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local FLOW_UNINITIALIZED = 0
local FLOW_WARNING = 1
local FLOW_CONFIRMATION = 2
local FLOW_CONFIRMATION_ESO_PLUS = 3
local FLOW_PURCHASING = 4
local FLOW_SUCCESS = 5
local FLOW_FAILED = 6
local DIALOG_FLOW =
{
[ FLOW_WARNING ] = "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_CONTINUE" ,
[ FLOW_CONFIRMATION ] = "GAMEPAD_MARKET_PURCHASE_CONFIRMATION" ,
[ FLOW_CONFIRMATION_ESO_PLUS ] = "GAMEPAD_MARKET_FREE_TRIAL_PURCHASE_CONFIRMATION" ,
[ FLOW_PURCHASING ] = "GAMEPAD_MARKET_PURCHASING" ,
[ FLOW_SUCCESS ] = "GAMEPAD_MARKET_PURCHASE_SUCCESS" ,
[ FLOW_FAILED ] = "GAMEPAD_MARKET_PURCHASE_FAILED" ,
}
ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS =
{
showTooltips = false ,
useShortFormat = false ,
font = "ZoFontGamepadHeaderDataValue" ,
iconSide = RIGHT ,
iconSize = 28 ,
isGamepad = true ,
}
ZO_GAMEPAD_MARKET_PURCHASE_SCENE_NAME = "gamepad_market_purchase"
return {
ZO_CurrencyControl_SetSimpleCurrency ( control , ZO_Currency_MarketCurrencyToUICurrency ( marketCurrencyType ) , GetPlayerMarketCurrency ( marketCurrencyType ) , ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS )
return true
end ,
}
end
return {
local displayOptions
if hasEsoPlusCost then
displayOptions =
{
iconInheritColor = true ,
strikethroughCurrencyAmount = true ,
}
end
ZO_CurrencyControl_SetSimpleCurrency ( control , ZO_Currency_MarketCurrencyToUICurrency ( marketCurrencyType ) , cost , ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS , CURRENCY_SHOW_ALL , CURRENCY_IGNORE_HAS_ENOUGH , displayOptions )
return true
end ,
if hasEsoPlusCost then
else
end
end ,
}
end
return {
local displayOptions =
{
iconInheritColor = true ,
}
ZO_CurrencyControl_SetSimpleCurrency ( control , ZO_Currency_MarketCurrencyToUICurrency ( marketCurrencyType ) , cost , ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS , CURRENCY_SHOW_ALL , CURRENCY_IGNORE_HAS_ENOUGH , displayOptions )
return true
end ,
}
end
return manager
end
if newState == SCENE_SHOWN then
if queuedDialogInfo then
ZO_Dialogs_ShowGamepadDialog ( queuedDialogInfo . dialogName , queuedDialogInfo . dialogData , queuedDialogInfo . dialogParams )
end
end
end )
end
local IS_NO_CHOICE = true
end
local defaultMarketBackButton =
{
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_CONTINUE" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
} ,
{
} ,
} ,
end
end
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_JOIN_ESO_PLUS" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
-- Buying crowns should happen before ending the purchase to keep it within this session
end ,
} ,
defaultMarketBackButton ,
} ,
end ,
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_PURCHASE_CROWNS" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
else
end
end ,
-- Buying crowns should happen before ending the purchase to keep it within this session
end
} ,
defaultMarketBackButton ,
} ,
end ,
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_GIFTING_GRACE_PERIOD" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
defaultMarketBackButton ,
} ,
end ,
end ,
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_GIFTING_NOT_ALLOWED" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
defaultMarketBackButton ,
} ,
end ,
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_ALREADY_HAVE_PRODUCT_IN_GIFT_INVENTORY" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
