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local ITEM_TYPE_TO_CATEGORY_MAP = {
[ ITEMTYPE_REAGENT ] = GAMEPAD_ITEM_CATEGORY_ALCHEMY ,
[ ITEMTYPE_POTION_BASE ] = GAMEPAD_ITEM_CATEGORY_ALCHEMY ,
[ ITEMTYPE_POISON_BASE ] = GAMEPAD_ITEM_CATEGORY_ALCHEMY ,
[ ITEMTYPE_LURE ] = GAMEPAD_ITEM_CATEGORY_BAIT ,
[ ITEMTYPE_BLACKSMITHING_RAW_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH ,
[ ITEMTYPE_BLACKSMITHING_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH ,
[ ITEMTYPE_BLACKSMITHING_BOOSTER ] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH ,
[ ITEMTYPE_CLOTHIER_RAW_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_CLOTHIER ,
[ ITEMTYPE_CLOTHIER_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_CLOTHIER ,
[ ITEMTYPE_CLOTHIER_BOOSTER ] = GAMEPAD_ITEM_CATEGORY_CLOTHIER ,
[ ITEMTYPE_FOOD ] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE ,
[ ITEMTYPE_DRINK ] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE ,
[ ITEMTYPE_RECIPE ] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE ,
[ ITEMTYPE_COSTUME ] = GAMEPAD_ITEM_CATEGORY_COSTUME ,
[ ITEMTYPE_ENCHANTING_RUNE_POTENCY ] = GAMEPAD_ITEM_CATEGORY_ENCHANTING ,
[ ITEMTYPE_ENCHANTING_RUNE_ASPECT ] = GAMEPAD_ITEM_CATEGORY_ENCHANTING ,
[ ITEMTYPE_ENCHANTING_RUNE_ESSENCE ] = GAMEPAD_ITEM_CATEGORY_ENCHANTING ,
[ ITEMTYPE_GLYPH_WEAPON ] = GAMEPAD_ITEM_CATEGORY_GLYPHS ,
[ ITEMTYPE_GLYPH_ARMOR ] = GAMEPAD_ITEM_CATEGORY_GLYPHS ,
[ ITEMTYPE_GLYPH_JEWELRY ] = GAMEPAD_ITEM_CATEGORY_GLYPHS ,
[ ITEMTYPE_JEWELRYCRAFTING_RAW_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING ,
[ ITEMTYPE_JEWELRYCRAFTING_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING ,
[ ITEMTYPE_JEWELRYCRAFTING_RAW_BOOSTER ] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING ,
[ ITEMTYPE_JEWELRYCRAFTING_BOOSTER ] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING ,
[ ITEMTYPE_POTION ] = GAMEPAD_ITEM_CATEGORY_POTION ,
[ ITEMTYPE_INGREDIENT ] = GAMEPAD_ITEM_CATEGORY_PROVISIONING ,
[ ITEMTYPE_ADDITIVE ] = GAMEPAD_ITEM_CATEGORY_PROVISIONING ,
[ ITEMTYPE_SPICE ] = GAMEPAD_ITEM_CATEGORY_PROVISIONING ,
[ ITEMTYPE_FLAVORING ] = GAMEPAD_ITEM_CATEGORY_PROVISIONING ,
[ ITEMTYPE_SIEGE ] = GAMEPAD_ITEM_CATEGORY_SIEGE ,
[ ITEMTYPE_AVA_REPAIR ] = GAMEPAD_ITEM_CATEGORY_SIEGE ,
[ ITEMTYPE_RACIAL_STYLE_MOTIF ] = GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL ,
[ ITEMTYPE_STYLE_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL ,
[ ITEMTYPE_SOUL_GEM ] = GAMEPAD_ITEM_CATEGORY_SOUL_GEM ,
[ ITEMTYPE_LOCKPICK ] = GAMEPAD_ITEM_CATEGORY_TOOL ,
[ ITEMTYPE_TOOL ] = GAMEPAD_ITEM_CATEGORY_TOOL ,
[ ITEMTYPE_ARMOR_TRAIT ] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM ,
[ ITEMTYPE_WEAPON_TRAIT ] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM ,
[ ITEMTYPE_JEWELRY_RAW_TRAIT ] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM ,
[ ITEMTYPE_JEWELRY_TRAIT ] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM ,
[ ITEMTYPE_TROPHY ] = GAMEPAD_ITEM_CATEGORY_TROPHY ,
[ ITEMTYPE_WOODWORKING_RAW_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_WOODWORKING ,
[ ITEMTYPE_WOODWORKING_MATERIAL ] = GAMEPAD_ITEM_CATEGORY_WOODWORKING ,
[ ITEMTYPE_WOODWORKING_BOOSTER ] = GAMEPAD_ITEM_CATEGORY_WOODWORKING ,
}
-- This is not an exhaustive map: when we don't have a category we'll just use the raw itemtype instead.
