/
inventory.lua
executable file
·2821 lines (2399 loc) · 127 KB
/
inventory.lua
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--Variables
local g_playerInventory = nil
PLAYER_INVENTORY = nil
INVENTORY_BACKPACK = 1
INVENTORY_QUEST_ITEM = 2
INVENTORY_BANK = 3
INVENTORY_HOUSE_BANK = 4
INVENTORY_GUILD_BANK = 5
INVENTORY_CRAFT_BAG = 6
local SEARCH_TYPE_INVENTORY = 1
local SEARCH_TYPE_QUEST_ITEM = 2
local SEARCH_TYPE_QUEST_TOOL = 3
local CACHE_DATA = true
local DONT_CACHE_DATA = false
local DONT_USE_SHORT_FORMAT = false
local PREVENT_LAYOUT = false
local NOT_IS_GAMEPAD = false
local NEW_ICON_TEXTURE = "EsoUI/Art/Inventory/newItem_icon.dds"
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
BANKING_INTERACTION =
{
type = "Banking",
interactTypes = { INTERACTION_BANK },
}
GUILD_BANKING_INTERACTION =
{
type = "GuildBanking",
interactTypes = { INTERACTION_GUILDBANK },
}
-----------
--Callbacks
-----------
--tabs
local function HandleTabSwitch(tabData)
g_playerInventory:ChangeFilter(tabData)
end
--Search Processors
local function GetInventoryItemInformation(bagId, slotIndex)
local name = GetItemName(bagId, slotIndex)
name = name:lower()
local _, _, _, _, _, equipType, itemStyle = GetItemInfo(bagId, slotIndex)
return name, equipType, itemStyle
end
local EQUIP_TYPE_NAMES = {}
local ITEM_STYLE_NAME = {}
local function ProcessInventoryItem(stringSearch, data, searchTerm, cache)
local name, equipType, itemStyle = stringSearch:GetFromCache(data, cache, GetInventoryItemInformation, data.bagId, data.slotIndex)
if(zo_plainstrfind(name, searchTerm)) then
return true
end
if(equipType ~= EQUIP_TYPE_INVALID) then
local equipTypeName = EQUIP_TYPE_NAMES[equipType]
if(not equipTypeName) then
equipTypeName = GetString("SI_EQUIPTYPE", equipType):lower()
EQUIP_TYPE_NAMES[equipType] = equipTypeName
end
if(zo_plainstrfind(equipTypeName, searchTerm)) then
return true
end
end
if itemStyle ~= 0 then
local itemStyleName = ITEM_STYLE_NAME[itemStyle]
if not itemStyleName then
itemStyleName = zo_strlower(GetItemStyleName(itemStyle))
ITEM_STYLE_NAME[itemStyle] = itemStyleName
end
if zo_plainstrfind(itemStyleName, searchTerm) then
return true
end
end
return false
end
local function GetQuestItemInformation(questIndex, stepIndex, conditionIndex)
local _, _, name = GetQuestItemInfo(questIndex, stepIndex, conditionIndex)
name = name:lower()
return name
end
local function ProcessQuestItem(stringSearch, data, searchTerm, cache)
local name = stringSearch:GetFromCache(data, cache, GetQuestItemInformation, data.questIndex, data.stepIndex, data.conditionIndex)
return zo_plainstrfind(name, searchTerm)
end
local function GetQuestToolInformation(questIndex, toolIndex)
local _, _, _, name = GetQuestToolInfo(questIndex, toolIndex)
name = name:lower()
return name
end
local function ProcessQuestTool(stringSearch, data, searchTerm, cache)
local name = stringSearch:GetFromCache(data, cache, GetQuestToolInformation, data.questIndex, data.toolIndex)
return zo_plainstrfind(name, searchTerm)
end
-- Item List Sort management
local sortKeys =
{
slotIndex = { isNumeric = true },
stackCount = { tiebreaker = "slotIndex", isNumeric = true },
name = { tiebreaker = "stackCount" },
quality = { tiebreaker = "name", isNumeric = true },
stackSellPrice = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP, isNumeric = true },
statusSortOrder = { tiebreaker = "age", isNumeric = true},
age = { tiebreaker = "name", tieBreakerSortOrder = ZO_SORT_ORDER_UP, isNumeric = true},
traitInformationSortOrder = { tiebreaker = "name", isNumeric = true, tieBreakerSortOrder = ZO_SORT_ORDER_UP },
sellInformationSortOrder = { tiebreaker = "name", isNumeric = true, tieBreakerSortOrder = ZO_SORT_ORDER_UP },
}
function ZO_Inventory_GetDefaultHeaderSortKeys()
return sortKeys
end
-- Item List Display management
local INVENTORY_DATA_TYPE_BACKPACK = 1
local INVENTORY_DATA_TYPE_QUEST = 2
local function InitializeInventoryList(inventory)
local listView = inventory.listView
if listView then
ZO_ScrollList_Initialize(listView)
ZO_ScrollList_AddDataType(listView, inventory.listDataType, inventory.rowTemplate, 52, inventory.listSetupCallback, inventory.listHiddenCallback, nil, ZO_InventorySlot_OnPoolReset)
ZO_ScrollList_AddResizeOnScreenResize(listView)
end
end
local function InitializeInventoryFilters(inventory)
if(inventory.tabFilters) then
local menuBar = inventory.filterBar
for _, data in ipairs(inventory.tabFilters) do
local filterButton = ZO_MenuBar_AddButton(menuBar, data)
data.control = filterButton
ZO_AlphaAnimation:New(GetControl(filterButton, "Flash"))
end
end
end
local function OnInventoryItemRowHidden(rowControl, slot)
slot.slotControl = nil
end
function ZO_UpdateStatusControlIcons(inventorySlot, slotData)
local statusControl = GetControl(inventorySlot, "StatusTexture")
statusControl:ClearIcons()
if slotData.brandNew then
statusControl:AddIcon(NEW_ICON_TEXTURE)
end
if slotData.stolen then
statusControl:AddIcon(STOLEN_ICON_TEXTURE)
end
if slotData.isPlayerLocked then
statusControl:AddIcon(ZO_KEYBOARD_LOCKED_ICON)
end
if slotData.isBoPTradeable then
