ENEMY_TARGET" ,
}
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_PLATFORM_STYLE , GAMEPAD_PLATFORM_STYLE )
end
end
ZO_KeybindButtonTemplate_Setup ( self . cycleTargetKeybindButton , style . cycleTargetKeybindButtonAction , self . OnCycleTargetKeybindButtonPressed , buttonLabelString )
end
end
else
end
else
end
end
end
end
return
end
-- Order matters:
local keybindStringId = nil
keybindStringId = SI_HOUSING_HUD_FRAGMENT_RESET_TARGET_DUMMIES
keybindStringId = SI_HOUSING_HUD_FRAGMENT_PURCHASE_KEYBIND
keybindStringId = SI_HOUSING_HUD_FRAGMENT_EDITOR_KEYBIND
keybindStringId = SI_HOUSING_HUD_FRAGMENT_INSPECTION_MODE_KEYBIND
else
keybindStringId = SI_HOUSING_EDITOR_SAFE_LOC
end
end
return
end
local numHousesUnlocked = GetTotalUnlockedCollectiblesByCategoryType ( COLLECTIBLE_CATEGORY_TYPE_HOUSE )
if COLLECTIONS_BOOK_SINGLETON : DoesHousePermissionsDialogNeedToBeShownForCollectible ( collectibleId ) and numHousesUnlocked > 1 then
else
end
end
end
end
if currentState . houseId ~= 0 and not currentState . isOwner and currentState . hasEditPermission ~= previousState . hasEditPermission then
end
end
--------------------
--HousingEditor HUD
--------------------
self . precisionMoveUnitsLabel = self . precisionMoveButtonContainer : GetNamedChild ( "PrecisionMoveUnitsLabel" )
self . precisionPositionLabel = self . precisionMoveButtonContainer : GetNamedChild ( "PrecisionPositionLabel" )
self . precisionRotateButtons = self . precisionRotateButtonContainer : GetNamedChild ( "PrecisionRotateButtons" )
self . precisionRotateUnitsLabel = self . precisionRotateButtonContainer : GetNamedChild ( "PrecisionRotateUnitsLabel" )
self . precisionOrientationLabel = self . precisionRotateButtonContainer : GetNamedChild ( "PrecisionOrientationLabel" )
end
if newState == SCENE_SHOWING then
if currentMode == HOUSING_EDITOR_MODE_BROWSE then -- If someone cancelled out of the browser without selecting anything.
elseif currentMode == HOUSING_EDITOR_MODE_SELECTION or currentMode == HOUSING_EDITOR_MODE_PATH then
end
elseif newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
-- Add the HUD UI keybinds for any mode other than Selection.
-- This is to prevent duplicate keybind registration that would result from Selection
-- and UI mode both sharing the housing editor's tertiary action keybind.
end
elseif newState == SCENE_HIDDEN then
local currentModeStripDescriptor , currentModePaletteDescriptor = self : GetKeybindStripDescriptorForMode ( currentMode )
if currentModePaletteDescriptor then
end
end
end )
if newState == SCENE_GROUP_HIDDEN then
if currentMode ~= HOUSING_EDITOR_MODE_BROWSE and currentMode ~= HOUSING_EDITOR_MODE_PATH then
end
end
end )
end
HousingEditorRequestModeChange ( HOUSING_EDITOR_MODE_DISABLED ) -- Turn off housing mode if gamepad mode changes while active.
end
end
end
end
end
end
--loading screens finishing will take us out of UIMode, so we need to clean things up accordingly
end
end
if addOnName == "ZO_Ingame" then
local defaults =
{
moveUnitsCentimeters = 10 ,
}
self . savedOptions = ZO_SavedVars : NewAccountWide ( "ZO_Ingame_SavedVariables" , 1 , "ZO_HousingEditor_Options" , defaults )
end
end
end
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_EDITOR_MODE_CHANGED , OnHousingModeChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , OnGamepadModeChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_FURNITURE_REMOVED , OnFurnitureChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_EDITOR_COMMAND_RESULT , OnFurnitureChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_EDITOR_LINK_TARGET_CHANGED , OnFurnitureChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_FURNITURE_PATH_DATA_CHANGED , OnFurniturePathDataChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_PATH_NODE_SELECTION_CHANGED , OnPathNodeSelectionChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_FURNITURE_PATH_NODES_RESTORED , OnFurnitureChanged )
EVENT_MANAGER : RegisterForEvent ( "HousingEditor" , EVENT_HOUSING_FURNITURE_STATE_CHANGED , OnFurnitureStateChanged )
do
local EPSILON_CM = 1
local g_previousX , g_previousY , g_previousZ , g_previousPitch , g_previousYaw , g_previousRoll = 0 , 0 , 0 , 0 , 0 , 0
if isSelectingAnything then
-- Apply any Y-axis rotation offset for the selected furniture.
if AngleDistance ( pitch , g_previousPitch ) > EPSILON_RAD or AngleDistance ( yaw , g_previousYaw ) > EPSILON_RAD or AngleDistance ( roll , g_previousRoll ) > EPSILON_RAD then
else
end
if zo_abs ( centerX - g_previousX ) > EPSILON_CM or zo_abs ( centerY - g_previousY ) > EPSILON_CM or zo_abs ( centerZ - g_previousZ ) > EPSILON_CM then
g_previousX , g_previousY , g_previousZ = centerX , centerY , centerZ
else
centerX , centerY , centerZ = g_previousX , g_previousY , g_previousZ
end
-- Order here matters:
end
end
end
end
control : SetHandler ( "OnUpdate" , function ( _ , currentFrameTimeMS ) self : OnUpdate ( currentFrameTimeMS ) end )
end
self . precisionPositionLabel : SetFont ( IsInGamepadPreferredMode ( ) and "ZoFontGamepad34" or "ZoFontGameLargeBold" )
self . precisionOrientationLabel : SetFont ( IsInGamepadPreferredMode ( ) and "ZoFontGamepad34" or "ZoFontGameLargeBold" )
end
self . pushSpeedPerSecond , self . rotationStep , self . numTickForRotationChange = GetHousingEditorConstants ( )
end
end
end
end
end
end
end
end
{
[ AXIS_TYPE_X ] = ZO_MovementController : New ( AXIS_TYPE_X , self . numTickForRotationChange , GetButtonDirection ) ,
[ AXIS_TYPE_Y ] = ZO_MovementController : New ( AXIS_TYPE_Y , self . numTickForRotationChange , GetButtonDirection ) ,
[ AXIS_TYPE_Z ] = ZO_MovementController : New ( AXIS_TYPE_Z , self . numTickForRotationChange , GetButtonDirection ) ,
}
end
if hidden then
else
end
end
end
end
if oldMode == HOUSING_EDITOR_MODE_PATH then
end
end
end
-- Reset the preview market product.
end
if newMode == HOUSING_EDITOR_MODE_DISABLED then
elseif oldMode == HOUSING_EDITOR_MODE_DISABLED then
end
if newMode == HOUSING_EDITOR_MODE_SELECTION or newMode == HOUSING_EDITOR_MODE_PATH then
elseif oldMode == HOUSING_EDITOR_MODE_SELECTION or oldMode == HOUSING_EDITOR_MODE_PATH then
end
if newMode == HOUSING_EDITOR_MODE_PLACEMENT then
local SHOWING_HUD_UI = true
end
if newMode == HOUSING_EDITOR_MODE_BROWSE then
elseif oldMode == HOUSING_EDITOR_MODE_BROWSE then -- If something external exited the housing mode hide everything.
end
if newMode == HOUSING_EDITOR_MODE_NODE_PLACEMENT then
end
if oldMode == HOUSING_EDITOR_MODE_PLACEMENT or oldMode == HOUSING_EDITOR_MODE_NODE_PLACEMENT then
end
end
return
end
end
function ZO_HousingEditorHud : OnFurnitureStateChanged ( furnitureId , stateIndex , previousStateIndex , triggeredByFurnitureId , reason )
if reason == HOUSING_SET_STATE_REASON_MUTUAL_EXCLUSION then
if deactivatedFurnitureName ~= "" and activatedFurnitureName ~= "" then
local NO_SOUND_ID = nil
ZO_Alert ( UI_ALERT_CATEGORY_ALERT , NO_SOUND_ID , zo_strformat ( SI_HOUSING_MUTUAL_EXCLUSION_FURNITURE_STATE_CHANGE , activatedFurnitureName , deactivatedFurnitureName ) )
end
end
end
end
end
end
-- Remove any existing keybinds in both the strip and the palette.
