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local SETTING_PANEL_GAMEPAD_CATEGORIES_ROOT = - 1
return options
end
local DONT_ACTIVATE_ON_SHOW = false
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , DONT_ACTIVATE_ON_SHOW )
end
if newState == SCENE_SHOWING then
end
elseif newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end
end
-- make sure to handle both start and end of screen resize (start only matters for resetting to defautlt)
end
end
local GAMEPAD_OPTIONS_SCENE_GROUP = ZO_SceneGroup : New ( "gamepad_options_root" , "gamepad_options_panel" )
if newState == SCENE_GROUP_SHOWING then
elseif newState == SCENE_GROUP_HIDDEN then
end
end )
end
-- Include update functionality here if the screen uses self.dirty to track needing to update
end
if selectedControl then
elseif selectedControl . horizontalListObject then
end
end
end
end
end
local headerText
else
end
local headerData =
{
}
end
end
end
if controlType == OPTIONS_CHECKBOX then
--When a checkbox is toggled that controls subsettings refreshVisible to show the dependent controls in their disabled state
--TODO: Call RefreshVisible when Sliders/Horizontal Lists change if ever needed.
end
elseif controlType == OPTIONS_INVOKE_CALLBACK then
end
end
{
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
keybind = "UI_SHORTCUT_SECONDARY" ,
end
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) if not self . inputBlocked then SCENE_MANAGER : HideCurrentScene ( ) end end )
{
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
keybind = "UI_SHORTCUT_PRIMARY" ,
end
end ,
} ,
}
{
}
{
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
if controlType == OPTIONS_CHECKBOX then
else
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
order = - 500 ,
end
end ,
} ,
}
end
return OPTIONS_MENU_INFO_PANEL_FRAGMENT ~= nil
end
end
control : GetNamedChild ( "Gamepad" ) : SetTexture ( showXbox and "EsoUI/Art/Buttons/Gamepad/XBox/Console_Art_XB1.dds" or "EsoUI/Art/Buttons/Gamepad/PS4/Console_Art_PS4.dds" )
if showXbox then
{
}
else
{
}
end
end
function ZO_GamepadOptions_OptionsHorizontalListSetup ( control , data , selected , reselectingDuringRebuild , enabled , selectedFromParent )
ZO_GamepadDefaultHorizontalListEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , selectedFromParent )
end
end
end
end
end
local GAMEPAD_OPTIONS_HEADER_SELECTED_PADDING = - 20
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
list : AddDataTemplate ( "ZO_GamepadOptionsSliderRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadOptionsSliderRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadOptionsHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadOptionsCheckboxRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadOptionsCheckboxRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadOptionsHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadOptionsHorizontalListRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadOptionsHorizontalListRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadOptionsHeaderTemplate" )
list : SetDataTemplateWithHeaderReleaseFunction ( "ZO_GamepadOptionsHorizontalListRow" , ReleaseHorizontalList )
list : AddDataTemplate ( "ZO_GamepadOptionsLabelRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadOptionsLabelRow" , OptionsSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadOptionsHeaderTemplate" )
end
end
if ( ( controlType == OPTIONS_CHECKBOX or controlType == OPTIONS_INVOKE_CALLBACK ) and enabled ~= false ) then
end
else
end
local isFirstPersonCameraSetting = settingId == CAMERA_SETTING_FIRST_PERSON_FIELD_OF_VIEW
local isThirdPersonCameraSetting = settingId == CAMERA_SETTING_THIRD_PERSON_FIELD_OF_VIEW
or settingId == CAMERA_SETTING_THIRD_PERSON_HORIZONTAL_POSITION_MULTIPLIER
or settingId == CAMERA_SETTING_THIRD_PERSON_HORIZONTAL_OFFSET
if data . system == SETTING_TYPE_CAMERA and ( isFirstPersonCameraSetting or isThirdPersonCameraSetting ) then
local option = CAMERA_OPTIONS_PREVIEW_FORCE_FIRST_PERSON
if isThirdPersonCameraSetting then
option = CAMERA_OPTIONS_PREVIEW_FORCE_THIRD_PERSON
end
else
end
end
end
else
end
end
if checkBox then
end
end
end
else
end
end
--determine if this control should be disabled because of a dependency on another control type
--this is rarely used so enabled == nil or true, only false is disabled
control . data . enabled = control . data . gamepadIsEnabledCallback and control . data . gamepadIsEnabledCallback ( )
else
end
end
end
local GAMEPAD_BUTTON_SCALE = . 75
local PS4_ADJUST_POV_ICON = "EsoUI/Art/Buttons/Gamepad/PS4/Nav_PS4_DpadDown_Hold_RS.dds"
local XBOX_ADJUST_POV_ICON = "EsoUI/Art/Buttons/Gamepad/XBox/Nav_XBone_DpadDown_Hold_RS.dds"
local formatString = isHoldKey and SI_BINDING_NAME_GAMEPAD_HOLD_LEFT or SI_BINDING_NAME_GAMEPAD_TAP_LEFT
local localizedToggleCameraName = zo_strformat ( formatString , GetString ( SI_BINDING_NAME_GAMEPAD_TOGGLE_FIRST_PERSON ) )