statusControl:AddIcon(ZO_TRADE_BOP_ICON)
end
if slotData.isGemmable then
statusControl:AddIcon(ZO_Currency_GetPlatformCurrencyIcon(CURT_CROWN_GEMS))
end
if slotData.bagId == BAG_WORN then
statusControl:AddIcon(ZO_KEYBOARD_IS_EQUIPPED_ICON)
end
statusControl:Show()
if slotData.age ~= 0 then
slotData.clearAgeOnClose = true
end
end
function ZO_UpdateTraitInformationControlIcon(inventorySlot, slotData)
local traitInfoControl = GetControl(inventorySlot, "TraitInfo")
traitInfoControl:ClearIcons()
if slotData.traitInformation ~= ITEM_TRAIT_INFORMATION_NONE and not ZO_Store_IsShopping() then
traitInfoControl:AddIcon(GetPlatformTraitInformationIcon(slotData.traitInformation))
traitInfoControl:Show()
end
end
function ZO_UpdateSellInformationControlIcon(inventorySlot, slotData)
local sellInformationControl = GetControl(inventorySlot, "SellInformation")
local sellInformationTexture = GetItemSellInformationIcon(slotData.sellInformation)
if sellInformationTexture then
sellInformationControl:SetTexture(sellInformationTexture)
sellInformationControl:SetHidden(not ZO_Store_IsShopping())
else
sellInformationControl:SetHidden(true)
end
end
ITEM_SLOT_CURRENCY_OPTIONS =
{
showTooltips = false,
font = "ZoFontGameShadow",
iconSide = RIGHT,
}
local function GetDefaultSlotSellValue(slot)
return (FENCE_MANAGER and SYSTEMS:GetObject("fence"):IsLaundering()) and slot.stackLaunderPrice or slot.stackSellPrice
end
local function SetupInventoryItemRow(rowControl, slot, overrideOptions)
local options = overrideOptions or ITEM_SLOT_CURRENCY_OPTIONS
local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, slot.quality)
local nameControl = GetControl(rowControl, "Name")
nameControl:SetText(slot.name) -- already formatted
nameControl:SetColor(r, g, b, 1)
local itemValue
if type(options.overrideSellValue) == "function" then
itemValue = options.overrideSellValue(slot)
else
itemValue = GetDefaultSlotSellValue(slot)
end
local sellPriceControl = GetControl(rowControl, "SellPrice")
sellPriceControl:SetHidden(false)
ZO_CurrencyControl_SetSimpleCurrency(sellPriceControl, CURT_MONEY, itemValue, options)
local inventorySlot = GetControl(rowControl, "Button")
ZO_Inventory_BindSlot(inventorySlot, slot.inventory.slotType, slot.slotIndex, slot.bagId)
ZO_PlayerInventorySlot_SetupSlot(rowControl, slot.stackCount, slot.iconFile, slot.meetsUsageRequirement, slot.locked or IsUnitDead("player"))
slot.slotControl = rowControl
ZO_UpdateStatusControlIcons(rowControl, slot)
ZO_UpdateTraitInformationControlIcon(rowControl, slot)
ZO_UpdateSellInformationControlIcon(rowControl, slot)
end
local function GetItemSlotSellValueWithBonus(slot)
if FENCE_MANAGER and SYSTEMS:GetObject("fence"):IsSellingStolenItems() and FENCE_MANAGER:HasBonusToSellingStolenItems() then
return GetItemSellValueWithBonuses(slot.bagId, slot.slotIndex) * slot.stackCount
end
return GetDefaultSlotSellValue(slot)
end
ITEM_BACKPACK_SLOT_CURRENCY_OPTIONS =
{
showTooltips = false,
font = "ZoFontGameShadow",
iconSide = RIGHT,
color = ZO_SetupInventoryItemOptionsCurrencyColor,
overrideSellValue = GetItemSlotSellValueWithBonus,
}
local function SetupBackpackInventoryItemRow(rowControl, slot)
SetupInventoryItemRow(rowControl, slot, ITEM_BACKPACK_SLOT_CURRENCY_OPTIONS)
end
local function SetupQuestRow(rowControl, questItem)
local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_TOOLTIP, ITEM_TOOLTIP_COLOR_QUEST_ITEM_NAME)
local nameControl = GetControl(rowControl, "Name")
nameControl:SetText(questItem.name) -- already formatted
nameControl:SetColor(r, g, b, 1)
GetControl(rowControl, "SellPrice"):SetHidden(true)
local inventorySlot = GetControl(rowControl, "Button")
ZO_InventorySlot_SetType(inventorySlot, SLOT_TYPE_QUEST_ITEM)
questItem.slotControl = rowControl
ZO_Inventory_SetupSlot(inventorySlot, questItem.stackCount, questItem.iconFile)
ZO_Inventory_SetupQuestSlot(inventorySlot, questItem.questIndex, questItem.toolIndex, questItem.stepIndex, questItem.conditionIndex)
ZO_UpdateStatusControlIcons(rowControl, questItem)
end
local function CreateNewTabFilterData(filterType, inventoryType, normal, pressed, highlight, hiddenColumns, hideTab)
local filterString = GetString("SI_ITEMFILTERTYPE", filterType)
local tabData =
{
-- Custom data
filterType = filterType,
inventoryType = inventoryType,
hiddenColumns = hiddenColumns,
activeTabText = filterString,
tooltipText = filterString,
-- Menu bar data
hidden = hideTab,
ignoreVisibleCheck = hideTab == true,
descriptor = filterType,
normal = normal,
pressed = pressed,
highlight = highlight,
callback = HandleTabSwitch,
}
return tabData
end
local function BaseInventoryFilter(currentFilter, slot)
if(currentFilter ~= ITEMFILTERTYPE_JUNK and slot.isJunk) then return false end
if(currentFilter == ITEMFILTERTYPE_JUNK and slot.isJunk) then return true end
if(currentFilter == ITEMFILTERTYPE_ALL) then return true end
for i = 1, #slot.filterData do
if(slot.filterData[i] == currentFilter) then
return true
end
end
return false
end
-------------------
--Inventory Manager
-------------------
ZO_InventoryManager = ZO_Object:Subclass()
function ZO_InventoryManager:New(...)