-- Fetch the new keybind descriptors for the current editor mode.
self . currentKeybindDescriptor , self . currentPaletteKeybindDescriptor = self : GetKeybindStripDescriptorForMode ( currentMode )
-- Only add strip and palette keybinds when the HUD scene is showing
-- in order to avoid conflicts with other housing-related scenes.
end
end
end
local hideRotate = false
local hidePrecisionRotate = true
local hidePrecisionMove = true
hideRotate = true
hidePrecisionRotate = false
else
hidePrecisionMove = false
end
elseif IsInGamepadPreferredMode ( ) and GetHousingEditorMode ( ) == HOUSING_EDITOR_MODE_NODE_PLACEMENT then
else
else
end
end
else
end
if rotationHidden then
else
end
end
end
end
end
end
end
end
end
local indicatorName = "ZO_HousingEditorAxisIndicators"
local translationIndicatorName = "ZO_HousingEditorTranslationAxisIndicators"
end
end
-- Array order matters here for visual control ordering.
{ axis = HOUSING_EDITOR_POSITION_AXIS_X1 , pairedAxis = HOUSING_EDITOR_POSITION_AXIS_X2 , sizeX = TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M , sizeY = TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M , offsetX = - 0.75 , color = X_AXIS_NEGATIVE_INDICATOR_COLOR , inactiveAlpha = AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , yaw = 0 } ,
{ axis = HOUSING_EDITOR_POSITION_AXIS_X2 , pairedAxis = HOUSING_EDITOR_POSITION_AXIS_X1 , sizeX = TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M , sizeY = TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M , offsetX = 0.75 , color = X_AXIS_POSITIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_DIRECTION_INVERSE , inactiveAlpha = AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , yaw = PI } ,
{ axis = HOUSING_EDITOR_POSITION_AXIS_Y1 , pairedAxis = HOUSING_EDITOR_POSITION_AXIS_Y2 , sizeX = TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M , sizeY = TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M , offsetY = - 0.75 , color = Y_AXIS_NEGATIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_DIRECTION_INVERSE , inactiveAlpha = AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , rotation = HALF_PI } ,
{ axis = HOUSING_EDITOR_POSITION_AXIS_Y2 , pairedAxis = HOUSING_EDITOR_POSITION_AXIS_Y1 , sizeX = TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M , sizeY = TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M , offsetY = 0.75 , color = Y_AXIS_POSITIVE_INDICATOR_COLOR , inactiveAlpha = AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , rotation = - HALF_PI } ,
{ axis = HOUSING_EDITOR_POSITION_AXIS_Z1 , pairedAxis = HOUSING_EDITOR_POSITION_AXIS_Z2 , sizeX = TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M , sizeY = TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M , offsetZ = - 0.75 , color = Z_AXIS_NEGATIVE_INDICATOR_COLOR , inactiveAlpha = AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , yaw = - HALF_PI } ,
{ axis = HOUSING_EDITOR_POSITION_AXIS_Z2 , pairedAxis = HOUSING_EDITOR_POSITION_AXIS_Z1 , sizeX = TRANSLATION_AXIS_INDICATOR_LOCAL_X_DIMENSION_M , sizeY = TRANSLATION_AXIS_INDICATOR_LOCAL_Y_DIMENSION_M , offsetZ = 0.75 , color = Z_AXIS_POSITIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_DIRECTION_INVERSE , inactiveAlpha = AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , yaw = HALF_PI } ,
}
{ axis = HOUSING_EDITOR_ROTATION_AXIS_X1 , sizeX = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , sizeY = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , inactiveAlpha = ROTATION_AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , scale = 1 , color = X_AXIS_NEGATIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_ROTATION_FORWARD , pitch = HALF_PI , yaw = - HALF_PI } ,
{ axis = HOUSING_EDITOR_ROTATION_AXIS_X2 , sizeX = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , sizeY = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , inactiveAlpha = AXIS_INDICATOR_ALPHA_INACTIVE_PERCENTAGE , scale = 1 , color = X_AXIS_POSITIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_ROTATION_REVERSE , pitch = HALF_PI , yaw = HALF_PI } ,
{ axis = HOUSING_EDITOR_ROTATION_AXIS_Y1 , sizeX = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , sizeY = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , inactiveAlpha = ROTATION_AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , scale = 0.66 , color = Y_AXIS_NEGATIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_ROTATION_FORWARD , yaw = 0 , visible = ShouldShowPitchIndiciator } ,
{ axis = HOUSING_EDITOR_ROTATION_AXIS_Y2 , sizeX = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , sizeY = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , inactiveAlpha = AXIS_INDICATOR_ALPHA_INACTIVE_PERCENTAGE , scale = 0.66 , color = Y_AXIS_POSITIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_ROTATION_REVERSE , roll = PI , yaw = 0 , visible = ShouldShowPitchIndiciator } ,
{ axis = HOUSING_EDITOR_ROTATION_AXIS_Z1 , sizeX = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , sizeY = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , inactiveAlpha = ROTATION_AXIS_INDICATOR_ALPHA_ACTIVE_PERCENTAGE , scale = 0.44 , color = Z_AXIS_NEGATIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_ROTATION_FORWARD , yaw = HALF_PI , visible = ShouldShowRollIndiciator } ,
{ axis = HOUSING_EDITOR_ROTATION_AXIS_Z2 , sizeX = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , sizeY = ROTATION_AXIS_INDICATOR_LOCAL_DIMENSIONS_M , inactiveAlpha = AXIS_INDICATOR_ALPHA_INACTIVE_PERCENTAGE , scale = 0.44 , color = Z_AXIS_POSITIVE_INDICATOR_COLOR , texture = TEXTURE_ARROW_ROTATION_REVERSE , yaw = - HALF_PI , roll = PI , visible = ShouldShowRollIndiciator } ,
}
local axisIndicators = { }
end
end
end
end
end
local scale = indicator . scale or 1
local width = scale * indicator . sizeX
local height = scale * indicator . sizeY
local offsetX , offsetY , offsetZ = indicator . offsetX or 0 , indicator . offsetY or 0 , indicator . offsetZ or 0
end
for index = 1 , 2 do
local control = WINDOW_MANAGER : CreateControl ( translationIndicatorName .. tostring ( index ) , translationWindow , CT_TEXTURE )
end
end
control : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_RGB , AXIS_INDICATOR_RGB_WEIGHT_MAX_PERCENTAGE )
end
end
control : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_RGB , AXIS_INDICATOR_RGB_WEIGHT_MIN_PERCENTAGE )
end
end
if mouseButton == MOUSE_BUTTON_INDEX_LEFT then
end
end
do
local function GetVisibleTranslationRange ( originX , originY , originZ , horizontalAngleRadians , axisType )
local offsetY = TRANSLATION_AXIS_RANGE_MAX_CM
local offsetX , offsetZ
if axisType == AXIS_TYPE_X or axisType == AXIS_TYPE_Y then
horizontalAngleRadians = horizontalAngleRadians + HALF_PI
end
local translationRange =
{
x1 = originX - offsetX ,
y1 = originY + offsetY ,
z1 = originZ - offsetZ ,
x2 = originX + offsetX ,
y2 = originY + offsetY ,
z2 = originZ + offsetZ ,
x3 = originX - offsetX ,
y3 = originY - offsetY ,
z3 = originZ - offsetZ ,
}
return translationRange
end
local cameraX , cameraY , cameraZ , originX , originY , originZ = self : GetCameraAndAxisIndicatorOrigins ( )
self . focusInitialX , self . focusInitialY , self . focusInitialZ = HousingEditorGetSelectedObjectWorldPosition ( )
self . focusInitialPitch , self . focusInitialYaw , self . focusInitialRoll = HousingEditorGetSelectedObjectOrientation ( )
-- Calculate the translation range using the selected item's center point.
