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--
--[[ ZO_HousingFurnitureList_Gamepad ]] --
--
local RIGHT_INFO_STATE =
{
NONE = 0 ,
HOUSE_INFO = 1 ,
FURNITURE_INFO = 2 ,
}
return furnitureList
end
{
-- The title text will be updated to the name of current tab
}
{
end ,
-- The title text will be updated to the name of the furniture category/subcategory
}
local function FurnitureEntryDataSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
if statusIndicator then
end
end
end
local PRICE_LABEL_PADDING_X = 5
ZO_CurrencyControl_SetSimpleCurrency ( control . priceLabel , ZO_Currency_MarketCurrencyToUICurrency ( furnitureObject . currencyType ) , furnitureObject . costAfterDiscount , ZO_GAMEPAD_CURRENCY_OPTIONS , CURRENCY_SHOW_ALL )
control . label : SetDimensions ( ZO_GAMEPAD_DEFAULT_LIST_ENTRY_WIDTH_AFTER_INDENT - PRICE_LABEL_PADDING_X - priceWidth )
if furnitureObject . onSale then
end
local subLabelBackgroundColor
local subLabelTextColor
subLabelBackgroundColor = ZO_BLACK
subLabelTextColor = selected and ZO_MARKET_PRODUCT_ON_SALE_COLOR or ZO_MARKET_PRODUCT_ON_SALE_DIMMED_COLOR
elseif furnitureObject . onSale then
subLabelBackgroundColor = selected and ZO_MARKET_PRODUCT_ON_SALE_COLOR or ZO_MARKET_PRODUCT_ON_SALE_DIMMED_COLOR
subLabelTextColor = selected and ZO_MARKET_PRODUCT_BACKGROUND_BRIGHTNESS_COLOR or ZO_MARKET_DIMMED_COLOR
control . subLabel1 : SetText ( zo_strformat ( SI_MARKET_DISCOUNT_PRICE_PERCENT_FORMAT , furnitureObject . discountPercent ) )
elseif furnitureObject . isNew and canBePurchased then -- only show the new tag if the product isn't purchased
subLabelBackgroundColor = selected and ZO_MARKET_PRODUCT_NEW_COLOR or ZO_MARKET_PRODUCT_NEW_DIMMED_COLOR
subLabelTextColor = selected and ZO_MARKET_PRODUCT_BACKGROUND_BRIGHTNESS_COLOR or ZO_MARKET_DIMMED_COLOR
end
if subLabelBackgroundColor then
furnitureObject . SetCalloutBackgroundColor ( control . subLabel1LeftBackground , control . subLabel1RightBackground , control . subLabel1CenterBackground , subLabelBackgroundColor )
else
end
end
local DEFAULT_EQUALITY_FUNCTION = nil
furnitureList : AddDataTemplate ( "ZO_GamepadHousingItemEntryTemplate" , FurnitureEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ItemEntry" )
furnitureList : AddDataTemplateWithHeader ( "ZO_GamepadHousingItemEntryTemplate" , FurnitureEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" , nil , "ItemEntry" )
furnitureList : AddDataTemplate ( "ZO_GamepadHousingMPEntryTemplate" , MarketProductEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "MPEntry" )
furnitureList : AddDataTemplateWithHeader ( "ZO_GamepadHousingMPEntryTemplate" , MarketProductEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" , nil , "MPEntry" )
end
end
--Category List Keybinds
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select Category
{
end ,
return entryData ~= nil
end
return false
end ,
} ,
-- Search
{
end ,
} ,
}
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , BackFunction )
--Furniture List Keybinds
else
end
end
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Search
{
end ,
} ,
-- Toggle view
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
} ,
}
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . furnitureKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , OnFurnitureListBack )
end
end
end
end
end
end
--if the list was empty with the new data then switch back to the top level category list
if not success then
end
else
end
end
end
end
return
end
if not savedListPositionData then
savedListPositionData = { }
end
savedListPositionData . position = currentSelectedIndex
savedListPositionData . categoryId = categoryId
savedListPositionData . subcategoryId = subcategoryId
end
end
return
end
if previousList then
end
end
end
else
end
end
do
local HIDE_VISUAL_LAYER_INFO = false
local NO_COOLDOWN = nil
local HIDE_BLOCK_REASON = false
if targetData then
local furnitureObject = targetData . furnitureObject
if furnitureObject then
if furnitureObject . bagId and furnitureObject . slotIndex then
GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_RIGHT_TOOLTIP , furnitureObject . bagId , furnitureObject . slotIndex )
elseif furnitureObject . marketProductId then
GAMEPAD_TOOLTIPS : LayoutMarketProductListing ( GAMEPAD_RIGHT_TOOLTIP , furnitureObject . marketProductId , furnitureObject . presentationIndex )
elseif furnitureObject . collectibleId then
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( furnitureObject . collectibleId )
GAMEPAD_TOOLTIPS : LayoutCollectibleFromData ( GAMEPAD_RIGHT_TOOLTIP , collectibleData , HIDE_VISUAL_LAYER_INFO , NO_COOLDOWN , HIDE_BLOCK_REASON )
elseif furnitureObject . retrievableFurnitureId then
if itemLink ~= "" then
elseif collectibleLink ~= "" then
end
end
end
end
else
end
end
end
if rightInfoState == RIGHT_INFO_STATE . HOUSE_INFO then
elseif rightInfoState == RIGHT_INFO_STATE . FURNITURE_INFO then
end
end
end
return
end
end
end
end
do
local gamepadIcon = ZO_NO_TEXTURE_FILE
if categoryId ~= ZO_FURNITURE_NEEDS_CATEGORIZATION_FAKE_CATEGORY then
end
-- Avoiding zo_strformat for performance, this will get run for every category every time the number of entries could have changed