local manager = ZO_Object.New(self)
manager:Initialize(...)
return manager
end
function ZO_InventoryManager:Initialize(control)
g_playerInventory = self
self.selectedTabType = INVENTORY_BACKPACK
local backpackSearch = ZO_StringSearch:New(CACHE_DATA)
backpackSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
local bankSearch = ZO_StringSearch:New(CACHE_DATA)
bankSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
local guildBankSearch = ZO_StringSearch:New(CACHE_DATA)
guildBankSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
local questItemSearch = ZO_StringSearch:New(CACHE_DATA)
questItemSearch:AddProcessor(SEARCH_TYPE_QUEST_ITEM, ProcessQuestItem)
questItemSearch:AddProcessor(SEARCH_TYPE_QUEST_TOOL, ProcessQuestTool)
local craftBagSearch = ZO_StringSearch:New(CACHE_DATA)
craftBagSearch:AddProcessor(SEARCH_TYPE_INVENTORY, ProcessInventoryItem)
local typicalHiddenColumns =
{
["traitInformationSortOrder"] = true,
["sellInformationSortOrder"] = true,
}
local questHiddenColumns =
{
["traitInformationSortOrder"] = true,
["sellInformationSortOrder"] = true,
["statusSortOrder"] = true,
["stackSellPrice"] = true,
}
local gearHiddenColumns =
{
["traitInformationSortOrder"] = function() return GetInteractionType() == INTERACTION_VENDOR end,
["sellInformationSortOrder"] = function() return GetInteractionType() ~= INTERACTION_VENDOR end,
}
local tradingHouseHiddenColumns =
{
["statusSortOrder"] = true,
["sellInformationSortOrder"] = true,
}
local HIDE_TAB = true
-- Need to define these in reverse order than how you want to display them
local backpackFilters =
{
CreateNewTabFilterData(ITEMFILTERTYPE_JUNK, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_junk_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_QUEST, INVENTORY_QUEST_ITEM, "EsoUI/Art/Inventory/inventory_tabIcon_quest_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_quest_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_quest_over.dds", questHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_BACKPACK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_JEWELRY, INVENTORY_BACKPACK, "EsoUI/Art/Crafting/jewelry_tabIcon_icon_up.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_down.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_icon_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_BACKPACK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_TRADING_HOUSE, INVENTORY_BACKPACK, "", "", "", tradingHouseHiddenColumns, HIDE_TAB),
}
local bankFilters =
{
CreateNewTabFilterData(ITEMFILTERTYPE_JUNK, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_junk_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_BANK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_JEWELRY, INVENTORY_BANK, "EsoUI/Art/Crafting/jewelry_tabIcon_icon_up.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_down.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_icon_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
}
local houseBankFilters =
{
CreateNewTabFilterData(ITEMFILTERTYPE_JUNK, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_junk_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_junk_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_HOUSE_BANK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_JEWELRY, INVENTORY_HOUSE_BANK, "EsoUI/Art/Crafting/jewelry_tabIcon_icon_up.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_down.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_icon_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_HOUSE_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
}
local guildBankFilters =
{
CreateNewTabFilterData(ITEMFILTERTYPE_MISCELLANEOUS, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_misc_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_misc_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_FURNISHING, INVENTORY_GUILD_BANK, "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_up.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_down.dds", "EsoUI/Art/Crafting/provisioner_indexIcon_furnishings_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CRAFTING, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_crafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_crafting_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CONSUMABLE, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_consumables_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_consumables_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_JEWELRY, INVENTORY_GUILD_BANK, "EsoUI/Art/Crafting/jewelry_tabIcon_icon_up.