local centerX , centerY , centerZ = HousingEditorGetSelectedObjectWorldCenter ( HousingEditorGetSelectedFurnitureId ( ) )
local isTranslation = false
if axis . axis == HOUSING_EDITOR_POSITION_AXIS_X1 or axis . axis == HOUSING_EDITOR_POSITION_AXIS_X2 then
self . focusRangeAxis = GetVisibleTranslationRange ( centerX , centerY , centerZ , self . focusInitialYaw , AXIS_TYPE_X )
isTranslation = true
elseif axis . axis == HOUSING_EDITOR_POSITION_AXIS_Y1 or axis . axis == HOUSING_EDITOR_POSITION_AXIS_Y2 then
self . focusRangeAxis = GetVisibleTranslationRange ( centerX , centerY , centerZ , GetPlayerCameraHeading ( ) , AXIS_TYPE_Y )
isTranslation = true
elseif axis . axis == HOUSING_EDITOR_POSITION_AXIS_Z1 or axis . axis == HOUSING_EDITOR_POSITION_AXIS_Z2 then
self . focusRangeAxis = GetVisibleTranslationRange ( centerX , centerY , centerZ , self . focusInitialYaw , AXIS_TYPE_Z )
isTranslation = true
end
local targetX , targetY , targetZ = HousingEditorGetScreenPointWorldPlaneIntersection ( mouseX , mouseY , range . x1 , range . y1 , range . z1 , range . x2 , range . y2 , range . z2 , range . x3 , range . y3 , range . z3 )
local offsetX , offsetY , offsetZ = self . focusInitialX - targetX , self . focusInitialY - targetY , self . focusInitialZ - targetZ
self . focusCenterOffsetX , self . focusCenterOffsetY , self . focusCenterOffsetZ = offsetX , offsetY , offsetZ
else
end
if isTranslation then
self . focusAxis , self . focusOffset , self . focusOriginX , self . focusOriginY , self . focusAngle = nil , nil , nil , nil , nil
return
end
end
local isActiveAxis = indicator . axis == self . focusAxis . axis or indicator . axis == self . focusAxis . pairedAxis
if isActiveAxis then
indicator . control : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_RGB , AXIS_INDICATOR_RGB_WEIGHT_MAX_PERCENTAGE )
end
end
do
local hideAxes = true
if activeAxis == HOUSING_EDITOR_POSITION_AXIS_X1 or activeAxis == HOUSING_EDITOR_POSITION_AXIS_X2 then
indicator1 : Set3DLocalDimensions ( TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M , TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M )
indicator2 : Set3DLocalDimensions ( TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M , TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M )
hideAxes = false
elseif activeAxis == HOUSING_EDITOR_POSITION_AXIS_Y1 or activeAxis == HOUSING_EDITOR_POSITION_AXIS_Y2 then
indicator1 : Set3DLocalDimensions ( TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M , TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M )
indicator2 : Set3DLocalDimensions ( TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M , TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M )
hideAxes = false
elseif activeAxis == HOUSING_EDITOR_POSITION_AXIS_Z1 or activeAxis == HOUSING_EDITOR_POSITION_AXIS_Z2 then
indicator1 : Set3DLocalDimensions ( TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M , TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M )
indicator2 : Set3DLocalDimensions ( TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_X_DIMENSION_M , TRANSLATION_AXIS_RANGE_INDICATOR_LOCAL_Y_DIMENSION_M )
hideAxes = false
end
if not hideAxes then
end
end
EVENT_MANAGER : RegisterForUpdate ( "ZO_HousingEditorHud_DragMouseAxis" , 1 , function ( ) self : OnDragMouseAxis ( ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_HousingEditorHud_OnMouseUp" , EVENT_GLOBAL_MOUSE_UP , function ( ) self : UnregisterDragMouseAxis ( ) end )
end
end
end
local isActiveAxis = indicator . axis == self . focusAxis . axis or indicator . axis == self . focusAxis . pairedAxis
if isActiveAxis then
indicator . control : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_RGB , AXIS_INDICATOR_RGB_WEIGHT_MIN_PERCENTAGE )
end
end
end
end
return
end
local axisType = axis . axis
if axisType >= HOUSING_EDITOR_POSITION_AXIS_X1 and axisType <= HOUSING_EDITOR_POSITION_AXIS_Z2 then
return
end
if axisType >= HOUSING_EDITOR_ROTATION_AXIS_X1 and axisType <= HOUSING_EDITOR_ROTATION_AXIS_Z2 then
local normalizedMouseX , normalizedMouseY = mouseX / screenX , mouseY / screenY
local normalizedMouseOriginX , normalizedMouseOriginY = self . focusOriginX / screenX , self . focusOriginY / screenY
local normalizedOffsetX = normalizedMouseX - normalizedMouseOriginX
local normalizedOffsetY = normalizedMouseY - normalizedMouseOriginY
return
end
end
if range then
local x , y , z = HousingEditorGetScreenPointWorldPlaneIntersection ( mouseX , mouseY , range . x1 , range . y1 , range . z1 , range . x2 , range . y2 , range . z2 , range . x3 , range . y3 , range . z3 )
if x ~= 0 and y ~= 0 and z ~= 0 then
if axisType == HOUSING_EDITOR_POSITION_AXIS_Y1 or axisType == HOUSING_EDITOR_POSITION_AXIS_Y2 then
else
end
if zo_distance3D ( self . focusInitialX , self . focusInitialY , self . focusInitialZ , x , y , z ) <= TRANSLATION_AXIS_RANGE_MAX_CM then
end
end
end
end
function ZO_HousingEditorHud : OnDragMouseRotation ( cameraX , cameraY , cameraZ , normalizedOffsetX , normalizedOffsetY )
local axisType = axis . axis
local normalizedOffsetRadians = normalizedOffsetX * 2 * TWO_PI
local axisIndicatorAngleRadians = normalizedOffsetRadians
local offsetAxis
if axisType == HOUSING_EDITOR_ROTATION_AXIS_X1 or axisType == HOUSING_EDITOR_ROTATION_AXIS_X2 then
offsetAxis = AXIS_TYPE_Y
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_Y1 or axisType == HOUSING_EDITOR_ROTATION_AXIS_Y2 then
offsetAxis = AXIS_TYPE_Z
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_Z1 or axisType == HOUSING_EDITOR_ROTATION_AXIS_Z2 then
offsetAxis = AXIS_TYPE_X
end
-- Update the rotation offset and/or axis indicator values to match the focused axis.
if offsetAxis == AXIS_TYPE_X then
local relativeX = cameraX - indicatorX
if relativeX > 0 then
normalizedOffsetRadians , axisIndicatorAngleRadians = - normalizedOffsetRadians , - axisIndicatorAngleRadians
end
elseif offsetAxis == AXIS_TYPE_Y then
normalizedOffsetRadians = - normalizedOffsetRadians
elseif offsetAxis == AXIS_TYPE_Z then
local relativeZ = cameraZ - indicatorZ
if relativeZ > 0 then
normalizedOffsetRadians , axisIndicatorAngleRadians = - normalizedOffsetRadians , - axisIndicatorAngleRadians
end
end
else
if offsetAxis == AXIS_TYPE_X then
normalizedOffsetRadians , axisIndicatorAngleRadians = - normalizedOffsetRadians , - axisIndicatorAngleRadians
elseif offsetAxis == AXIS_TYPE_Y then
normalizedOffsetRadians = - normalizedOffsetRadians
elseif offsetAxis == AXIS_TYPE_Z then
normalizedOffsetRadians , axisIndicatorAngleRadians = - normalizedOffsetRadians , - axisIndicatorAngleRadians
end
end
if normalizedOffsetRadians then
HousingEditorAdjustSelectedObjectRotation ( HousingEditorCalculateRotationAboutAxis ( offsetAxis , normalizedOffsetRadians , self . focusInitialPitch , self . focusInitialYaw , self . focusInitialRoll ) )
else
if offsetAxis == AXIS_TYPE_X then
pitch = normalizedOffsetRadians + previousOffset
elseif offsetAxis == AXIS_TYPE_Y then
yaw = normalizedOffsetRadians + previousOffset
else
end
end
end
end
-- Sets the vertex UV coordinates for an axis indicator by the specified rotation angle (theta).