return ITEM_TYPE_TO_CATEGORY_MAP [ itemType ]
end
local WEAPON_TYPE_TO_CATEGORY_MAP = {
[ WEAPONTYPE_AXE ] = GAMEPAD_ITEM_CATEGORY_AXE ,
[ WEAPONTYPE_TWO_HANDED_AXE ] = GAMEPAD_ITEM_CATEGORY_AXE ,
[ WEAPONTYPE_BOW ] = GAMEPAD_ITEM_CATEGORY_BOW ,
[ WEAPONTYPE_DAGGER ] = GAMEPAD_ITEM_CATEGORY_DAGGER ,
[ WEAPONTYPE_HAMMER ] = GAMEPAD_ITEM_CATEGORY_HAMMER ,
[ WEAPONTYPE_TWO_HANDED_HAMMER ] = GAMEPAD_ITEM_CATEGORY_HAMMER ,
[ WEAPONTYPE_SHIELD ] = GAMEPAD_ITEM_CATEGORY_SHIELD ,
[ WEAPONTYPE_HEALING_STAFF ] = GAMEPAD_ITEM_CATEGORY_STAFF ,
[ WEAPONTYPE_FIRE_STAFF ] = GAMEPAD_ITEM_CATEGORY_STAFF ,
[ WEAPONTYPE_FROST_STAFF ] = GAMEPAD_ITEM_CATEGORY_STAFF ,
[ WEAPONTYPE_LIGHTNING_STAFF ] = GAMEPAD_ITEM_CATEGORY_STAFF ,
[ WEAPONTYPE_SWORD ] = GAMEPAD_ITEM_CATEGORY_SWORD ,
[ WEAPONTYPE_TWO_HANDED_SWORD ] = GAMEPAD_ITEM_CATEGORY_SWORD ,
}
local weaponType
if itemData . bagId and itemData . slotIndex then
else
end
local category = WEAPON_TYPE_TO_CATEGORY_MAP [ weaponType ]
return category
end
local ARMOR_EQUIP_TYPE_TO_CATEGORY_MAP = {
[ EQUIP_TYPE_CHEST ] = GAMEPAD_ITEM_CATEGORY_CHEST ,
[ EQUIP_TYPE_FEET ] = GAMEPAD_ITEM_CATEGORY_FEET ,
[ EQUIP_TYPE_HAND ] = GAMEPAD_ITEM_CATEGORY_HANDS ,
[ EQUIP_TYPE_HEAD ] = GAMEPAD_ITEM_CATEGORY_HEAD ,
[ EQUIP_TYPE_LEGS ] = GAMEPAD_ITEM_CATEGORY_LEGS ,
[ EQUIP_TYPE_NECK ] = GAMEPAD_ITEM_CATEGORY_AMULET ,
[ EQUIP_TYPE_RING ] = GAMEPAD_ITEM_CATEGORY_RING ,
[ EQUIP_TYPE_SHOULDERS ] = GAMEPAD_ITEM_CATEGORY_SHOULDERS ,
[ EQUIP_TYPE_WAIST ] = GAMEPAD_ITEM_CATEGORY_WAIST ,
}
local category = ARMOR_EQUIP_TYPE_TO_CATEGORY_MAP [ itemData . equipType ]
return category
end
local category = nil
if itemData . itemType == ITEMTYPE_WEAPON then
elseif itemData . itemType == ITEMTYPE_ARMOR then
else
end
if category then
end
end
--helper comparators
return true
end
end
return false
end
return itemData . equipType == EQUIP_TYPE_INVALID
end
function ZO_InventoryUtils_UpdateTooltipEquippedIndicatorText ( tooltipType , equipSlot , actorCategory )
local isHidden , highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden ( equipSlot or EQUIP_SLOT_NONE , actorCategory )
local equipSlotText = ""
if equipSlot == EQUIP_SLOT_MAIN_HAND then
elseif equipSlot == EQUIP_SLOT_BACKUP_MAIN then
elseif equipSlot == EQUIP_SLOT_OFF_HAND then
elseif equipSlot == EQUIP_SLOT_BACKUP_OFF then
end
local equippedStringId = SI_GAMEPAD_EQUIPPED_ITEM_HEADER
if actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
equippedStringId = SI_GAMEPAD_EQUIPPED_COMPANION_ITEM_HEADER
end
if isHidden then
GAMEPAD_TOOLTIPS : SetStatusLabelText ( tooltipType , GetString ( equippedStringId ) , equipSlotText , ZO_SELECTED_TEXT : Colorize ( GetHiddenByStringForVisualLayer ( highestPriorityVisualLayerThatIsShowing ) ) )
else
end
end |