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_down.dds", "EsoUI/Art/Crafting/jewelry_tabIcon_icon_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ARMOR, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_armor_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_armor_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_WEAPONS, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_weapons_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_weapons_over.dds", gearHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_GUILD_BANK, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", gearHiddenColumns),
}
local craftBagFilters =
{
CreateNewTabFilterData(ITEMFILTERTYPE_TRAIT_ITEMS, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_itemTrait_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_itemTrait_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_itemTrait_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_STYLE_MATERIALS, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_styleMaterial_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_styleMaterial_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_styleMaterial_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_PROVISIONING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_provisioning_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_provisioning_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_provisioning_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ENCHANTING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_enchanting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_enchanting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_enchanting_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ALCHEMY, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_alchemy_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_alchemy_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_alchemy_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_JEWELRYCRAFTING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_jewelrycrafting_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_jewelrycrafting_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_jewelrycrafting_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_WOODWORKING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_woodworking_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_woodworking_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_woodworking_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_CLOTHING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_clothing_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_clothing_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_clothing_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_BLACKSMITHING, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_blacksmithing_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_blacksmithing_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_Craftbag_blacksmithing_over.dds", typicalHiddenColumns),
CreateNewTabFilterData(ITEMFILTERTYPE_ALL, INVENTORY_CRAFT_BAG, "EsoUI/Art/Inventory/inventory_tabIcon_all_up.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_down.dds", "EsoUI/Art/Inventory/inventory_tabIcon_all_over.dds", typicalHiddenColumns),
}
local function BackpackAltFreeSlotType()
if self:IsBanking() then
return self:GetBankInventoryType()
elseif self:IsGuildBanking() then
return INVENTORY_GUILD_BANK
else
return nil --hide label
end
end
local inventories =
{
[INVENTORY_BACKPACK] =
{
stringSearch = backpackSearch,
searchBox = ZO_PlayerInventorySearchBox,
slotType = SLOT_TYPE_ITEM,
backingBags = { BAG_BACKPACK },
slots = { [BAG_BACKPACK] = {} },
listView = ZO_PlayerInventoryList,
listDataType = INVENTORY_DATA_TYPE_BACKPACK,
listSetupCallback = SetupBackpackInventoryItemRow,
listHiddenCallback = OnInventoryItemRowHidden,
freeSlotsLabel = ZO_PlayerInventoryInfoBarFreeSlots,
altFreeSlotsLabel = ZO_PlayerInventoryInfoBarAltFreeSlots,
freeSlotType = INVENTORY_BACKPACK,
altFreeSlotType = BackpackAltFreeSlotType,
freeSlotsStringId = SI_INVENTORY_BACKPACK_REMAINING_SPACES,
freeSlotsFullStringId = SI_INVENTORY_BACKPACK_COMPLETELY_FULL,
currentSortKey = "statusSortOrder",