end
end
end
end
return cameraX , cameraY , cameraZ , originX , originY , originZ
end
return forwardX , forwardY , forwardZ
end
end
function ZO_HousingEditorHud : CalculateDynamicAxisIndicatorScale ( cameraX , cameraY , cameraZ , worldX , worldY , worldZ )
local frustumScaleX , frustumScaleY = worldWidth / screenX , worldHeight / screenY
local scaleX , scaleY = 1 , 1
if frustumScaleX < AXIS_INDICATOR_SCALE_MIN then
scaleX = frustumScaleX / AXIS_INDICATOR_SCALE_MIN
elseif frustumScaleX > AXIS_INDICATOR_SCALE_MAX then
scaleX = frustumScaleX / AXIS_INDICATOR_SCALE_MAX
end
if frustumScaleY < AXIS_INDICATOR_SCALE_MIN then
scaleY = frustumScaleY / AXIS_INDICATOR_SCALE_MIN
elseif frustumScaleY > AXIS_INDICATOR_SCALE_MAX then
scaleY = frustumScaleY / AXIS_INDICATOR_SCALE_MAX
end
return scaleX , scaleY
end
local renderX , renderY , renderZ , renderPitch , renderYaw , renderRoll , scaleX , scaleY
if isPrecisionEditing then
else
renderPitch , renderYaw , renderRoll = 0 , yaw , 0
end
scaleX , scaleY = self : CalculateDynamicAxisIndicatorScale ( cameraX , cameraY , cameraZ , worldX , worldY , worldZ )
else
local distance = PICKUP_AXIS_INDICATOR_DISTANCE_CM
local reticleX , reticleY , reticleZ = cameraX + forwardX * distance , cameraY + forwardY * distance , cameraZ + forwardZ * distance
renderPitch , renderRoll = 0 , 0
scaleX , scaleY = 1 , 1
end
local axisIndicators
else
end
local scaledX , scaledY = axis . sizeX * ( axis . scale or 1 ) * scaleX , axis . sizeY * ( axis . scale or 1 ) * scaleY
axis . control : Set3DRenderSpaceOrigin ( scaledX * ( axis . offsetX or 0 ) , scaledY * ( axis . offsetY or 0 ) , scaledX * ( axis . offsetZ or 0 ) )
end
end
if not isPlacementMode then
end
else
local hideRotation = not hideTranslation
if not hideTranslation then
local cameraX , cameraY , cameraZ , originX , originY , originZ = self : GetCameraAndAxisIndicatorOrigins ( )
local relativeX , relativeY , relativeZ = cameraX - originX , cameraY - originY , cameraZ - originZ
local verticalIndicatorYaw = horizontalAngle - indicatorYaw
-- Pitch the X- and Z-axis indicators to lay flat when significantly above or below the player.
self . translationIndicators [ 1 ] . control : Set3DRenderSpaceOrientation ( pitch , self . translationIndicators [ 1 ] . yaw , 0 )
self . translationIndicators [ 2 ] . control : Set3DRenderSpaceOrientation ( - pitch , self . translationIndicators [ 2 ] . yaw , 0 )
self . translationIndicators [ 5 ] . control : Set3DRenderSpaceOrientation ( pitch , self . translationIndicators [ 5 ] . yaw , 0 )
self . translationIndicators [ 6 ] . control : Set3DRenderSpaceOrientation ( - pitch , self . translationIndicators [ 6 ] . yaw , 0 )
end
local hideIndicator = hideTranslation or alpha <= 0
if not hideIndicator then
-- We cannot use distance squared reliably here as the result could exceed the maximum draw level for a control.
local horizontalDistance = math . sqrt ( ( cameraX - indicatorX ) * ( cameraX - indicatorX ) + ( cameraZ - indicatorZ ) * ( cameraZ - indicatorZ ) )
local verticalCoefficient = forwardY > 0 and 1 or - 1
local drawLevel = horizontalDistance + verticalCoefficient * ( cameraY - indicatorY )
end
end
local shouldBeVisible = true
end
end
end
end
end
end
return mode ~= HOUSING_EDITOR_MODE_NODE_PLACEMENT
end
return mode ~= HOUSING_EDITOR_MODE_NODE_PLACEMENT
end
do
ZO_Keybindings_RegisterLabelForBindingUpdate ( yawLeftButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_YAW_LEFT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( yawRightButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_YAW_RIGHT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( pitchForwardButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_PITCH_FORWARD" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( pitchBackButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_PITCH_BACKWARD" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rollLeftButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_ROLL_LEFT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rollRightButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_ROLL_RIGHT" )
{
yawLeftButton ,
yawRightButton ,
pitchForwardButton ,
pitchBackButton ,
rollLeftButton ,
rollRightButton ,
}
end
end
do
ZO_Keybindings_RegisterLabelForBindingUpdate ( moveLeftButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_YAW_LEFT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( moveRightButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_YAW_RIGHT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( moveForwardButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_PITCH_FORWARD" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( moveBackButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_PITCH_BACKWARD" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( moveUpButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_ROLL_RIGHT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( moveDownButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_ROLL_LEFT" )
{
moveLeftButton ,
moveRightButton ,
moveForwardButton ,
moveBackButton ,
moveDownButton ,
moveUpButton ,
}
end
end
do
ZO_Keybindings_RegisterLabelForBindingUpdate ( rotateYawLeftButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_YAW_LEFT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rotateYawRightButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_YAW_RIGHT" )
local rotatePitchForwardButton = self . precisionRotateButtons : GetNamedChild ( "PrecisionPitchForwardButton" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rotatePitchForwardButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_PITCH_FORWARD" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rotatePitchBackButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_PITCH_BACKWARD" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rotateRollLeftButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_ROLL_LEFT" )
ZO_Keybindings_RegisterLabelForBindingUpdate ( rotateRollRightButton : GetNamedChild ( "Text" ) , "HOUSING_EDITOR_ROLL_RIGHT" )
{
rotateYawLeftButton ,
rotateYawRightButton ,
rotatePitchForwardButton ,
rotatePitchBackButton ,
rotateRollLeftButton ,
rotateRollRightButton ,
}
end
end
local KEYBOARD_CONSTANTS =
{
frame = "EsoUI/Art/ActionBar/abilityFrame64_up.dds" ,
dimensions = 50 ,
font = "ZoFontGameSmall" ,
labelOffsetY = 1 ,
buttonOffsetX = 2 ,
containerOffsetY = - 110 ,
}
local GAMEPAD_CONSTANTS =
{
frame = "EsoUI/Art/ActionBar/Gamepad/gp_abilityFrame64.dds" ,
dimensions = 64 ,
font = "ZoFontGamepad18" ,
labelOffsetY = - 6 ,
buttonOffsetX = 10 ,
containerOffsetY = - 160 ,
}
local allHudButtons = { self . pickupRotateHudButtons , self . precisionMoveHudButtons , self . precisionRotateHudButtons }
local lastButton = nil
local isValid , point , relativeTo , relativePoint , offsetX , offsetY , constraints = button : GetNamedChild ( "Text" ) : GetAnchor ( 0 )
if isValid then
button : GetNamedChild ( "Text" ) : SetAnchor ( point , relativeTo , relativePoint , offsetX , style . labelOffsetY , constraints )
end
if lastButton then
end
end
end
end
end
do
local ROTATE_YAW_RIGHT = 1
local ROTATE_YAW_LEFT = 2
local ROTATE_PITCH_FORWARD = 3
local ROTATE_PITCH_BACKWARD = 4
local ROTATE_ROLL_LEFT = 5
local ROTATE_ROLL_RIGHT = 6
local PUSH_FORWARD = 7
local PULL_BACKWARD = 8
local PRECISION_MOVE_LEFT = 9
local PRECISION_MOVE_RIGHT = 10
local PRECISION_MOVE_FORWARD = 11
local PRECISION_MOVE_BACKWARD = 12
local PRECISION_MOVE_UP = 13
local PRECISION_MOVE_DOWN = 14
local PRECISION_ROTATE_YAW_RIGHT = 15
local PRECISION_ROTATE_YAW_LEFT = 16
local PRECISION_ROTATE_PITCH_FORWARD = 17
local PRECISION_ROTATE_PITCH_BACKWARD = 18
local PRECISION_ROTATE_ROLL_LEFT = 19
local PRECISION_ROTATE_ROLL_RIGHT = 20
local KEYPRESS_MIN = 1
local KEYPRESS_MAX = 20
return unitList [ ( ( index + direction ) % # unitList ) + 1 ]
end
local direction
if adjustmentType == PRECISION_UNIT_ADJUSTMENT_INCREMENT then
direction = 1
elseif adjustmentType == PRECISION_UNIT_ADJUSTMENT_DECREMENT then
direction = - 1
end
if unitType == HOUSING_EDITOR_PRECISION_PLACEMENT_MODE_MOVE then
local unitList = PRECISION_MOVE_UNITS_CM
elseif unitType == HOUSING_EDITOR_PRECISION_PLACEMENT_MODE_ROTATE then
local unitList = PRECISION_ROTATE_UNITS_DEG
end
end
-- Translate the specified axis' keypress states into the corresponding translational or rotational coefficient.
