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GAMEPAD_DIALOGS = {
BASIC = 1 ,
PARAMETRIC = 2 ,
COOLDOWN = 3 ,
CENTERED = 4 ,
STATIC_LIST = 5 ,
ITEM_SLIDER = 6 ,
CUSTOM = 7 ,
}
local GAMEPAD_DIALOG_SHOWING = false
local DEFAULT_WARNING_COLOR = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_FAILED ) )
----------------------
-- Helper Functions --
----------------------
return obj
end
-- dialog buttons expect the dialog to be the callbackArg
end
-- it's possible for the callback to remove the dialog and clean it up
-- but most don't, so we need to make sure we close them all without error
end
end
else
end
else
return true
end
end
else
end
else
return true
end
end
else
end
end
end
end
end
if alignment then
end
end
end
end
end
end
end
end
end
else
if index == 1 then
elseif index == 2 then
end
end
end
end
end
end
if twoOrMoreButtons then
end
end
end
end
end
local g_keybindStripDescriptors = ZO_ObjectPool : New ( MakeKeybindStripDescriptor , ResetKeybindStripDescriptor )
local g_keybindGroupDesc = { }
local g_keybindState = nil
if ( dialog . textParams ~= nil and dialog . textParams . buttonTextOverrides ~= nil and dialog . textParams . buttonTextOverrides [ index ] ~= nil ) then
else
end
if ( dialog . textParams ~= nil and dialog . textParams . buttonKeybindOverrides ~= nil and dialog . textParams . buttonKeybindOverrides [ index ] ~= nil ) then
else
else
end
end
else
end
end
local buttons = dialog . info . buttons
local numButtons = buttons and # buttons or 0
if numButtons > 0 then
end
end
end
if ( # g_keybindGroupDesc > 0 ) then
if onShowCooldown then
end
end
end
end
local buttons = dialog . info . buttons
local numButtons = buttons and # buttons or 0
if numButtons > 0 then
local keybindDesc = g_keybindGroupDesc [ index ]
if keybindDesc then
end
end
end
end
end
if ( # g_keybindGroupDesc > 0 ) then
end
end
end
--[[Different dialogs have different needs for input blocking. Most will want to eat all input so you don't end up scrolling lists
below the dialog or moving characters. Some want the right stick to pass through to control tooltip scrolling on the scene below. In that case
add allowRightStickPassThrough = true to the dialog's gamepadInfo table.]] --
if not dialog . info . gamepadInfo . allowRightStickPassThrough then
end
end
do
local ALLOW_RIGHT_STICK = { ZO_DI_LEFT_STICK , ZO_DI_DPAD }
local CONSUME_ALL = { ZO_DI_LEFT_STICK , ZO_DI_RIGHT_STICK , ZO_DI_DPAD }
if dialog . info . gamepadInfo . allowRightStickPassThrough then
dialog . directionalInputEaters = ALLOW_RIGHT_STICK
else
dialog . directionalInputEaters = CONSUME_ALL
end
end
end
----------------------------
-- Global Gamepad Dialogs --
----------------------------
if dialogType == GAMEPAD_DIALOGS . BASIC then
return ZO_GamepadDialogBase
elseif dialogType == GAMEPAD_DIALOGS . PARAMETRIC then
return ZO_GamepadDialogPara
elseif dialogType == GAMEPAD_DIALOGS . COOLDOWN then
return ZO_GamepadDialogCool
elseif dialogType == GAMEPAD_DIALOGS . CENTERED then
return ZO_GamepadDialogCentered
elseif dialogType == GAMEPAD_DIALOGS . STATIC_LIST then
return ZO_GamepadDialogStaticList
elseif dialogType == GAMEPAD_DIALOGS . ITEM_SLIDER then
return ZO_GamepadDialogItemSlider
end
return nil
end
-----------------------
-- Dialog Management --
-----------------------
GAMEPAD_DIALOG_SHOWING = true
if dialog . shouldShowTooltip then
end
dialog . hideSceneOnClose = false
end
if dialog . isShowingOnBase then
else
end
end
end
if dialog . entryList then
end
end
end
if dialog . warningTextControl then
end
local releasedFromButton = dialog . releasedFromButton
dialog . releasedFromButton = nil
if dialog . isShowingOnBase then
else
end
if dialog . hideSceneOnClose then
end
GAMEPAD_DIALOG_SHOWING = false
end
-- this always gets called
else
local headerData = dialog . headerData
if headerData then
ZO_ClearTable ( headerData ) -- make sure we are not bringing over header data from the previous setup.