currentSortOrder = ZO_SORT_ORDER_DOWN,
currentFilter = ITEMFILTERTYPE_ALL,
tabFilters = backpackFilters,
filterBar = ZO_PlayerInventoryTabs,
rowTemplate = "ZO_PlayerInventorySlot",
activeTab = ZO_PlayerInventoryTabsActive,
inventoryEmptyStringId = function(self, inventory)
if self:IsGuildBanking() then
local guildId = GetSelectedGuildBankId()
if not DoesPlayerHaveGuildPermission(guildId, GUILD_PERMISSION_BANK_DEPOSIT) then
return GetString(SI_INVENTORY_ERROR_GUILD_BANK_NO_DEPOSIT_PERMISSIONS)
elseif not DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_BANK_DEPOSIT) then
return zo_strformat(SI_INVENTORY_ERROR_GUILD_BANK_NO_DEPOSIT_PRIVILEGES, GetNumGuildMembersRequiredForPrivilege(GUILD_PRIVILEGE_BANK_DEPOSIT))
end
end
if inventory.currentFilter == ITEMFILTERTYPE_ALL then
return GetString(SI_INVENTORY_ERROR_INVENTORY_EMPTY)
else
return GetString(SI_INVENTORY_ERROR_FILTER_EMPTY)
end
end,
},
[INVENTORY_QUEST_ITEM] =
{
slots = {},
stringSearch = questItemSearch,
searchBox = ZO_PlayerInventorySearchBox,
slotType = SLOT_TYPE_QUEST_ITEM,
listView = ZO_PlayerInventoryQuest,
listDataType = INVENTORY_DATA_TYPE_QUEST,
listSetupCallback = SetupQuestRow,
listHiddenCallback = OnInventoryItemRowHidden,
currentFilter = ITEMFILTERTYPE_ALL,
currentSortKey = "name",
currentSortOrder = ZO_SORT_ORDER_UP,
rowTemplate = "ZO_PlayerInventorySlot",
hiddenColumns = questHiddenColumns,
},
[INVENTORY_BANK] =
{
stringSearch = bankSearch,
searchBox = ZO_PlayerBankSearchBox,
slotType = SLOT_TYPE_BANK_ITEM,
backingBags = { BAG_BANK, BAG_SUBSCRIBER_BANK },
slots = { [BAG_BANK] = {}, [BAG_SUBSCRIBER_BANK] = {} },
listView = ZO_PlayerBankBackpack,
listDataType = INVENTORY_DATA_TYPE_BACKPACK,
listSetupCallback = SetupInventoryItemRow,
listHiddenCallback = OnInventoryItemRowHidden,
freeSlotsLabel = ZO_PlayerBankInfoBarFreeSlots,
altFreeSlotsLabel = ZO_PlayerBankInfoBarAltFreeSlots,
freeSlotType = INVENTORY_BACKPACK,
altFreeSlotType = INVENTORY_BANK,
freeSlotsStringId = SI_INVENTORY_BANK_REMAINING_SPACES,
freeSlotsFullStringId = SI_INVENTORY_BANK_COMPLETELY_FULL,
currentSortKey = "name",
currentSortOrder = ZO_SORT_ORDER_UP,
currentFilter = ITEMFILTERTYPE_ALL,
tabFilters = bankFilters,
filterBar = ZO_PlayerBankTabs,
rowTemplate = "ZO_PlayerInventorySlot",
activeTab = ZO_PlayerBankTabsActive,
},
[INVENTORY_HOUSE_BANK] =
{
stringSearch = bankSearch,
searchBox = ZO_HouseBankSearchBox,
slotType = SLOT_TYPE_BANK_ITEM,
--backing bags and slots are dynamically setup
listView = ZO_HouseBankBackpack,
listDataType = INVENTORY_DATA_TYPE_BACKPACK,
listSetupCallback = SetupInventoryItemRow,
listHiddenCallback = OnInventoryItemRowHidden,
freeSlotsLabel = ZO_HouseBankInfoBarFreeSlots,
altFreeSlotsLabel = ZO_HouseBankInfoBarAltFreeSlots,
freeSlotType = INVENTORY_BACKPACK,
altFreeSlotType = INVENTORY_HOUSE_BANK,
freeSlotsStringId = SI_INVENTORY_HOUSE_BANK_REMAINING_SPACES,
freeSlotsFullStringId = SI_INVENTORY_HOUSE_BANK_COMPLETELY_FULL,
currentSortKey = "name",
currentSortOrder = ZO_SORT_ORDER_UP,
currentFilter = ITEMFILTERTYPE_ALL,
tabFilters = houseBankFilters,
filterBar = ZO_HouseBankTabs,
rowTemplate = "ZO_PlayerInventorySlot",
activeTab = ZO_HouseBankTabsActive,
},
[INVENTORY_GUILD_BANK] =
{
stringSearch = guildBankSearch,
searchBox = ZO_GuildBankSearchBox,
slotType = SLOT_TYPE_GUILD_BANK_ITEM,
backingBags = { BAG_GUILDBANK },
slots = { [BAG_GUILDBANK] = {} },
listView = ZO_GuildBankBackpack,
listDataType = INVENTORY_DATA_TYPE_BACKPACK,
listSetupCallback = SetupInventoryItemRow,
listHiddenCallback = OnInventoryItemRowHidden,
freeSlotsLabel = ZO_GuildBankInfoBarFreeSlots,
altFreeSlotsLabel = ZO_GuildBankInfoBarAltFreeSlots,
freeSlotType = INVENTORY_BACKPACK,
altFreeSlotType = INVENTORY_GUILD_BANK,
freeSlotsStringId = SI_INVENTORY_BANK_REMAINING_SPACES,
freeSlotsFullStringId = SI_INVENTORY_BANK_COMPLETELY_FULL,
currentSortKey = "name",
currentSortOrder = ZO_SORT_ORDER_UP,
currentFilter = ITEMFILTERTYPE_ALL,
tabFilters = guildBankFilters,
filterBar = ZO_GuildBankTabs,
rowTemplate = "ZO_PlayerInventorySlot",
activeTab = ZO_GuildBankTabsActive,
inventoryEmptyStringId = function(self, inventory)
if inventory.currentFilter == ITEMFILTERTYPE_ALL then
return GetString(SI_INVENTORY_ERROR_GUILD_BANK_EMPTY)
else
return GetString(SI_INVENTORY_ERROR_FILTER_EMPTY)
end
end
},
[INVENTORY_CRAFT_BAG] =
{
stringSearch = craftBagSearch,