if axis == AXIS_TYPE_Y then
if precisionEditing then
if precisionEditingRotateMode then
return ( self . placementKeyPresses [ PRECISION_ROTATE_YAW_LEFT ] and 1 or 0 ) + ( self . placementKeyPresses [ PRECISION_ROTATE_YAW_RIGHT ] and - 1 or 0 )
else
return ( self . placementKeyPresses [ PRECISION_MOVE_UP ] and 1 or 0 ) + ( self . placementKeyPresses [ PRECISION_MOVE_DOWN ] and - 1 or 0 )
end
else
return ( self . placementKeyPresses [ ROTATE_YAW_LEFT ] and 1 or 0 ) + ( self . placementKeyPresses [ ROTATE_YAW_RIGHT ] and - 1 or 0 )
end
elseif axis == AXIS_TYPE_X then
if precisionEditing then
if precisionEditingRotateMode then
return ( self . placementKeyPresses [ PRECISION_ROTATE_PITCH_BACKWARD ] and 1 or 0 ) + ( self . placementKeyPresses [ PRECISION_ROTATE_PITCH_FORWARD ] and - 1 or 0 )
else
return ( self . placementKeyPresses [ PRECISION_MOVE_BACKWARD ] and - 1 or 0 ) + ( self . placementKeyPresses [ PRECISION_MOVE_FORWARD ] and 1 or 0 )
end
else
return ( self . placementKeyPresses [ ROTATE_PITCH_BACKWARD ] and 1 or 0 ) + ( self . placementKeyPresses [ ROTATE_PITCH_FORWARD ] and - 1 or 0 )
end
elseif axis == AXIS_TYPE_Z then
if precisionEditing then
if precisionEditingRotateMode then
return ( self . placementKeyPresses [ PRECISION_ROTATE_ROLL_RIGHT ] and 1 or 0 ) + ( self . placementKeyPresses [ PRECISION_ROTATE_ROLL_LEFT ] and - 1 or 0 )
else
return ( self . placementKeyPresses [ PRECISION_MOVE_LEFT ] and 1 or 0 ) + ( self . placementKeyPresses [ PRECISION_MOVE_RIGHT ] and - 1 or 0 )
end
else
return ( self . placementKeyPresses [ ROTATE_ROLL_RIGHT ] and 1 or 0 ) + ( self . placementKeyPresses [ ROTATE_ROLL_LEFT ] and - 1 or 0 )
end
end
end
local nextPrecisionPositionOrOrientationUpdateMS = self . nextPrecisionPositionOrOrientationUpdateMS or 0
if frameTimeMS > nextPrecisionPositionOrOrientationUpdateMS then
self . nextPrecisionPositionOrOrientationUpdateMS = frameTimeMS + PRECISION_POSITION_OR_ORIENTATION_UPDATE_INTERVAL_MS
local positionText = string . format ( GetString ( SI_HOUSING_EDITOR_CURRENT_FURNITURE_POSITION ) , xText , yText , zText )
if pitch > 359.94 then pitch = 0 end
if yaw > 359.94 then yaw = 0 end
local orientationText = string . format ( GetString ( SI_HOUSING_EDITOR_CURRENT_FURNITURE_ORIENTATION ) , yawText , pitchText , rollText )
end
end
else
end
local activeIntervalMS = 0
for keypress = KEYPRESS_MIN , KEYPRESS_MAX do
if key then
if not key . keypressStartMS then
key . keypressStartMS = frameTimeMS
end
key . keypressDurationMS = frameTimeMS - key . keypressStartMS
key . keypressIntervalMS = ZO_EaseOutQuadratic ( math . min ( 1 , key . keypressDurationMS / PRESS_AND_HOLD_ACCELERATION_INTERVAL_MS ) )
elseif key . keypressStartMS then
key . keypressStartMS = nil
key . keypressDurationMS = nil
key . keypressIntervalMS = nil
end
end
end
local rotationInterval = PICKUP_ROTATE_INTERVALS_MS
if isPrecisionMode then
rotationInterval = PRECISION_ROTATE_INTERVALS_MS [ rotationUnits ] or 10000
end
for keypress = KEYPRESS_MIN , KEYPRESS_MAX do
if key then
if key . keypressStartMS then
local interval = key . keypressIntervalMS
local weight = zo_lerp ( AXIS_KEYBIND_RGB_WEIGHT_MIN_PERCENTAGE , AXIS_KEYBIND_RGB_WEIGHT_MAX_PERCENTAGE , interval )
if key . axis and key . precisionMode == isPrecisionMode then
local axis = key . axis
local axisType = axis . axis
local rotation = axis . rotation or 0
weight = zo_lerp ( AXIS_INDICATOR_RGB_WEIGHT_MIN_PERCENTAGE , AXIS_INDICATOR_RGB_WEIGHT_MAX_PERCENTAGE , interval )
if axisType == HOUSING_EDITOR_ROTATION_AXIS_X1 then
rotation = rotation + rotationOffset
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_X2 then
rotation = rotation - rotationOffset
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_Y1 then
rotation = rotation + rotationOffset
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_Y2 then
rotation = rotation - rotationOffset
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_Z1 then
rotation = rotation + rotationOffset
elseif axisType == HOUSING_EDITOR_ROTATION_AXIS_Z2 then
rotation = rotation - rotationOffset
end
end
else
if key . axis and key . precisionMode == isPrecisionMode then
local alpha = activeIntervalMS > 0 and 0 or key . axis . inactiveAlpha
control : SetTextureSampleProcessingWeight ( TEX_SAMPLE_PROCESSING_RGB , AXIS_INDICATOR_RGB_WEIGHT_MIN_PERCENTAGE )
end
end
end
end
end
return
end
for i = KEYPRESS_MIN , KEYPRESS_MAX do
if key and key . keypressStartMS then
key . keypressStartMS = nil
end
end
end
end
end
-- Exit
{
{
end ,
end ,
} ,
}
{
[ ROTATE_YAW_RIGHT ] = false ,
[ ROTATE_YAW_LEFT ] = false ,
[ ROTATE_PITCH_FORWARD ] = false ,
[ ROTATE_PITCH_BACKWARD ] = false ,
[ ROTATE_ROLL_RIGHT ] = false ,
[ ROTATE_ROLL_LEFT ] = false ,
[ PUSH_FORWARD ] = false ,
[ PULL_BACKWARD ] = false ,
[ PRECISION_MOVE_RIGHT ] = false ,
[ PRECISION_MOVE_LEFT ] = false ,
[ PRECISION_MOVE_FORWARD ] = false ,
[ PRECISION_MOVE_BACKWARD ] = false ,
[ PRECISION_MOVE_UP ] = false ,
[ PRECISION_MOVE_DOWN ] = false ,
[ PRECISION_ROTATE_YAW_RIGHT ] = false ,
[ PRECISION_ROTATE_YAW_LEFT ] = false ,
[ PRECISION_ROTATE_PITCH_FORWARD ] = false ,
[ PRECISION_ROTATE_PITCH_BACKWARD ] = false ,
[ PRECISION_ROTATE_ROLL_RIGHT ] = false ,
[ PRECISION_ROTATE_ROLL_LEFT ] = false ,
}
{
[ PUSH_FORWARD ] = nil ,
[ PULL_BACKWARD ] = nil ,
}
do
end
do
end
return true
else
end
end
end
return false
end
-- Edit Path
local sharedEditPathKeybind = {
local targetingPathableFurniture = false
end
else
end
end ,
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
}
local keyboardEditPathDescriptor = { }
local gamepadEditPathDescriptor = { }
--Primary (Selection/Placement)
local selectionPrimaryDescriptor =
{
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
return HOUSING_EDITOR_STATE : CanLocalPlayerEditHouse ( ) and ( HousingEditorCanSelectTargettedFurniture ( ) or HousingEditorHasSelectablePathNode ( ) )
end ,
return HOUSING_EDITOR_STATE : CanLocalPlayerEditHouse ( ) and ( HousingEditorCanSelectTargettedFurniture ( ) or HousingEditorHasSelectablePathNode ( ) )
end ,
}
--Tertiary
local selectionTertiaryDescriptor =
{
if result == HOUSING_REQUEST_RESULT_SUCCESS then
return
end
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
return HOUSING_EDITOR_STATE : CanLocalPlayerEditHouse ( ) and ( HousingEditorCanSelectTargettedFurniture ( ) or HousingEditorHasSelectablePathNode ( ) )
end ,
return HOUSING_EDITOR_STATE : CanLocalPlayerEditHouse ( ) and ( HousingEditorCanSelectTargettedFurniture ( ) or HousingEditorHasSelectablePathNode ( ) )
end ,
}
return false