headerData . titleTextAlignment = TEXT_ALIGN_LEFT
end
if dialog . mainTextControl then
end
if dialog . warningTextControl and warningText then
elseif dialog . warningTextControl then
end
-- refresh the header, but only if ZO_GenericGamepadDialog_RefreshHeaderData didn't already
end
end
end
local headerData = dialog . headerData
local needRefresh = false
needRefresh = true
end
needRefresh = true
end
needRefresh = true
end
needRefresh = true
end
end
if needRefresh then
end
return needRefresh
end
-- Management
if not dialog . info . blockDirectionalInput then
end
end
dialog . releasedFromButton = releasedFromButton
if ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP then -- pregame doesn't have this fragment group
if dialog . info . gamepadInfo . dontEndInWorldInteractions then
else
end
end
end
if ( newState == SCENE_FRAGMENT_SHOWING ) then
elseif ( newState == SCENE_FRAGMENT_SHOWN ) then
elseif ( newState == SCENE_FRAGMENT_HIDING ) then
elseif ( newState == SCENE_FRAGMENT_HIDDEN ) then
end
end )
if headerContainer then
dialog . headerData = { }
end
if container then
end
end
if dialog . warningTextControl then
end
end
--Attach the dialog fragment to whichever scene is currenty showing
dialog . isShowingOnBase = false
if ZO_GAMEPAD_DIALOG_FRAGMENT_GROUP then -- pregame doesn't have this fragment group
if dialog . info . gamepadInfo . dontEndInWorldInteractions then
else
end
end
dialog . isShowingOnBase = true
end
if dialog . scrollIndicator then
local offsetY = dialog . info . offsetScrollIndictorForArrow and ZO_GAMEPAD_PANEL_BG_SCROLL_INDICATOR_OFFSET_FOR_ARROW
ZO_Scroll_Gamepad_SetScrollIndicatorSide ( dialog . scrollIndicator , dialog , RIGHT , dialog . rightStickScrollIndicatorOffsetX , offsetY )
end
if dialog . entryList then
end
end
return GAMEPAD_DIALOG_SHOWING
end
-------------
-- Tooltip --
-------------
dialog . shouldShowTooltip = true
end
if dialog . shouldShowTooltip then
dialog . shouldShowTooltip = false
end
end
-------------------------------------
-- Parametric List Dialog Template --
-------------------------------------
-- Dialog
end
end
do
end
end
end
else
end
end
end
do
local function ParametricListControlSetupFunc ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
-- Custom data templates
dialog . entryList : AddDataTemplateWithHeader ( "ZO_GamepadDropdownItem" , ParametricListControlSetupFunc , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryFullWidthHeaderTemplate" , nil , nil , nil )
dialog . entryList : AddDataTemplate ( "ZO_GamepadDropdownItem" , ParametricListControlSetupFunc , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , nil , nil )
end
-- Valid fields for parametric list entries are:
-- visible - a bool or function which determines if we show the entry
-- template - the template for the gamepad entry data in the parametric list
-- templateData - A table of fields to add to the entry data
-- text - the text that will appear in the list
-- icon - an optional icon to show next to the entry in the parametric list
-- entryData - a premade ZO_GamepadEntryData in place of the one created from templateData, text, and icon
if limitNumEntries == nil or i <= limitNumEntries then
local entryDataOverrides = entryInfoTable . templateData -- this table will be copied on to the entry data that we create
-- By default all entries are visible
-- entries will only be hidden if entryDataOverrides.visible is false or is a function that returns false
end
end
local entryData = entryInfoTable . entryData
if entryData == nil then
if entryDataText ~= nil then
end
else -- default entry text
end
-- TODO: This loop is pretty awful (and we should just pass in entryData see Achievements_Gamepad.lua)
if entryDataOverrides then
entryData [ dataKey ] = dataValue
end
end
end
entryData . dialog = dialog
local entryTemplate = entryInfoTable . template
-- BUG: instead of letting you pick the headerTemplate/controlReset on a per-entry basis,
-- the first time we see a particular entryTemplate will be the model for ALL future entries using that entryTemplate.
