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ZO_TradingHouseSearchCategoryFeature_Keyboard = ZO_TradingHouseSearchCategoryFeature_Shared : Subclass ( )
end
function ZO_TradingHouseSearchCategoryFeature_Keyboard : AttachToControl ( categoryControl , subcategoryControl , featuresParentControl )
end
end
end
end
end
function ZO_TradingHouseSearchCategoryFeature_Keyboard : InitializeSubcategoryTabs ( subcategoryControl )
end
local SHARED_INDENT = 55
local HEADER_SPACING = - 10
local CATEGORY_SPACING = 0
self . categoryListTree = ZO_Tree : New ( container : GetNamedChild ( "ScrollChild" ) , SHARED_INDENT , HEADER_SPACING , container : GetWidth ( ) )
-- Template helpers
if selected and not reselectingDuringRebuild then
end
end
local icons = internalassert ( ZO_TRADING_HOUSE_HEADER_ICONS [ header ] , string . format ( "missing icon for header(%d)" , header ) )
end
-- Top-level header. Used to group categories
if open and userRequested then
end
end
local NO_SELECTION_FUNCTION , NO_EQUALITY_FUNCTION = nil , nil
self . categoryListTree : AddTemplate ( "ZO_IconHeader" , TreeHeaderSetup , NO_SELECTION_FUNCTION , NO_EQUALITY_FUNCTION , SHARED_INDENT , CATEGORY_SPACING )
-- Category. Represents a specific categoryParams object.
end
end
self . categoryListTree : AddTemplate ( "ZO_TradingHouse_CategoryLabel" , TreeCategorySetup , TreeCategoryOnSelected )
-- Childless header. Used when a header has only one category, and behaves like a category.
end
local function ChildlessTreeHeaderOnSelected ( control , categoryParams , selected , reselectingDuringRebuild )
end
self . categoryListTree : AddTemplate ( "ZO_IconChildlessHeader" , ChildlessTreeHeaderSetup , ChildlessTreeHeaderOnSelected )
end
local numCategoriesForHeader = { }
end
local NO_PARENT = nil
local currentHeaderNode , lastHeader = nil , nil
else
end
end
end
end
function ZO_TradingHouseSearchCategoryFeature_Keyboard : PopulateSubcategoryTabs ( categoryParams , oldSubcategoryKey )
end
local nextSubcategoryKey = "AllSubcategories"
-- Menubars expect buttons to be added from right to left
if key == "AllSubcategories" then
-- Gamepad needs more descriptive names, but we want a generic "all" menu option across category types.
end
local tabData =
{
descriptor = key ,
normal = icons . up ,
pressed = icons . down ,
highlight = icons . over ,
disabled = icons . disabled ,
}
if key == oldSubcategoryKey then
nextSubcategoryKey = key
end
end
end
function ZO_TradingHouseSearchCategoryFeature_Keyboard : OnCategorySelected ( categoryParams , oldCategoryParams )
local oldSubcategoryKey = nil
local oldFeatureSet = { }
if oldCategoryParams then
oldFeatureSet [ featureKey ] = true
end
end
local lastControl = nil
-- We parent from right to left
-- We should reset state unless this feature was previously visible, in which case that state is probably still good
if not oldFeatureSet [ featureKey ] then
end
if not lastControl then
else
end
end
if oldCategoryParams ~= categoryParams then
end
end
-- Override
function ZO_TradingHouseSearchCategoryFeature_Keyboard : SelectCategoryParams ( categoryParams , subcategoryKey )
if categoryParams then
if subcategoryKey then
end
end
end
-- Override
end
-- Override
end
-- Override
end |