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CURRENCY_SHOW_ALL = trueCURRENCY_DONT_SHOW_ALL = falseCURRENCY_IGNORE_HAS_ENOUGH = falseCURRENCY_HAS_ENOUGH = falseCURRENCY_NOT_ENOUGH = truelocal NOT_ENOUGH_COLOR = ZO_ERROR_COLORlocal DEFAULT_COLOR = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_GENERAL, INTERFACE_GENERAL_COLOR_ENABLED))ZO_CURRENCIES_DATA = {}local g_currenciesData = ZO_CURRENCIES_DATA -- These APIs are called a lot, so let's not spam global lookupZO_VALID_CURRENCY_TYPES = {}do for currencyType = CURT_ITERATION_BEGIN, CURT_ITERATION_END do local IS_PLURAL = false local IS_UPPER = false local currencyInfo = { } currencyInfo.keyboardTexture = keyboardTexture currencyInfo.keyboardPercentOfLineSize = keyboardPercentOfLineSize .. "%" currencyInfo.gamepadTexture = gamepadTexture currencyInfo.gamepadPercentOfLineSize = gamepadPercentOfLineSize .. "%" g_currenciesData[currencyType] = currencyInfo else local currencyInfo = { amountLabel = "", gamepadColor = ZO_WHITE, isDefaultLowercase = false, keyboardTexture = ZO_NO_TEXTURE_FILE, keyboardPercentOfLineSize = "100%", keyboardLootTexture = ZO_NO_TEXTURE_FILE, gamepadTexture = ZO_NO_TEXTURE_FILE, gamepadPercentOfLineSize = "100%", gamepadLootTexture = ZO_NO_TEXTURE_FILE, } g_currenciesData[currencyType] = currencyInfo end endendlocal ICON_PADDING = 4local MULTI_CURRENCY_PADDING = 8 -- the amount of space between each currency type in a controllocal DEFAULT_CURRENCY_OPTIONS ={ showTooltips = true, useShortFormat = false, font = "ZoFontGame", iconSide = RIGHT,}--[[ Used to set up an args table on a control that will show currencies. This is done to prevent many reallocations of consistently used data. Pass in the currency types that the control will be known to use. (The control doesn't need to ALWAYS use them, but if you know all possible types ahead of time, pass then in and a display subtable will be created for each type.) When you want to show the appropriate currency call ZO_CurrencyControl_SetCurrencyData and set up the display parameters.--]] local currencyArgs = {} end else -- Mark all types as unused because we may not have the same data between calls -- (Example: go to a store, not everything that's on sale will use the same currency types, -- so we can only disable what we know about) end endend-- Use this function if you have a currency control that constantly needs to show arbitrary currency types, but only ever one (non-item) currency at a timelocal function DynamicSetCurrencyData(control, currencyType, amount, showAll, notEnough, displayOptions) end if showAll == nil then showAll = CURRENCY_SHOW_ALL end if notEnough == nil then notEnough = CURRENCY_IGNORE_HAS_ENOUGH end if showAll or (amount > 0) then displayData.amount = amount displayData.isUsed = true displayData.notEnough = notEnough if displayOptions then displayData.obfuscateAmount = displayOptions.obfuscateAmount displayData.currencyCapAmount = displayOptions.currencyCapAmount displayData.iconInheritColor = displayOptions.iconInheritColor displayData.strikethroughCurrencyAmount = displayOptions.strikethroughCurrencyAmount else displayData.obfuscateAmount = nil displayData.currencyCapAmount = nil displayData.iconInheritColor = nil displayData.strikethroughCurrencyAmount = nil end else displayData.isUsed = false endend local currentOffset = 1 -- used for finding the right item currency type else currentOffset = currentOffset + 1 end else end end endendfunction ZO_CurrencyControl_SetCurrencyData(control, currencyType, amount, showAll, notEnough, entryIndex, offset) if displayData then if showAll == nil then showAll = CURRENCY_SHOW_ALL end if notEnough == nil then notEnough = CURRENCY_IGNORE_HAS_ENOUGH end if showAll or (amount > 0) then displayData.amount = amount displayData.isUsed = true displayData.notEnough = notEnough -- NOTE: Certain currency types always determine the notEnough value automatically. This could be calculated -- externally...might need updates if that value can change after a