searchBox = ZO_CraftBagSearchBox,
slotType = SLOT_TYPE_CRAFT_BAG_ITEM,
backingBags = { BAG_VIRTUAL },
slots = { [BAG_VIRTUAL] = {} },
listView = ZO_CraftBagList,
listDataType = INVENTORY_DATA_TYPE_BACKPACK,
listSetupCallback = SetupBackpackInventoryItemRow,
listHiddenCallback = OnInventoryItemRowHidden,
currentSortKey = "statusSortOrder",
currentSortOrder = ZO_SORT_ORDER_DOWN,
currentFilter = ITEMFILTERTYPE_ALL,
tabFilters = craftBagFilters,
filterBar = ZO_CraftBagTabs,
rowTemplate = "ZO_CraftBagSlot",
activeTab = ZO_CraftBagTabsActive,
inventoryEmptyStringId = SI_INVENTORY_ERROR_CRAFT_BAG_EMPTY,
},
}
self.isListDirty = {}
self:InitializeHeaderSort(INVENTORY_BACKPACK, inventories[INVENTORY_BACKPACK], ZO_PlayerInventorySortBy)
self:InitializeHeaderSort(INVENTORY_BANK, inventories[INVENTORY_BANK], ZO_PlayerBankSortBy)
self:InitializeHeaderSort(INVENTORY_HOUSE_BANK, inventories[INVENTORY_HOUSE_BANK], ZO_HouseBankSortBy)
self:InitializeHeaderSort(INVENTORY_GUILD_BANK, inventories[INVENTORY_GUILD_BANK], ZO_GuildBankSortBy)
self:InitializeHeaderSort(INVENTORY_CRAFT_BAG, inventories[INVENTORY_CRAFT_BAG], ZO_CraftBagSortBy)
self.inventories = inventories
self.searchToInventoryType = {}
self.bagToInventoryType =
{
[BAG_BACKPACK] = INVENTORY_BACKPACK,
[BAG_BANK] = INVENTORY_BANK,
[BAG_SUBSCRIBER_BANK] = INVENTORY_BANK,
[BAG_GUILDBANK] = INVENTORY_GUILD_BANK,
[BAG_VIRTUAL] = INVENTORY_CRAFT_BAG,
}
for i = BAG_HOUSE_BANK_ONE, BAG_HOUSE_BANK_TEN do
self.bagToInventoryType[i] = INVENTORY_HOUSE_BANK
end
for inventoryType, inventoryData in pairs(self.inventories) do
InitializeInventoryList(inventoryData)
InitializeInventoryFilters(inventoryData)
self.searchToInventoryType[inventoryData.stringSearch] = inventoryType
end
INVENTORY_FRAGMENT = ZO_FadeSceneFragment:New(ZO_PlayerInventory)
INVENTORY_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
if(newState == SCENE_FRAGMENT_SHOWING) then
local UPDATE_EVEN_IF_HIDDEN = true
if self.isListDirty[INVENTORY_BACKPACK] or self.isListDirty[INVENTORY_QUEST_ITEM] then
self:UpdateList(INVENTORY_BACKPACK, UPDATE_EVEN_IF_HIDDEN)
self:UpdateList(INVENTORY_QUEST_ITEM, UPDATE_EVEN_IF_HIDDEN)
end
self:RefreshMoney()
self:UpdateFreeSlots(INVENTORY_BACKPACK)
self:UpdateApparelSection()
--Reseting the comparison stats here since its too later when the window is already hidden.
ZO_CharacterWindowStats_HideComparisonValues()
elseif(newState == SCENE_FRAGMENT_HIDDEN) then
ZO_InventorySlot_RemoveMouseOverKeybinds()
ZO_PlayerInventory_EndSearch(ZO_PlayerInventorySearchBox)
self:ClearNewStatusOnItemsThePlayerHasSeen(INVENTORY_BACKPACK)
end
end)
SHARED_INVENTORY:RegisterCallback("SlotAdded", function(bagId, slotIndex, newSlotData)
local inventory = self.bagToInventoryType[bagId]
if inventory then
self:OnInventoryItemAdded(inventory, bagId, slotIndex, newSlotData)
end
end)
SHARED_INVENTORY:RegisterCallback("SlotRemoved", function(bagId, slotIndex, oldSlotData)
local inventory = self.bagToInventoryType[bagId]
if inventory then
self:OnInventoryItemRemoved(inventory, bagId, slotIndex, oldSlotData)
end
end)
self.itemsLockedDueToDeath = IsUnitDead("player")
self:SetupInitialFilter()
self:RefreshAllInventorySlots(INVENTORY_BACKPACK)
self:RefreshAllInventorySlots(INVENTORY_CRAFT_BAG)
self:RefreshAllInventorySlots(INVENTORY_BANK)
self:RefreshAllQuests()
self:RefreshMoney()
self:CreateBankScene()
self:CreateHouseBankScene()
self:CreateGuildBankScene()
self:CreateCraftBagFragment()
self:RegisterForEvents(control)
end
function ZO_InventoryManager:InitializeHeaderSort(inventoryType, inventory, headerControl)
local sortHeaders = ZO_SortHeaderGroup:New(headerControl, true)
local function OnSortHeaderClicked(key, order)
self:ChangeSort(key, inventoryType, order)
end
sortHeaders:RegisterCallback(ZO_SortHeaderGroup.HEADER_CLICKED, OnSortHeaderClicked)
sortHeaders:AddHeadersFromContainer()
sortHeaders:SelectHeaderByKey(inventory.currentSortKey, ZO_SortHeaderGroup.SUPPRESS_CALLBACKS)
inventory.sortHeaders = sortHeaders
end
do
local function OnRequestDestroyItem(eventCode, bag, slot, itemCount, name, needsConfirm)
local _, actualItemCount = GetItemInfo(bag, slot)
if itemCount == 0 and actualItemCount > 1 then
itemCount = actualItemCount
end
local quality = GetItemQuality(bag, slot)
local coloredItemName = GetItemQualityColor(quality):Colorize(name)
if(needsConfirm) then
local dialogName = "CONFIRM_DESTROY_ITEM_PROMPT"