-- to work around this you need to create a unique new entryTemplate whenever you want different behavior.
dialog . entryList : AddDataTemplateWithHeader ( entryTemplate , ParametricListControlSetupFunc , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , entryInfoTable . headerTemplate or "ZO_GamepadMenuEntryHeaderTemplate" , nil , nil , entryInfoTable . controlReset )
dialog . entryList : AddDataTemplate ( entryTemplate , ParametricListControlSetupFunc , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , nil , entryInfoTable . controlReset )
end
if headerText ~= nil then
end
else
end
end
end
end
end
end
-------------------------------------
-- Cooldown Dialog Template --
-------------------------------------
end
local loadingMode = dialog . info . loading ~= nil
if loadingMode then
end
end
else
end
end
-------------------------------------
-- Centered Template --
-------------------------------------
local GENERIC_CENTERED_DIALOG_RIGHT_SCROLL_INDICATOR_X_OFFSET = - 1
dialog . rightStickScrollIndicatorOffsetX = GENERIC_CENTERED_DIALOG_RIGHT_SCROLL_INDICATOR_X_OFFSET
dialog : GetNamedChild ( "InteractKeybind" ) : SetText ( zo_strformat ( SI_TUTORIAL_CONTINUE , ZO_Keybindings_GetKeyText ( KEY_GAMEPAD_BUTTON_1 ) ) )
end
local MIN_HEIGHT_SCROLL_WINDOW = 480
local MIN_HEIGHT_SCROLL_CONTAINER = 187
local EXPAND_HEIGHT_SCROLL_WINDOW = 210
dialog . headerData . titleTextAlignment = TEXT_ALIGN_CENTER
local scrollContentsHeight = dialog . mainTextControl : GetTextHeight ( ) + dialog . scrollPadding : GetHeight ( )
if scrollContentsHeight < MIN_HEIGHT_SCROLL_CONTAINER then
height = MIN_HEIGHT_SCROLL_WINDOW
elseif scrollContentsHeight < MIN_HEIGHT_SCROLL_CONTAINER + EXPAND_HEIGHT_SCROLL_WINDOW then
height = MIN_HEIGHT_SCROLL_WINDOW + ( scrollContentsHeight - MIN_HEIGHT_SCROLL_CONTAINER )
else
height = MIN_HEIGHT_SCROLL_WINDOW + EXPAND_HEIGHT_SCROLL_WINDOW
end
end
-------------------------------------
-- Custom Centered Template --
-------------------------------------
end
-------------------------------------
-- Static List Dialog Template --
-------------------------------------
-- Dialog
dialog . listHeaderControl = CreateControlFromVirtual ( containerName .. "ListHeader" , dialog . scrollChild , "ZO_GamepadStaticListHeader" )
return ZO_ObjectPool_CreateNamedControl ( containerName .. "Entry" , "ZO_GamepadStaticListIconEntry" , objectPool , dialog . scrollChild )
end
end
end
end
local listEntryAnchorControl
local entryRowSpacing = 11
local entryContainerOffsetY = 70
local listHeader = dialog . listHeader
local listHeaderControl = dialog . listHeaderControl
if listHeader then
local listHeaderLabelControl = listHeaderControl . labelControl
listEntryAnchorControl = listHeaderControl
entryRowSpacing = 24
else
end
if listEntryAnchorControl then
entryControl : SetAnchor ( TOPLEFT , listEntryAnchorControl , BOTTOMLEFT , 0 , entryRowSpacing ) --there is a built in 4 tall spacer
else
end
local iconControl = entryControl . iconControl
local labelControl = entryControl . labelControl
local iconSize = itemInfo . iconSize or 32
if itemInfo . iconColor then
end
if itemInfo . labelFont then
end
listEntryAnchorControl = entryControl
entryRowSpacing = 11
end
end
-------------------------------------
-- Item Slider Dialog Template --
-------------------------------------
end
end
end
do
end
if headerData then
end
end
local hasIcon = icon ~= nil
if hasIcon then
end
end
end
end
-------------------------------------
-- Dialog Utility Global Functions --
-------------------------------------
end |