defaultMarketBackButton ,
} ,
end ,
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_EXIT" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons = { defaultMarketBackButton } ,
end ,
end ,
}
local confirmationDialogInfo =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
title =
{
} ,
{
if stackCount > 1 then
else
end
end
} ,
canQueue = true ,
parametricList = { } , --we'll generate the entries on setup
blockDialogReleaseOnPress = true , -- We need to manually control when we release so we can use the select keybind to activate entries
mustChoose = true ,
buttons =
{
-- Select Button
{
if targetData . messageEntry then
end
end
return true
end
end ,
if targetData . dropdownEntry then
elseif targetData . messageEntry and targetControl then
elseif targetData . recipientNameEntry and targetControl then
if platform == UI_PLATFORM_PS4 then
--On PS4 the primary action opens the first party dialog to get a playstation id since it can select any player on PS4
if hasResult then
end
end
local INCLUDE_ONLINE_FRIENDS = true
local INCLUDE_OFFLINE_FRIENDS = true
PLAYER_CONSOLE_INFO_REQUEST_MANAGER : RequestIdFromUserListDialog ( OnUserChosen , GetString ( SI_GAMEPAD_CONSOLE_SELECT_FOR_SEND_GIFT ) , INCLUDE_ONLINE_FRIENDS , INCLUDE_OFFLINE_FRIENDS )
else
--Otherwise (PC, Xbox) the primary action is to input the name by keyboard
end
end
end ,
} ,
--Back
{
-- release the dialog first to avoid issue where the parametric list can refresh
-- but EndPurchase will wipe out important state, like self.marketProductData
local NOT_NO_CHOICE_CALLBACK = false
end ,
} ,
--Confirm
{
if result == GIFT_ACTION_RESULT_SUCCESS then
return true
else
local errorText
if result == GIFT_ACTION_RESULT_RECIPIENT_EMPTY then
-- avoid issue where we'd pass nil to zo_strformat when no displayName has been set
-- plus this format string doesn't require any arguments
else
end
return false , errorText
end
else
return true
end
end ,
end ,
} ,
--Xbox Choose Friend/Random note
{
if targetData . recipientNameEntry then
elseif targetData . messageEntry then
end
end ,
return ( isXbox and targetData . recipientNameEntry and GetNumberConsoleFriends ( ) > 0 ) or targetData . messageEntry
end ,
if targetData . recipientNameEntry and targetControl then
if hasResult then
end
end
local INCLUDE_ONLINE_FRIENDS = true
local INCLUDE_OFFLINE_FRIENDS = true
PLAYER_CONSOLE_INFO_REQUEST_MANAGER : RequestIdFromUserListDialog ( OnUserChosen , GetString ( SI_GAMEPAD_CONSOLE_SELECT_FOR_SEND_GIFT ) , INCLUDE_ONLINE_FRIENDS , INCLUDE_OFFLINE_FRIENDS )
elseif targetData . messageEntry and targetControl then
end
end ,
} ,
} ,
}
local CURRENCY_ICON_SIZE = 32
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
end ,
} ,
canQueue = true ,
buttons =
{
{
local NOT_NO_CHOICE_CALLBACK = false
end ,
} ,
{
end ,
} ,
} ,
mustChoose = true ,
end ,
} )
local LOADING_DELAY_MS = 500 -- delay is in milliseconds
local purchaseSucceeded = result == MARKET_PURCHASE_RESULT_SUCCESS
if not wasGift then
if tutorialTrigger ~= TUTORIAL_TRIGGER_NONE then
end
if purchaseSucceeded then
end
end
-- we got a purchase result while showing the FLOW_PURCHASING dialog
-- so we need to transition to the success or fail state based on the result
-- to prevent a jarring transition when switching, we're going to delay the release
-- of the dialog and the advancement of the flow position