labelToUse = labelToUse + 1 --use an extra label to show Toggle
local chordedActionString = control . alignment == RIGHT and SI_BINDING_NAME_GAMEPAD_CHORD_LEFT or SI_BINDING_NAME_GAMEPAD_CHORD_RIGHT --put bind texture on left if right aligned
local povIcon = showXbox and XBOX_ADJUST_POV_ICON or PS4_ADJUST_POV_ICON
control : GetNamedChild ( "Label" .. labelToUse ) : SetText ( zo_strformat ( GetString ( chordedActionString ) , ZO_Keybinding_GetGamepadActionName ( "GAME_CAMERA_GAMEPAD_ZOOM" ) , povIcon ) )
return labelToUse , linesUsed
end
local localizedQuickSlotName = zo_strformat ( SI_BINDING_NAME_GAMEPAD_TAP_LEFT , GetString ( SI_BINDING_NAME_GAMEPAD_ACTION_BUTTON_9 ) )
labelToUse = labelToUse + 1 --use an extra label to show hold
local localizedQuickSlotHoldName = zo_strformat ( SI_BINDING_NAME_GAMEPAD_HOLD_LEFT , GetString ( SI_BINDING_NAME_GAMEPAD_ASSIGN_QUICKSLOT ) )
return labelToUse , linesUsed
end
local isChordedKeySetupMap = { }
local labelToUse = 1
local linesUsed = 0
--regular key
if actionName and actionName ~= "" then
if actionName == "GAME_CAMERA_GAMEPAD_ZOOM" then --special keybind that chords a button with a thumbstick direction and also can toggle camera
local NOT_HOLD_KEY = false
elseif actionName == "ACTION_BUTTON_9" then -- special keybind that handles hold functionality in lua to show a radial menu
else
localizedActionName = holdActionName and holdActionName ~= "" and zo_strformat ( SI_BINDING_NAME_GAMEPAD_TAP_LEFT , localizedActionName ) or localizedActionName
end
labelToUse = labelToUse + 1
end
--hold key
if holdActionName and holdActionName ~= "" then
if holdActionName == "GAME_CAMERA_GAMEPAD_ZOOM" then --special keybind that chords a button with a thumbstick direction
local HOLD_KEY = true
else
control : GetNamedChild ( "Label" .. labelToUse ) : SetText ( zo_strformat ( SI_BINDING_NAME_GAMEPAD_HOLD_LEFT , localizedActionName ) )
end
labelToUse = labelToUse + 1
end
--chorded keys
if chordedKeys then
if actionName and actionName ~= "" then
if linesUsed < 4 and not isChordedKeySetupMap [ chordedKey ] then
local chordedActionString = control . alignment == RIGHT and SI_BINDING_NAME_GAMEPAD_CHORD_LEFT or SI_BINDING_NAME_GAMEPAD_CHORD_RIGHT --put bind texture on left if right aligned
control : GetNamedChild ( "Label" .. labelToUse ) : SetText ( zo_strformat ( GetString ( chordedActionString ) , localizedActionName , icon ) )
if linesUsed == 3 and numLines > 1 then --the last label is using two lines
isChordedKeySetupMap [ chordedKey ] = false
else
labelToUse = labelToUse + 1
linesUsed = linesUsed + numLines
isChordedKeySetupMap [ chordedKey ] = true --this chord has been setup, ignore it when check the second key
end
elseif isChordedKeySetupMap [ chordedKey ] == nil then
isChordedKeySetupMap [ chordedKey ] = false --We ran out of space in this group, we'll try again on the chords other key
end
end
end
end
--clean up unused labels
while labelToUse < 5 do
labelToUse = labelToUse + 1
end
end
end
end
local key , mod1 , mod2 , mod3 , mod4 = GetActionBindingInfo ( layerIndex , categoryIndex , actionIndex , bindingIndex )
if key ~= KEY_INVALID then
-- If the key matches the preferred mode then just use it
return icon , width , height , isKeyHold
end
end
end
end
end
end
local TEMPLATE_NAMES =
{
[ OPTIONS_HORIZONTAL_SCROLL_LIST ] = "ZO_GamepadOptionsHorizontalListRow" ,
[ OPTIONS_SLIDER ] = "ZO_GamepadOptionsSliderRow" ,
[ OPTIONS_CHECKBOX ] = "ZO_GamepadOptionsCheckboxRow" ,
[ OPTIONS_INVOKE_CALLBACK ] = "ZO_GamepadOptionsLabelRow"
}
end
do
local CATEGORY_ICONS =
{
[ SETTING_PANEL_CINEMATIC ] = "EsoUI/Art/Options/Gamepad/gp_options_social.dds" ,
[ SETTING_PANEL_VIDEO ] = "EsoUI/Art/Options/Gamepad/gp_options_video.dds" ,
[ SETTING_PANEL_AUDIO ] = "EsoUI/Art/Options/Gamepad/gp_options_audio.dds" ,
[ SETTING_PANEL_GAMEPLAY ] = "EsoUI/Art/Options/Gamepad/gp_options_gameplay.dds" ,
[ SETTING_PANEL_CAMERA ] = "EsoUI/Art/Options/Gamepad/gp_options_camera.dds" ,
[ SETTING_PANEL_INTERFACE ] = "EsoUI/Art/Options/Gamepad/gp_options_interface.dds" ,
[ SETTING_PANEL_SOCIAL ] = "EsoUI/Art/Options/Gamepad/gp_options_social.dds" ,
[ SETTING_PANEL_NAMEPLATES ] = "EsoUI/Art/Options/Gamepad/gp_options_nameplates.dds" ,
}
local settings = GAMEPAD_SETTINGS_DATA [ panelId ]
if settings then
local entryData = ZO_GamepadEntryData : New ( GetString ( "SI_SETTINGSYSTEMPANEL" , panelId ) , CATEGORY_ICONS [ panelId ] )
entryData . panelId = panelId
end
end
end
else
end
end
local settings = GAMEPAD_SETTINGS_DATA [ panelId ]
if settings then
for i = 1 , # settings do
local setting = settings [ i ]
local templateName = TEMPLATE_NAMES [ controlType ]
if isHeader then
templateName = templateName .. "WithHeader"
end
end
end
end
end
end
end
end
else
if settings then
end
end
-- reset the screen adjustments
end
end
end |