end
return hasFurnitureId and nodeIndex == nil and HousingEditorGetNumPathNodesForFurniture ( furnitureId ) == 0
end
-- Link Furniture
local selectionLinkFurnitureDescriptor =
{
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
}
-- Cycle Target / Node
local cycleTargetDescriptor =
{
end
end ,
end ,
-- The Cycle Target/Node button should only be visible when more than one valid target exists.
end ,
}
{
selectionPrimaryDescriptor ,
selectionTertiaryDescriptor ,
selectionLinkFurnitureDescriptor ,
keyboardEditPathDescriptor ,
}
{
selectionPrimaryDescriptor ,
selectionTertiaryDescriptor ,
selectionLinkFurnitureDescriptor ,
gamepadEditPathDescriptor ,
}
{
--Secondary
{
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
end ,
} ,
--Jump to safe loc
{
end ,
} ,
-- Undo
{
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
end ,
} ,
-- Redo
{
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
end ,
} ,
cycleTargetDescriptor ,
}
{
--Primary (Selection/Placement)
{
if stackCount <= 1 then
else
end
end ,
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end ,
end ,
} ,
}
{
--Negative
{
end
end ,
-- Order matters
if isPreviewingMarketProductPlacement then
-- A market product placement preview was active; return to the Browse menu.
end
end ,
} ,
--Secondary
{
end
end ,
end ,
if previewMarketProductData then
-- Store the current transform for the previewed product so that it can
-- be placed where it was left before entering the purchase workflow.
local IS_PURCHASE = false
GAMEPAD_HOUSING_FURNITURE_BROWSER . productsPanel : RequestPurchase ( previewMarketProductData , IS_PURCHASE )
else
KEYBOARD_HOUSING_FURNITURE_BROWSER . productsPanel : RequestPurchase ( previewMarketProductData , IS_PURCHASE )
end
else
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end
end ,
if previewMarketProductData then
local expectedPurchaseResult = CouldPurchaseMarketProduct ( previewMarketProductData . marketProductId , previewMarketProductData . presentationIndex )
end
end
return true
end ,
} ,
--Tertiary (Surface drag for Gamepad, Mouse mode for keyboard)
{
else
end
else
end
end ,
else
end
end ,
} ,
--Quaternary (keyboard only)
{
else
end
end ,
end ,
end ,
} ,
--Roll Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Roll Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Pitch Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Pitch Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Roll Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Roll Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Align to Surface
{
end ,
} ,
}
{
--Primary (Selection/Placement)
{
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end ,
end ,
} ,
}
{
--Negative
{
else
end
end ,
} ,
--Secondary (Swap to Rotate Mode)
{
end ,
} ,
--Tertiary (Cycle Movement Units for Gamepad, Mouse mode for keyboard)
{
return zo_strformat ( SI_HOUSING_EDITOR_PRECISION_MOVE_UNITS , ZO_CommaDelimitDecimalNumber ( HousingEditorGetPrecisionMoveUnits ( ) ) )
else
end
end ,
self : AdjustPrecisionUnits ( HOUSING_EDITOR_PRECISION_PLACEMENT_MODE_MOVE , PRECISION_UNIT_ADJUSTMENT_INCREMENT )
else
end
end ,
} ,
--Quaternary (Cycle Movement Units)
{
return zo_strformat ( SI_HOUSING_EDITOR_PRECISION_MOVE_UNITS , ZO_CommaDelimitDecimalNumber ( HousingEditorGetPrecisionMoveUnits ( ) ) )
end ,
end ,
self : AdjustPrecisionUnits ( HOUSING_EDITOR_PRECISION_PLACEMENT_MODE_MOVE , PRECISION_UNIT_ADJUSTMENT_INCREMENT )
end ,
} ,
--Straighten
{
end ,
end ,
} ,
--Precision Move Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Move Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Move Forward
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Move Backward
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Move Up
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Move Down
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Align to Surface
{
end ,
} ,
}
{
--Primary (Placement)
{
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
end ,
end ,
} ,
}
{
--Negative
{
else
end
end ,
} ,
--Secondary (Swap to Move Mode)
{
end ,
} ,
--Tertiary (Cycle Rotation Units for Gamepad, Mouse mode for keyboard)
{
return zo_strformat ( SI_HOUSING_EDITOR_PRECISION_ROTATE_UNITS , ZO_FastFormatDecimalNumber ( ZO_CommaDelimitDecimalNumber ( zo_roundToNearest ( math . deg ( HousingEditorGetPrecisionRotateUnits ( ) ) , 0.01 ) ) ) )
else
end
end ,
self : AdjustPrecisionUnits ( HOUSING_EDITOR_PRECISION_PLACEMENT_MODE_ROTATE , PRECISION_UNIT_ADJUSTMENT_INCREMENT )
else
end
end ,
} ,
--Quaternary (Cycle Rotation Units)
{
return zo_strformat ( SI_HOUSING_EDITOR_PRECISION_ROTATE_UNITS , ZO_FastFormatDecimalNumber ( ZO_CommaDelimitDecimalNumber ( zo_roundToNearest ( math . deg ( HousingEditorGetPrecisionRotateUnits ( ) ) , 0.01 ) ) ) )
end ,
end ,
self : AdjustPrecisionUnits ( HOUSING_EDITOR_PRECISION_PLACEMENT_MODE_ROTATE , PRECISION_UNIT_ADJUSTMENT_INCREMENT )
end ,
} ,
--Straighten
{
end ,
end ,
} ,
--Precision Yaw Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Yaw Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
} ,
--Precision Pitch Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
end ,
} ,
--Precision Pitch Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
end ,
} ,
--Precision Roll Right
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
end ,
} ,
--Precision Roll Left
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
end ,
} ,
--Align to Surface
{
end ,
} ,
}
{
--Primary (Unlink/Link As Child)
{
if linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_LINKED_TO_PARENT then
elseif linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_LINKED_AS_CHILD then
elseif linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_NO_LINK then
elseif linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_BAD_LINK then
end
end ,
return linkResult ~= HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_INVALID
end ,
if linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_BAD_LINK then
else
return true
end
end ,
end ,
} ,
}
{
--Negative
{
end ,
} ,
--Secondary (Remove My Parent)
{
if linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_INVALID then
end
end ,
end ,
} ,
--Tertiary (Remove All Children)
{
if linkResult == HOUSING_EDITOR_PENDING_LINK_RELATIONSHIP_INVALID then
end
end ,
end ,
} ,
cycleTargetDescriptor ,
}
--Primary (Place New Node)
local pathPrimaryDescriptor =
{
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
end ,
}
-- Tertiary (Precision Edit Mode)
local pathTertiaryDescriptor =
{
if result == HOUSING_REQUEST_RESULT_SUCCESS then