local formattedName = string . format ( "%s (%d)" , categoryData : GetName ( ) , categoryData : GetNumEntryItemsRecursive ( ) )
itemsData . categoryId = categoryId
itemsData . categoryData = categoryData
return itemsData
end
if categoryTreeData then
end
end
end
end
local entry = ZO_GamepadEntryData : New ( furnitureObject : GetFormattedName ( ) , furnitureObject : GetIcon ( ) )
entry . furnitureObject = furnitureObject
entry : AddSubLabel ( zo_strformat ( SI_GAMEPAD_HOUSING_DISTANCE_AWAY_FORMAT , furnitureObject : GetDistanceFromPlayerM ( ) ) )
end
return entry
end
end
if # allEntries > 0 then
local entryHasHeader = i == 1
if entryHasHeader then
end
if entryHasHeader then
else
end
else
if entryHasHeader then
else
end
end
end
end
end
return false
end
end
return false
end
local savedListPositionData = self . savedCategoryListPositions [ self . currentCategoryData : GetCategoryId ( ) ]
local currentPosition = savedListPositionData and savedListPositionData . position or 1
local currentSelectedCategoryId , currentSelectedSubcategoryId = currentSelectedData . furnitureObject : GetCategoryInfo ( )
-- check to see if we are no longer in the same category as we were before
if savedListPositionData and ( savedListPositionData . categoryId ~= currentSelectedCategoryId or savedListPositionData . subcategoryId ~= currentSelectedSubcategoryId ) then
if previousIndexData then
local previousSelectedCategoryId , previousSelectedSubcategoryId = previousIndexData . furnitureObject : GetCategoryInfo ( )
-- check and see if we can move back into the category that we were before, otherwise we are good right where we are right now
if savedListPositionData . categoryId == previousSelectedCategoryId and savedListPositionData . subcategoryId == previousSelectedSubcategoryId then
end
end
end
return true
end
end
end
--Returns the text that is shown when the list has nothing in it
end
------------------------------------
-- Housing Permissions List Gamepad
------------------------------------
ZO_HousingSettingsList_Gamepad = ZO_Object . MultiSubclass ( ZO_GamepadInteractiveSortFilterList , ZO_SocialOptionsDialogGamepad )
end
ZO_ScrollList_AddDataType ( self . list , dataType , "ZO_HousingPermissionsRow_Gamepad" , ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_ROW_HEIGHT , function ( control , data ) self : SetupRow ( control , data ) end )
end
local keybindDescriptor = { }
end
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( keybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON , self : GetBackKeybindCallback ( ) )
end
else
ZO_EditDefaultText_Initialize ( self . searchEdit , GetString ( SI_GAMEPAD_HOUSING_PERMISSIONS_SEARCH_GUILD ) )
end
end
end
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_PRIMARY_DATA_TYPE , data ) )
end
end
end
end
end
return IsConsoleUI ( ) and ( self . rowDataType == ZO_SETTINGS_VISITOR_DATA_TYPE or self . rowDataType == ZO_SETTINGS_BANLIST_DATA_TYPE )
end
self : AddOptionTemplate ( groupingId , BuildChangeUserGroupPermissionsOption , ZO_HousingSettingsList_Gamepad . SelectedDataHasPreset )
self : AddOptionTemplate ( groupingId , ZO_SocialOptionsDialogGamepad . BuildGamerCardOption , ShouldShowGamerCardOption )
end
end
end
if permissionControl then
end
end
end
end
end
-- Do nothing, because housing permission list doesn't use a tooltip like other social lists
end
--ZO_GamepadInteractiveSortFilterList override
-- housing permission list doesn't use a dropdown
end
end
local headerText
end
ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_CONFIRM_REMOVE_PERMISSIONS" , { titleText = titleText , headerText = headerText , currentHouse = data . currentHouse , userGroup = data . userGroup , index = data . index } )
end
end
end
return self : BuildOptionEntry ( nil , GetString ( SI_HOUSING_PERMISSIONS_OPTIONS_CHANGE_PERMISSIONS ) , callback )
end
end
end
end
end
end
end
ZO_HousingSettings_FilterScrollList ( self . list , self . masterList , self . rowDataType , self . filterFunction )
end
end
function ZO_HousingSettingsList_Gamepad_CreateScrollData ( displayName , currentHouse , userGroup , index , permissionPresetName )
return {
displayName = displayName ,
userGroup = userGroup ,
currentHouse = currentHouse ,
index = index ,
permissionPresetName = permissionPresetName ,
}
end
--
--[[ ZO_HousingSettingsVisitorList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_INDIVIDUAL )
ZO_HousingSettings_BuildMasterList_Visitor ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
--
--[[ ZO_HousingSettingsBanList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_INDIVIDUAL )
ZO_HousingSettings_BuildMasterList_Ban ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
--
--[[ ZO_HousingSettingsGuildVisitorList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_GUILD )
ZO_HousingSettings_BuildMasterList_Visitor ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
--
--[[ ZO_HousingSettingsGuildBanList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_GUILD )
ZO_HousingSettings_BuildMasterList_Ban ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
-- Global XML functions
end |