currency control has been formatted. if currencyType == CURT_ALLIANCE_POINTS then displayData.notEnough = amount > GetCurrencyAmount(CURT_ALLIANCE_POINTS, CURRENCY_LOCATION_CHARACTER) end else displayData.isUsed = false end endendlocal USE_UPPERCASE_NUMBER_SUFFIXES = true if obfuscateAmount then elseif useShortFormat and amount >= CURRENCY_NO_ABBREVIATION_THRESHOLD then return ZO_AbbreviateNumber(amount, NUMBER_ABBREVIATION_PRECISION_HUNDREDTHS, USE_UPPERCASE_NUMBER_SUFFIXES) else endendendfunction ZO_CurrencyControl_FormatCurrencyAndAppendIcon(amount, useShortFormat, currencyType, isGamepad, obfuscateAmount) local formattedCurrency = ZO_CurrencyControl_FormatAndLocalizeCurrency(amount, useShortFormat, obfuscateAmount) local iconMarkup local iconSize local currencyInfo = g_currenciesData[currencyType] if isGamepad then iconSize = currencyInfo.gamepadPercentOfLineSize iconMarkup = currencyInfo.gamepadTexture else iconSize = currencyInfo.keyboardPercentOfLineSize iconMarkup = currencyInfo.keyboardTexture endend local useDefaultText = true if options then useDefaultText = false elseif options.customTooltip then SetTooltipText(InformationTooltip, zo_strformat(SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT, GetString(options.customTooltip))) useDefaultText = false end end if useDefaultText then SetTooltipText(InformationTooltip, zo_strformat(SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT, g_currenciesData[control.type].amountLabel)) end endendend-- displayOptions is a table of additional display options to modify how the given currencyType appears in the control-- obfuscateAmount - will not show the passed in currency amount, but will instead show SI_CURRENCY_OBFUSCATE_VALUE-- currencyCapAmount - if specified, the formatted currency amount will also show the currency cap in the format amount/cap-- iconInheritColor - will make the currency icon inherit the color of the currency amount-- color - is the color of the currency amount shown, will override the default color, but not any color specified in options.color-- strikethroughCurrencyAmount - will add a strikethrough to the currency amount (as long as it's not obfuscated)function ZO_CurrencyControl_SetSimpleCurrency(labelControl, currencyType, amount, options, showAll, notEnough, displayOptions)endlocal g_currencyStringFormatTable = {} options = options or DEFAULT_CURRENCY_OPTIONS local isGamepad = options.isGamepad -- Show tooltips by default, only if showTooltips was explicitly set to false in options should -- tooltips be turned off. local showTooltips = true if options.showTooltips == false then showTooltips = false end if options.font then end local iconSide = RIGHT if options.iconSide then iconSide = options.iconSide end local iconSize = nil if options.iconSize then iconSize = options.iconSize end local overrideColor = nil else end end local multiCurrencyPad = 0 local currencyStaticInfo = g_currenciesData[currencyType] if currencyData.isUsed and currencyStaticInfo then if currencyData.notEnough then else elseif overrideColor then else end end -- If there are not multiple currencies then we can just set the color on the label. Otherwise, text must be colorized per currency fragment else end if not iconSize then iconSize = isGamepad and currencyStaticInfo.gamepadPercentOfLineSize or currencyStaticInfo.keyboardPercentOfLineSize end local currencyTexture = isGamepad and currencyStaticInfo.gamepadTexture or currencyStaticInfo.keyboardTexture local iconMarkup if currencyData.iconInheritColor then else end local formattedAmount = ZO_CurrencyControl_FormatAndLocalizeCurrency(currencyData.amount, options.useShortFormat, currencyData.obfuscateAmount) if not currencyData.obfuscateAmount then if currencyData.currencyCapAmount then local formattedCap = ZO_CurrencyControl_FormatAndLocalizeCurrency(currencyData.currencyCapAmount, options.useShortFormat) formattedAmount = formattedAmount .. "/" .. formattedCap end end local useStrikethrough = not currencyData.obfuscateAmount and