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--[[
The KeyboardAssignableActionBar shows and lets you manage what your current pending skill assignments will be inside the Skills UI.
It's distinct from the "real" action bar in that only handles skills, it doesn't necessarily care about the state of each ability, and it can change
without changing the "real" action bar.
]] --
self . hotbarSwap = ZO_KeyboardAssignableActionBarHotbarSwap : New ( self . control : GetNamedChild ( "HotbarSwap" ) )
{
ZO_KeyboardAssignableActionBarButton : New ( self , self . control : GetNamedChild ( "Button1" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 ) ,
ZO_KeyboardAssignableActionBarButton : New ( self , self . control : GetNamedChild ( "Button2" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2 ) ,
ZO_KeyboardAssignableActionBarButton : New ( self , self . control : GetNamedChild ( "Button3" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3 ) ,
ZO_KeyboardAssignableActionBarButton : New ( self , self . control : GetNamedChild ( "Button4" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4 ) ,
ZO_KeyboardAssignableActionBarButton : New ( self , self . control : GetNamedChild ( "Button5" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5 ) ,
ZO_KeyboardAssignableActionBarButton : New ( self , self . control : GetNamedChild ( "Button6" ) , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 ) ,
}
end
end
end
else
end
end
end
if cursorType == MOUSE_CONTENT_ACTION then
local actionType , _ , actionValue = ...
if ZO_ABILITY_DROP_CALLOUT_VALIDITY_FUNCTION_BY_ACTION_TYPE [ actionType ] and actionValue ~= 0 then
end
end
end
if cursorType == MOUSE_CONTENT_ACTION then
end
end
EVENT_MANAGER : RegisterForEvent ( "KeyboardAssignableActionBar" , EVENT_CURSOR_DROPPED , OnCursorDropped )
end
EVENT_MANAGER : RegisterForEvent ( "KeyboardAssignableActionBar" , EVENT_PLAYER_ACTIVATED , OnPlayerActivated )
end
end
end
end
end
end
end
end
function ZO_KeyboardAssignableActionBar : ShowAppropriateAbilityActionButtonDropCallouts ( actionType , actionValue )
end
end
end
end
-- A hotbar is made up of N buttons and N button animations, but we only want to trigger this handler once.
-- Since each animation ends at the same time, we can just register to the first button as a stand-in for all of the buttons.
-- The bar state may have changed during the animation (so it was deferred), but after the midpoint (so it wouldn't be reflected during that refresh)
-- Refresh an extra time for good measure
end )
end
local ACTION_BUTTON_BORDERS =
{
mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds" ,
mouseOver = "EsoUI/Art/ActionBar/actionBar_mouseOver.dds" ,
}
self . newIndicatorIdle = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_KeyboardAssignableActionBarNewIndicator_Idle" , self . newIndicator )
self . newIndicatorFadeout = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_KeyboardAssignableActionBarNewIndicator_Fadeout" , self . newIndicator )
end
-- delay refresh until the icon is invisible
end )
end
local mouseDownFrameTexture = self . hotbar : AreHotbarEditsEnabled ( ) and ACTION_BUTTON_BORDERS . mouseDown or ACTION_BUTTON_BORDERS . normal -- do not indicate pressed if it won't do anything
local mouseOverFrameTexture = self . hotbar : AreHotbarEditsEnabled ( ) and ACTION_BUTTON_BORDERS . mouseOver or "" -- do not indicate mouse over if we can't actually click it
if iconTexture then
ZO_ActionSlot_SetupSlot ( self . icon , self . button , iconTexture , ACTION_BUTTON_BORDERS . normal , mouseDownFrameTexture , nil , mouseOverFrameTexture )
else
ZO_ActionSlot_ClearSlot ( self . icon , self . button , ACTION_BUTTON_BORDERS . normal , mouseDownFrameTexture , nil , mouseOverFrameTexture )
end
if isNew then
else
end
end
local DONT_DESATURATE = false
local KEYBOARD_MODE = false
local actionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetActionNameForSlot ( self . slotId , hotbarData : GetHotbarCategory ( ) , KEYBOARD_MODE )
local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER : GetAutomaticCastPriorityForSlot ( self . slotId , hotbarData : GetHotbarCategory ( ) )
if actionName then
local HIDE_UNBOUND = false
elseif actionPriority then
else
end
end
end
end
end
local DEFAULT_FONT = ""
InformationTooltip : AddLine ( GetString ( SI_ACTION_BAR_SLOT_LOCKED_HEADER ) , "ZoFontHeader" , ZO_SELECTED_TEXT : UnpackRGBA ( ) )
InformationTooltip : AddLine ( hotbarData : GetSlotUnlockText ( self . slotId ) , DEFAULT_FONT , ZO_ERROR_COLOR : UnpackRGBA ( ) )
else
if tooltip then
end
end
end
end
end
if not isValid then
else
end
end
end
if slotData then
end
end
end
end
return
end
return
end
if oldSlotData == nil then
-- invalid slot
return
end
if abilityId == nil then
return
end
end
end
return
end
if slotData and not slotData : IsEmpty ( ) and not IsActionSlotRestricted ( self . slotId , hotbarData : GetHotbarCategory ( ) ) then
end
end )
end
end
end
end
end
end
end
ACTION_BAR_ASSIGNMENT_MANAGER : RegisterCallback ( "HotbarSwapVisibleStateChanged" , OnHotbarSwapVisibleStateChanged )
end
return
end
else
end
--We don't show any text for the primary and backup bars
else
--Set to empty string for the pointer box tutorial that anchors to this
end
end
end
InformationTooltip : AddLine ( GetString ( SI_WEAPON_SWAP_TOOLTIP ) , "" , ZO_TOOLTIP_DEFAULT_COLOR : UnpackRGB ( ) )
InformationTooltip : AddLine ( GetString ( SI_WEAPON_SWAP_DISABLED_TOOLTIP ) , "" , ZO_ERROR_COLOR : UnpackRGB ( ) )
end
end
end
-- Button XML
end
end
if buttonId == MOUSE_BUTTON_INDEX_LEFT then
elseif buttonId == MOUSE_BUTTON_INDEX_RIGHT then
end
end
end
end
-- Weapon Swap XML
end
end
end |