if IsInGamepadPreferredMode() then
dialogName = ZO_GAMEPAD_CONFIRM_DESTROY_DIALOG
end
ZO_Dialogs_ShowPlatformDialog(dialogName, nil, {mainTextParams = {coloredItemName, itemCount, GetString(SI_DESTROY_ITEM_CONFIRMATION)}})
else
ZO_Dialogs_ShowPlatformDialog("DESTROY_ITEM_PROMPT", nil, {mainTextParams = {coloredItemName, itemCount}})
end
end
local function OnCancelRequestDestroyItem()
ZO_Dialogs_ReleaseDialog("DESTROY_ITEM_PROMPT")
ZO_Dialogs_ReleaseDialog("CONFIRM_DESTROY_ITEM_PROMPT")
end
BUY_BAG_SPACE_INTERACTION =
{
type = "Buy Bag Space",
interactTypes = { INTERACTION_BUY_BAG_SPACE },
}
local function OnBuyBagSpace(eventCode, cost)
if IsInGamepadPreferredMode() then
BUY_BAG_SPACE_GAMEPAD:Show(cost)
else
if(not ZO_Dialogs_FindDialog("BUY_BAG_SPACE")) then
ZO_Dialogs_ShowDialog("BUY_BAG_SPACE", {cost = cost})
INTERACT_WINDOW:OnBeginInteraction(BUY_BAG_SPACE_INTERACTION)
end
end
end
local function OnBuyBankSpace(eventCode, cost)
if IsInGamepadPreferredMode() then
BUY_BANK_SPACE_GAMEPAD:Show(cost)
else
if(not ZO_Dialogs_FindDialog("BUY_BANK_SPACE")) then
ZO_Dialogs_ShowDialog("BUY_BANK_SPACE", {cost = cost})
end
end
end
local function OnCloseBuySpace()
ZO_Dialogs_ReleaseDialog("BUY_BAG_SPACE")
ZO_Dialogs_ReleaseDialog("BUY_BANK_SPACE")
BUY_BAG_SPACE_GAMEPAD:Hide()
end
local function HandleCursorPickup(eventCode, cursorType, unused1, unused2, unused3, unused4, unused5, unused6, itemSoundCategory)
if cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_EQUIPPED_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM then
ZO_InventoryLandingArea_SetHidden(ZO_PlayerBankBackpackLandingArea, false, SI_INVENTORY_LANDING_AREA_MOVE_TO_BANK)
ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, false, SI_INVENTORY_LANDING_AREA_MOVE_TO_BACKPACK)
elseif cursorType == MOUSE_CONTENT_STORE_ITEM then
ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, false, SI_INVENTORY_LANDING_AREA_BUY_ITEM)
elseif cursorType == MOUSE_CONTENT_STORE_BUYBACK_ITEM then
ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, false, SI_INVENTORY_LANDING_AREA_BUYBACK_ITEM)
end
PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_PICKUP)
end
local function HandleCursorCleared(eventCode, oldCursorType)
ZO_InventoryLandingArea_SetHidden(ZO_PlayerBankBackpackLandingArea, true)
ZO_InventoryLandingArea_SetHidden(ZO_PlayerInventoryListLandingArea, true)
end
function ZO_InventoryManager:RegisterForEvents(control)
control:RegisterForEvent(EVENT_VISUAL_LAYER_CHANGED, function() self:UpdateApparelSection() end)
--inventory events
local function OnFullInventoryUpdated(bagId)
if bagId == BAG_BANK then
self:RefreshBankUpgradeKeybind()
end
for inventoryType, inventory in pairs(self.inventories) do
if inventory.backingBags then
for searchBagIndex, searchBagId in ipairs(inventory.backingBags) do
if searchBagId == bagId then
self:RefreshAllInventorySlots(inventoryType)
break
end
end
end
end
end
local function OnPlayerActivated()
self:RefreshAllInventorySlots(INVENTORY_BACKPACK)
self:RefreshAllInventorySlots(INVENTORY_CRAFT_BAG)
end
local function RefreshMoney()
self:RefreshMoney()
end
SHARED_INVENTORY:RegisterCallback("FullInventoryUpdate", OnFullInventoryUpdated)
SHARED_INVENTORY:RegisterCallback("SingleSlotInventoryUpdate", function(bagId, slotIndex) self:OnInventorySlotUpdated(bagId, slotIndex) end)
control:RegisterForEvent(EVENT_INVENTORY_SLOT_LOCKED, function(event, bagId, slotIndex) self:OnInventorySlotLocked(bagId, slotIndex) end)
control:RegisterForEvent(EVENT_INVENTORY_SLOT_UNLOCKED, function(event, bagId, slotIndex) self:OnInventorySlotUnlocked(bagId, slotIndex) end)
control:RegisterForEvent(EVENT_MOUSE_REQUEST_DESTROY_ITEM, OnRequestDestroyItem)
control:RegisterForEvent(EVENT_CANCEL_MOUSE_REQUEST_DESTROY_ITEM, OnCancelRequestDestroyItem)
control:RegisterForEvent(EVENT_CURSOR_PICKUP, HandleCursorPickup)
control:RegisterForEvent(EVENT_CURSOR_DROPPED, HandleCursorCleared)
control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
control:RegisterForEvent(EVENT_MONEY_UPDATE, RefreshMoney)
control:RegisterForEvent(EVENT_BANKED_MONEY_UPDATE, RefreshMoney)
control:RegisterForEvent(EVENT_GUILD_BANKED_MONEY_UPDATE, RefreshMoney)
--quest item events
local function OnQuestsUpdated()
--the quest we were planning to abandon may be gone, kill the prompt
ZO_Dialogs_ReleaseDialog("ABANDON_QUEST")
self:RefreshAllQuests()
CALLBACK_MANAGER:FireCallbacks("QuestUpdate")