return
end
end
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
}
--Quarternary (Change node speed)
local pathChangeSpeedDescriptor =
{
local placeSpeed = GetString ( "SI_HOUSINGPATHMOVEMENTSPEED" , HousingEditorGetSelectedPathNodeSpeed ( ) )
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
end ,
}
local keyboardPathChangeSpeedDescriptor = { }
local gamepadPathChangeSpeedDescriptor = { }
--Quinary (Change node delay time)
local pathChangeDelayDescriptor =
{
local delayTimeS = ZO_FormatTimeMilliseconds ( delayTimeMS , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT , TIME_FORMAT_PRECISION_SECONDS )
end ,
-- Palette descriptors are ethereal and shown in a keybind button. We need both visible and enabled so it acts properly
end ,
end ,
end ,
}
local keyboardPathChangeDelayDescriptor = { }
local gamepadPathChangeDelayDescriptor = { }
{
pathPrimaryDescriptor ,
pathTertiaryDescriptor ,
keyboardPathChangeSpeedDescriptor ,
keyboardPathChangeDelayDescriptor
}
{
pathPrimaryDescriptor ,
pathTertiaryDescriptor ,
gamepadPathChangeSpeedDescriptor ,
gamepadPathChangeDelayDescriptor
}
-- Edit Path
local pathEditDescriptor =
{
end ,
}
local keyboardPathEditDescriptor = { }
local gamepadPathEditDescriptor = { }
-- Undo
local pathUndoDescriptor =
{
}
-- Redo
local pathRedoDescriptor =
{
}
--Linking Button (Add Node Before)
local pathAddNodeBeforeDescriptor =
{
local numLeft = HOUSING_MAX_FURNITURE_PATH_NODES - HousingEditorGetNumPathNodesInSelectedFurniture ( )
else
end
end ,
local numLeft = HOUSING_MAX_FURNITURE_PATH_NODES - HousingEditorGetNumPathNodesInSelectedFurniture ( )
return numLeft > 0
end ,
local insertIndex
insertIndex = pathIndex
else
insertIndex = numNodes + 1
end
end ,
}
-- Secondary (Path Settings)
local pathSettingsDescriptor =
{
end ,
}
local keyboardPathSettingsDescriptor = { }
local gamepadPathSettingsDescriptor = { }
{
keyboardPathEditDescriptor ,
pathUndoDescriptor ,
pathRedoDescriptor ,
pathAddNodeBeforeDescriptor ,
keyboardPathSettingsDescriptor ,
cycleTargetDescriptor ,
}
{
gamepadPathEditDescriptor ,
pathUndoDescriptor ,
pathRedoDescriptor ,
pathAddNodeBeforeDescriptor ,
gamepadPathSettingsDescriptor ,
cycleTargetDescriptor ,
}
{
-- Primary (Confirm Node)
{
local numLeft = HOUSING_MAX_FURNITURE_PATH_NODES - HousingEditorGetNumPathNodesInSelectedFurniture ( )
end ,
end ,
} ,
}
--Secondary (Remove Node)
local nodePlacementRemoveNodeDescriptor =
{
else
end
end ,
end ,
}
--Quaternary (Change insert node speed)
local nodePlacementNodeSpeedDescriptor =
{
local placeSpeed = GetString ( "SI_HOUSINGPATHMOVEMENTSPEED" , HousingEditorGetSelectedPathNodeSpeed ( ) )
end ,
end ,
}
local keyboardNodePlacementNodeSpeedDescriptor = { }
local gamepadNodePlacementNodeSpeedDescriptor = { }
--Quinary (Change insert node delay time)
local nodePlacementNodeDelayDescriptor =
{
local delayTimeS = ZO_FormatTimeMilliseconds ( delayTimeMS , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT , TIME_FORMAT_PRECISION_SECONDS )
end ,
end ,
}
local keyboardNodePlacementNodeDelayDescriptor = { }
local gamepadNodePlacementNodeDelayDescriptor = { }
--Align to Surface
local nodePlacementAlignDescriptor =
{
end ,
}
--Surface Drag Toggle
local nodePlacementSurfaceDragDescriptor =
{
else
end
end ,
end ,
}
-- Negative (Cancel placement)
local nodePlacementCancelDescriptor =
{
end ,
end ,
}
--Yaw Right
local nodePlacementYawRightDescriptor =
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
}
--Yaw Left
local nodePlacementYawLeftDescriptor =
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
end ,
}
{
nodePlacementRemoveNodeDescriptor ,
keyboardNodePlacementNodeSpeedDescriptor ,
keyboardNodePlacementNodeDelayDescriptor ,
nodePlacementAlignDescriptor ,
nodePlacementSurfaceDragDescriptor ,
nodePlacementCancelDescriptor ,
nodePlacementYawRightDescriptor ,
nodePlacementYawLeftDescriptor
}
{
nodePlacementRemoveNodeDescriptor ,
gamepadNodePlacementNodeSpeedDescriptor ,
gamepadNodePlacementNodeDelayDescriptor ,
nodePlacementAlignDescriptor ,
nodePlacementCancelDescriptor ,
nodePlacementYawRightDescriptor ,
nodePlacementYawLeftDescriptor
}
{
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end
end ,
} ,
}
--Push/Pull Visible (for when surface drag is off)
{
{
handlesKeyUp = true ,
else
HousingEditorPushSelectedObject ( self . pushSpeedPerSecond * GetFrameDeltaTimeSeconds ( ) ) --mousewheel doesn't need the update loop
end
end ,
} ,
{
handlesKeyUp = true ,
else
HousingEditorPushSelectedObject ( - self . pushSpeedPerSecond * GetFrameDeltaTimeSeconds ( ) ) --mousewheel doesn't need the update loop
end
end ,
}
}
--Push/Pull ethereal (for when surface drag is on, we still want to consume input so the camera doesn't move)
{
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
else
HousingEditorPushSelectedObject ( self . pushSpeedPerSecond * GetFrameDeltaTimeSeconds ( ) ) --mousewheel doesn't need the update loop
end
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
handlesKeyUp = true ,
else
HousingEditorPushSelectedObject ( - self . pushSpeedPerSecond * GetFrameDeltaTimeSeconds ( ) ) --mousewheel doesn't need the update loop
end
end ,
}
}
end
if mode == HOUSING_EDITOR_MODE_SELECTION then
else
end
elseif mode == HOUSING_EDITOR_MODE_PLACEMENT then
return self . precisionRotatePlacementModeKeybindStripDescriptor , self . precisionRotatePlacementModeKeybindPaletteDescriptor
else
return self . precisionMovePlacementModeKeybindStripDescriptor , self . precisionMovePlacementModeKeybindPaletteDescriptor
end
else
end
elseif mode == HOUSING_EDITOR_MODE_LINK then
elseif mode == HOUSING_EDITOR_MODE_PATH then
else
end
elseif mode == HOUSING_EDITOR_MODE_NODE_PLACEMENT then
return self . precisionRotatePlacementModeKeybindStripDescriptor , self . precisionRotatePlacementModeKeybindPaletteDescriptor
else
return self . precisionMovePlacementModeKeybindStripDescriptor , self . precisionMovePlacementModeKeybindPaletteDescriptor
end
else
return self . nodePlacementModeKeybindStripGamepadDescriptor , self . nodePlacementModeKeybindPaletteDescriptor
else
end
end
end
end
do
local axisDeltas = { }
local direction = 0
if movement == MOVEMENT_CONTROLLER_MOVE_NEXT then
direction = 1
elseif movement == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
direction = - 1
end
if direction == 0 then
axisDeltas [ axis ] = 0
else
local rotation = constantRotation
if not rotation then
-- If the movement controller is firing at max speed, switch from frame based incrementing to time based (might base this off a button press in the future).
