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CURRENCY_SHOW_ALL = true
CURRENCY_DONT_SHOW_ALL = false
CURRENCY_IGNORE_HAS_ENOUGH = false
CURRENCY_HAS_ENOUGH = false
CURRENCY_NOT_ENOUGH = true
local NOT_ENOUGH_COLOR = ZO_ERROR_COLOR
local 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 lookup
ZO_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
end
end
end
local ICON_PADDING = 4
local MULTI_CURRENCY_PADDING = 8 -- the amount of space between each currency type in a control
local 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
end
end
-- 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 time
local 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
end
end
local currentOffset = 1 -- used for finding the right item currency type
else
currentOffset = currentOffset + 1
end
else
end
end
end
end
function 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
end
end
local 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
end
end
end
function 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
end
end
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
end
end
end
-- 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 )
end
local 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
end
end
end
end
else
end
end
--[[
Augmented Currency API
]] --
return g_currenciesData [ currencyType ] . keyboardTexture
end
return g_currenciesData [ currencyType ] . gamepadTexture
end
return g_currenciesData [ currencyType ] . gamepadTexture
else
return g_currenciesData [ currencyType ] . keyboardTexture
end
end
return g_currenciesData [ currencyType ] . gamepadLootTexture
else
return g_currenciesData [ currencyType ] . keyboardLootTexture
end
end
if inheritColor then
end
local currencyInfo = g_currenciesData [ currencyType ]
local iconSize = overrideIconSize or currencyInfo . keyboardPercentOfLineSize
end
if inheritColor then
end
local currencyInfo = g_currenciesData [ currencyType ]
local iconSize = overrideIconSize or currencyInfo . gamepadPercentOfLineSize
end
if inheritColor then
end
local currencyInfo = g_currenciesData [ currencyType ]
local iconSize = overrideIconSize or currencyInfo . gamepadPercentOfLineSize
else
local iconSize = overrideIconSize or currencyInfo . keyboardPercentOfLineSize
end
end
ZO_CURRENCY_FORMAT_AMOUNT_NAME = 1
ZO_CURRENCY_FORMAT_WHITE_AMOUNT_WHITE_NAME = 2
ZO_CURRENCY_FORMAT_PARENTHETICAL_AMOUNT = 3
ZO_CURRENCY_FORMAT_AMOUNT_ICON = 4
ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON = 5
ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON = 6
ZO_CURRENCY_FORMAT_PLURAL_NAME_ICON = 7
ZO_CURRENCY_FORMAT_STRIKETHROUGH_AMOUNT_ICON = 8
if isGamepad then
return g_currenciesData [ currencyType ] . gamepadColor
else
end
end
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 )
end
end
--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 )
end
end
local IS_KEYBOARD = false
end
local IS_GAMEPAD = true
end
return ZO_Currency_Format ( currencyAmount , currencyType , formatType , IsInGamepadPreferredMode ( ) , extraOptions )
end
return g_currenciesData [ currencyType ] . amountLabel
end
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 )
end
end
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 false
end |