currencyData.strikethroughCurrencyAmount if useStrikethrough then end local leftPadding local rightPadding if iconSide == LEFT then leftPadding = ICON_PADDING rightPadding = multiCurrencyPad else -- Treat everything else as the default of going on the right leftPadding = multiCurrencyPad rightPadding = ICON_PADDING end local currencyMarkup if not useStrikethrough then else -- putting line markup inside a user area doesn't work, so use two user areas on either side of the line markup to keep the padding local NO_PADDING = 0 currencyMarkup = string.format("|u%d:%d:currency:|u%s|u%d:%d:currency:|u", leftPadding, NO_PADDING, formattedAmount, NO_PADDING, ICON_PADDING) end if iconSide == LEFT then else -- RIGHT end end -- Assume that there are more currencies, this is the whitespace to insert between them multiCurrencyPad = MULTI_CURRENCY_PADDING -- Needs to be handled with a table...this is for tooltips, so we need to figure out which region the mouse is over. -- For now, it's last come, first serve...so if there is only a single currency type on the control this works fine. end endend endend else endend--[[Augmented Currency API]]-- return g_currenciesData[currencyType].keyboardTextureend return g_currenciesData[currencyType].gamepadTextureend return g_currenciesData[currencyType].gamepadTexture else return g_currenciesData[currencyType].keyboardTexture endend return g_currenciesData[currencyType].gamepadLootTexture else return g_currenciesData[currencyType].keyboardLootTexture endend if inheritColor then end local currencyInfo = g_currenciesData[currencyType] local iconSize = overrideIconSize or currencyInfo.keyboardPercentOfLineSizeend if inheritColor then end local currencyInfo = g_currenciesData[currencyType] local iconSize = overrideIconSize or currencyInfo.gamepadPercentOfLineSizeend if inheritColor then end local currencyInfo = g_currenciesData[currencyType] local iconSize = overrideIconSize or currencyInfo.gamepadPercentOfLineSize else local iconSize = overrideIconSize or currencyInfo.keyboardPercentOfLineSize endendZO_CURRENCY_FORMAT_AMOUNT_NAME = 1ZO_CURRENCY_FORMAT_WHITE_AMOUNT_WHITE_NAME = 2ZO_CURRENCY_FORMAT_PARENTHETICAL_AMOUNT = 3ZO_CURRENCY_FORMAT_AMOUNT_ICON = 4ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON = 5ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON = 6ZO_CURRENCY_FORMAT_PLURAL_NAME_ICON = 7ZO_CURRENCY_FORMAT_STRIKETHROUGH_AMOUNT_ICON = 8ZO_CURRENCY_FORMAT_AMOUNT_NAME_ICON = 9ZO_CURRENCY_FORMAT_WHITE_AMOUNT_WHITE_NAME_ICON = 10 if isGamepad then return g_currenciesData[currencyType].gamepadColor else endend local DONT_OVERRIDE_ICON_SIZE = nil if isGamepad then return ZO_Currency_GetGamepadFormattedCurrencyIcon(currencyType, DONT_OVERRIDE_ICON_SIZE, iconInheritColor) else return ZO_Currency_GetKeyboardFormattedCurrencyIcon(currencyType, DONT_OVERRIDE_ICON_SIZE, iconInheritColor) endend--The return of this function is intended to be already localized in terms of delimiters. Do NOT pass the result into a <<f:1>> formatter, or the delimiters will be wrong.-- extraOptions is a table of additional options to modify how the currency is formatted-- showCap - if set to true, the formatted currency amount will also show the currency cap in the format amount/cap if there is a cap-- currencyLocation - used with showCap to specify the currency location to pull the cap from-- color - specify a color to be used for the currency amount instead of the default currency color-- iconInheritColor - will allow the currency icon to inherit the color of the label it's displayed in-- obfuscateAmount - will not show the passed in currency amount, but will instead show SI_CURRENCY_OBFUSCATE_VALUE-- useShortFormat - will abbreviate the number if it's above the CURRENCY_NO_ABBREVIATION_THRESHOLD local formattedAmount if currencyAmount then local useShortFormat = extraOptions and extraOptions.useShortFormat or nil local obfuscateAmount = extraOptions and extraOptions.obfuscateAmount or nil formattedAmount = ZO_CurrencyControl_FormatAndLocalizeCurrency(currencyAmount, useShortFormat, obfuscateAmount) if extraOptions and extraOptions.showCap then local currencyLocation = extraOptions.currencyLocation formattedAmount = formattedAmount .. "/" .. formattedCap end end end local iconInheritColor = extraOptions and extraOptions.iconInheritColor or false --We use string format to preserve the gender markup on currencyName. if formatType == ZO_CURRENCY_FORMAT_AMOUNT_NAME then local currencyInfo = g_currenciesData[currencyType] local currencyName = GetCurrencyName(currencyType, IsCountSingularForm(currencyAmount), currencyInfo.isDefaultLowercase) elseif formatType == ZO_CURRENCY_FORMAT_WHITE_AMOUNT_WHITE_NAME then local currencyInfo = g_currenciesData[currencyType] local currencyName = GetCurrencyName(currencyType, IsCountSingularForm(currencyAmount), currencyInfo.isDefaultLowercase) elseif formatType == ZO_CURRENCY_FORMAT_PARENTHETICAL_AMOUNT then elseif formatType == ZO_CURRENCY_FORMAT_AMOUNT_ICON then elseif formatType == ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON then elseif formatType == ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON then return string.format("%s|u0:6%%:currency:|u%s", ZO_ERROR_COLOR:Colorize(formattedAmount), iconMarkup) elseif formatType == ZO_CURRENCY_FORMAT_PLURAL_NAME_ICON then local IS_PLURAL = false local currencyInfo = g_currenciesData[currencyType] elseif formatType == ZO_CURRENCY_FORMAT_STRIKETHROUGH_AMOUNT_ICON then return string.format("%s|u0:6%%:currency:|u%s", color:Colorize(strikethroughAmountString), iconMarkup) elseif formatType == ZO_CURRENCY_FORMAT_AMOUNT_NAME_ICON then local currencyInfo = g_currenciesData[currencyType] local currencyName = GetCurrencyName(currencyType, IsCountSingularForm(currencyAmount), currencyInfo.isDefaultLowercase) elseif formatType == ZO_CURRENCY_FORMAT_WHITE_AMOUNT_WHITE_NAME_ICON then local currencyInfo = g_currenciesData[currencyType] local currencyName = GetCurrencyName(currencyType, IsCountSingularForm(currencyAmount), currencyInfo.isDefaultLowercase) endend local IS_KEYBOARD = falseend local IS_GAMEPAD = trueend return ZO_Currency_Format(currencyAmount, currencyType, formatType, IsInGamepadPreferredMode(), extraOptions)end return g_currenciesData[currencyType].amountLabelend return ZO_Currency_FormatGamepad(CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_CURRENCY_FORMAT_AMOUNT_ICON)end return ZO_Currency_FormatGamepad(CURT_MONEY, GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER), ZO_CURRENCY_FORMAT_AMOUNT_NAME)endend local playerCurrency1 = GetCurrencyAmount(itemData.currencyType1, GetCurrencyPlayerStoredLocation(itemData.currencyType1)) local playerCurrency2 = GetCurrencyAmount(itemData.currencyType2, GetCurrencyPlayerStoredLocation(itemData.currencyType2)) local costGold = quantity * itemData.price local costCurrency1 = quantity * itemData.currencyQuantity1 local costCurrency2 = quantity * itemData.currencyQuantity2 local confirmCurrency1 = DoesCurrencyAmountMeetConfirmationThreshold(itemData.currencyType1, costCurrency1) local confirmCurrency2 = DoesCurrencyAmountMeetConfirmationThreshold(itemData.currencyType2, costCurrency2) if itemData.meetsRequirementsToBuy and ((confirmGold and playerGold >= costGold) or (confirmCurrency1 and playerCurrency1 >= costCurrency1) or (confirmCurrency2 and playerCurrency2 >= costCurrency2)) then local params = { quantity, itemLink, costGold > 0 and ZO_Currency_FormatKeyboard(CURT_MONEY, costGold, ZO_CURRENCY_FORMAT_AMOUNT_ICON) or "", costCurrency1 > 0 and ZO_Currency_FormatKeyboard(itemData.currencyType1, costCurrency1, ZO_CURRENCY_FORMAT_AMOUNT_ICON) or "", costCurrency2 > 0 and ZO_Currency_FormatKeyboard(itemData.currencyType2, costCurrency2, ZO_CURRENCY_FORMAT_AMOUNT_ICON) or "" } ZO_Dialogs_ShowPlatformDialog("CONFIRM_PURCHASE", { buyIndex = storeItemIndex, quantity = quantity }, {mainTextParams = params}) return true end return falseend if soundId and soundId ~= "" then endend if soundId and soundId ~= "" then endend |