end
local function OnSingleQuestUpdated(journalIndex)
self:RefreshQuest(journalIndex)
CALLBACK_MANAGER:FireCallbacks("QuestUpdate")
end
local function OnUpdateCooldowns()
self:UpdateItemCooldowns(INVENTORY_BACKPACK)
self:UpdateItemCooldowns(INVENTORY_QUEST_ITEM)
end
SHARED_INVENTORY:RegisterCallback("FullQuestUpdate", OnQuestsUpdated)
SHARED_INVENTORY:RegisterCallback("SingleQuestUpdate", OnSingleQuestUpdated)
control:RegisterForEvent(EVENT_ACTION_UPDATE_COOLDOWNS, OnUpdateCooldowns)
--bank events
local function OnOpenBank()
if not IsInGamepadPreferredMode() then
local inventoryType = self:GetBankInventoryType()
if inventoryType == INVENTORY_BANK then
SCENE_MANAGER:Show("bank")
elseif inventoryType == INVENTORY_HOUSE_BANK then
SCENE_MANAGER:Show("houseBank")
end
end
end
local function OnCloseBank()
if not IsInGamepadPreferredMode() then
--The banking bag has already been cleared by this point so just close both of the possible scenes instead of trying to figure out which one was open
SCENE_MANAGER:Hide("bank")
SCENE_MANAGER:Hide("houseBank")
if ZO_Dialogs_IsShowingDialog() then
ZO_Dialogs_ReleaseAllDialogs()
end
end
end
control:RegisterForEvent(EVENT_OPEN_BANK, OnOpenBank)
control:RegisterForEvent(EVENT_CLOSE_BANK, OnCloseBank)
--guild bank events
local function OnOpenGuildBank()
if not IsInGamepadPreferredMode() then
self:OpenGuildBank()
end
end
local function OnCloseGuildBank()
if not IsInGamepadPreferredMode() then
self:CloseGuildBank()
end
end
local function OnGuildBankSelected(eventCode, guildId)
self:SetGuildBankLoading(guildId)
end
local function OnGuildBankDeselected()
self:OnGuildBankDeselected()
end
local function OnGuildBankItemsReady()
self:SetGuildBankLoaded()
end
local function OnGuildBankOpenError(eventCode, error)
self:OnGuildBankOpenError(error)
end
local function OnGuildSizeChanged()
self:GuildSizeChanged()
end
local function OnGuildRanksChanged(eventCode, guildId)
self:RefreshGuildBankPermissions(guildId)
end
local function OnGuildRankChanged(eventCode, guildId)
self:RefreshGuildBankPermissions(guildId)
end
local function OnGuildMemberRankChanged(eventCode, guildId, displayName)
if(displayName == GetDisplayName()) then
self:RefreshGuildBankPermissions(guildId)
end
end
control:RegisterForEvent(EVENT_OPEN_GUILD_BANK, OnOpenGuildBank)
control:RegisterForEvent(EVENT_CLOSE_GUILD_BANK, OnCloseGuildBank)
control:RegisterForEvent(EVENT_GUILD_BANK_SELECTED, OnGuildBankSelected)
control:RegisterForEvent(EVENT_GUILD_BANK_DESELECTED, OnGuildBankDeselected)
control:RegisterForEvent(EVENT_GUILD_BANK_ITEMS_READY, OnGuildBankItemsReady)
control:RegisterForEvent(EVENT_GUILD_BANK_OPEN_ERROR, OnGuildBankOpenError)
control:RegisterForEvent(EVENT_GUILD_RANKS_CHANGED, OnGuildRanksChanged)
control:RegisterForEvent(EVENT_GUILD_RANK_CHANGED, OnGuildRankChanged)
control:RegisterForEvent(EVENT_GUILD_MEMBER_RANK_CHANGED, OnGuildMemberRankChanged)
control:RegisterForEvent(EVENT_GUILD_MEMBER_ADDED, OnGuildSizeChanged)
control:RegisterForEvent(EVENT_GUILD_MEMBER_REMOVED, OnGuildSizeChanged)
--inventory upgrade events
local function UpdateFreeSlotsBackpack()
self:UpdateFreeSlots(INVENTORY_BACKPACK)
end
local function UpdateFreeSlotsBank()
self:UpdateFreeSlots(INVENTORY_BANK)
end
control:RegisterForEvent(EVENT_INVENTORY_BUY_BAG_SPACE, OnBuyBagSpace)
control:RegisterForEvent(EVENT_INVENTORY_BOUGHT_BAG_SPACE, UpdateFreeSlotsBackpack)
control:RegisterForEvent(EVENT_MOUNT_INFO_UPDATED, UpdateFreeSlotsBackpack)
control:RegisterForEvent(EVENT_INVENTORY_BUY_BANK_SPACE, OnBuyBankSpace)
control:RegisterForEvent(EVENT_INVENTORY_BOUGHT_BANK_SPACE, UpdateFreeSlotsBank)
control:RegisterForEvent(EVENT_INVENTORY_CLOSE_BUY_SPACE, OnCloseBuySpace)
--player events
local function RefreshAllInventoryOverlays()
self:RefreshAllInventoryOverlays(INVENTORY_BACKPACK)
end
local function OnPlayerDead()
RefreshAllInventoryOverlays()
self.itemsLockedDueToDeath = true
end
local function OnPlayerAlive()
RefreshAllInventoryOverlays()
self.itemsLockedDueToDeath = false
end
control:RegisterForEvent(EVENT_PLAYER_DEAD, OnPlayerDead)
control:RegisterForEvent(EVENT_PLAYER_ALIVE, OnPlayerAlive)
control:RegisterForEvent(EVENT_LEVEL_UPDATE, RefreshAllInventoryOverlays)
control:AddFilterForEvent(EVENT_LEVEL_UPDATE, REGISTER_FILTER_UNIT_TAG, "player")
control:RegisterForEvent(EVENT_CHAMPION_POINT_GAINED, RefreshAllInventoryOverlays)
end
end