else
end
end
axisDeltas [ axis ] = rotation * direction
end
end
return axisDeltas
end
end
EVENT_MANAGER : RegisterForUpdate ( "ZO_HousingEditorHud_OnEditorModeChanged" , 1 , self . OnUpdateHUDHandler )
else
end
end
-- Called once per frame while the editor is in a mode that supports target cycling.
end
end
else
end
else
end
local active = false
local actionResult = nil
if delta ~= 0 then
active = true
end
end
if actionResult then
end
active = true
end
active = true
end
-- Continue to hide the Keybind Palette and Inspection HUD elements
-- for a brief period after any activity to avoid flickering.
if active then
active = true
end
end
end
end
return false
end
if result == HOUSING_REQUEST_RESULT_SUCCESS then
end
return true
end
return worldX , worldY , worldZ , yaw , speed , delayMS
end
end
end
else
end
end
do
end
end
end
end
end
-----------------------------
--Housing Editor History
-----------------------------
local MAX_COMMANDS_SHOWN = 6
ZO_HOUSING_EDITOR_HISTORY_ENTRY_DIMENSION_KEYBOARD_X = 290
ZO_HOUSING_EDITOR_HISTORY_ENTRY_DIMENSION_KEYBOARD_Y = 50
ZO_HOUSING_EDITOR_HISTORY_ENTRY_DIMENSION_GAMEPAD_X = 315
ZO_HOUSING_EDITOR_HISTORY_ENTRY_DIMENSION_GAMEPAD_Y = 58
ZO_HOUSING_EDITOR_HISTORY_CONTAINER_DIMENSION_X = ZO_HOUSING_EDITOR_HISTORY_ENTRY_DIMENSION_GAMEPAD_X
ZO_HOUSING_EDITOR_HISTORY_CONTAINER_DIMENSION_Y = ZO_HOUSING_EDITOR_HISTORY_ENTRY_DIMENSION_GAMEPAD_Y * MAX_COMMANDS_SHOWN
return undoStack
end
ZO_HOUSING_EDITOR_HISTORY_FRAGMENT = sceneFragment
if newState == SCENE_SHOWING then
end
end )
end
end
-- Make sure title is setup properly
end
else
end
end
end
end
local currentCommandControl
local offsetY = 0
while nextIndex < lastIndex do
if commandType ~= HOUSING_EDITOR_COMMAND_TYPE_NONE then
local isEntryActive = false
historyEntry . label : SetText ( zo_strformat ( SI_HOUSE_HISTORY_COMMAND_FORMATTER , GetString ( "SI_HOUSINGEDITORCOMMANDTYPE" , commandType ) , name ) )
if nextIndex + 1 == currentCommandIndex then
currentCommandControl = historyEntry
isEntryActive = true
elseif currentCommandIndex > nextIndex then
isEntryActive = true
end
if isEntryActive then
else
end
end
nextIndex = nextIndex + 1
end
if currentCommandControl then
end
end
end
end
end
end
end
end
end
---------------------------------
-- Housing Editor Keybind Palette
---------------------------------
local ALWAYS_ANIMATE = true
local ANIMATION_DURATION_MS = 250
HOUSING_EDITOR_KEYBIND_PALETTE_FRAGMENT = ZO_FadeSceneFragment : New ( self . control , ALWAYS_ANIMATE , ANIMATION_DURATION_MS )
end
do
local KEYBOARD_PLATFORM_STYLE =
{
keybindButtonTemplate = "ZO_KeybindButton_Keyboard_Template" ,
}
local GAMEPAD_PLATFORM_STYLE =
{
keybindButtonTemplate = "ZO_KeybindButton_Gamepad_Template" ,
}
end
self . platformStyle = ZO_PlatformStyle : New ( ApplyPlatformStyle , KEYBOARD_PLATFORM_STYLE , GAMEPAD_PLATFORM_STYLE )
end
end
local previousKeybindButton
if previousKeybindButton then
else
end
previousKeybindButton = keybindButton
end
end
-- ZO_KeybindButtonTemplate_Setup registers a global reference to each keybind control, even if the control was previously registered.
-- For this reason, we only create keybind button controls but we never call ZO_KeybindButtonTemplate_Setup for a control after its initial creation.
local keybindButton = CreateControlFromVirtual ( controlName , self . control , "ZO_KeybindButton_LabelAligned" )
local NO_KEYBIND = nil
local NO_CALLBACK = nil
local NO_LABEL = nil
return keybindButton
end
return keybindButton
end
do
end
end
if result == nil then
return default
end
return result
end
return true
end
return false
end
end
local DEFAULT_VISIBLE = true
local isVisible = EvaluateLiteralOrFunctionWithDefault ( keybindDescriptor . visible , DEFAULT_VISIBLE , keybindDescriptor )
local DEFAULT_ENABLED = true
local isEnabled = EvaluateLiteralOrFunctionWithDefault ( keybindDescriptor . enabled , DEFAULT_ENABLED , keybindDescriptor )
end
end
-- New keybind button controls have been added. Apply the current platform style to them.
end
end
end
end
end
break
end
end
end
end
--------------------------------
-- Housing Editor Inspection HUD
--------------------------------
end
end
end
end
end
end
{
-- Cycle Target / Node
{
end ,
} ,
}
end
do
local KEYBOARD_PLATFORM_STYLE =
{
targetDistanceFont = "ZoFontGameLargeBold" ,
targetNameFont = "ZoInteractionPrompt" ,
}
local GAMEPAD_PLATFORM_STYLE =
{
targetDistanceFont = "ZoFontGamepad27" ,
targetNameFont = "ZoFontGamepad42" ,
}
end
self . platformStyle = ZO_PlatformStyle : New ( ApplyPlatformStyle , KEYBOARD_PLATFORM_STYLE , GAMEPAD_PLATFORM_STYLE )
end
end
end
end
local furnitureId = nil
local pathIndex = nil
else
end
end
self . targetDistanceLabel : SetText ( zo_strformat ( SI_HOUSING_BROWSER_DISTANCE_AWAY_FORMAT , targetDistanceM ) )
end
end
end
end
self . targetName , self . targetIcon , self . targetFurnitureDataId = GetPlacedHousingFurnitureInfo ( self . targetId )
self . targetName = zo_strformat ( SI_HOUSING_EDITOR_PATH_NODE_NAME , self . targetPathIndex , self . targetName )
else
end
self . targetNameLabel : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS , self . targetQuality ) )
end
local hidden = true
if self . isHousePreview or ( self . editorMode ~= HOUSING_EDITOR_MODE_DISABLED and self . editorMode ~= HOUSING_EDITOR_MODE_BROWSE ) then
hidden = false
end
if not hidden then
end
else
end
end
--[[ Globals ]] --
HousingEditorRequestModeChange ( HOUSING_EDITOR_MODE_DISABLED ) -- Disable if someone reloads ui from editor mode.
end
end
end
end
end
end |