if purchaseSucceeded then
else
local dialogData =
{
purchaseResult = result
}
end
end , LOADING_DELAY_MS )
end
EVENT_MANAGER : RegisterForEvent ( "GAMEPAD_MARKET_PURCHASING" , EVENT_MARKET_PURCHASE_RESULT , function ( eventId , ... ) OnMarketPurchaseResult ( dialog , ... ) end )
else
end
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . COOLDOWN ,
} ,
title =
{
} ,
{
} ,
loading =
{
if stackCount > 1 then
else
end
end ,
} ,
canQueue = true ,
mustChoose = true ,
} )
{
end
{
}
end
end ,
end ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
end
end
end ,
} ,
{
if stackCount > 1 then
return zo_strformat ( SI_MARKET_GIFTING_SUCCESS_TEXT_WITH_QUANTITY , self . itemName , stackCount , ZO_SELECTED_TEXT : Colorize ( self . recipientDisplayName ) )
else
return zo_strformat ( SI_MARKET_GIFTING_SUCCESS_TEXT , self . itemName , ZO_SELECTED_TEXT : Colorize ( self . recipientDisplayName ) )
end
else
else
if stackCount > 1 then
else
else
end
end
end
-- append ESO Plus savings, if any
local esoPlusSavingsString = ZO_MarketDialogs_Shared_GetEsoPlusSavingsString ( self . marketProductData )
if esoPlusSavingsString then
end
end
end
} ,
canQueue = true ,
mustChoose = true ,
buttons =
{
{
else
end
end ,
} ,
{
end
end ,
end
return false
end ,
end
end ,
local marketProductData = self . marketProductData -- cache off the productData, because reset state will clear it
-- since we are trying to logout/go to another scene we don't want to trigger any of the scene changes
-- or try to show tutorials, however we want to clean up after ourselves
-- in case we don't actually logout
end ,
} ,
} ,
} )
{
local displayData =
{
data1 = data1 ,
data2 = data2 ,
data3 = data3 ,
}
end ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
end
} ,
canQueue = true ,
mustChoose = true ,
buttons = {
{
else
end
end ,
else
end
end ,
}
} ,
} )
end
local currencyType , cost , costAfterDiscount , discountPercent , esoPlusCost = self . marketProductData : GetMarketProductPricingByPresentation ( )
local hasNormalCost = cost ~= nil
local hasEsoPlusCost
hasEsoPlusCost = false -- gifts aren't eligible for ESO Plus pricing
else
end
local data2
local data3
if hasNormalCost then
if hasEsoPlusCost then
end
elseif hasEsoPlusCost then
end
return data1 , data2 , data3
end
local displayData =
{
data1 = data1 ,
data2 = data2 ,
data3 = data3 ,
}
local DONT_LIMIT_NUM_ENTRIES = nil
end
do
local chooseAsGiftDropdownEntryData
if chooseAsGiftDropdownEntryData == nil then
chooseAsGiftDropdownEntryData . dropdownEntry = true
chooseAsGiftDropdownEntryData . setup = function ( control , data , selected , reselectingDuringRebuild , enabled , active )
local dialog = chooseAsGiftDropdownEntryData . dialog
local headerData =
{
data1 = data1 ,
data2 = data2 ,
data3 = data3 ,
}
end
end
local forMeEntry = dropdown : CreateItemEntry ( GetString ( SI_MARKET_CONFIRM_PURCHASE_FOR_ME_LABEL ) , function ( ) SetAsGift ( false ) end )
local purchaseWarningStrings = { }
ZO_MARKET_MANAGER : AddMarketProductPurchaseWarningStringsToTable ( self . marketProductData , purchaseWarningStrings )
forMeEntry . warningStrings = purchaseWarningStrings
local asGiftEntry = dropdown : CreateItemEntry ( GetString ( SI_MARKET_CONFIRM_PURCHASE_AS_GIFT_LABEL ) , function ( ) SetAsGift ( true ) end )
local IGNORE_CALLBACK = true
local FORCE_UPDATE = true
local lastTimeLeftS
if forceUpdate or timeLeftS ~= lastTimeLeftS then
lastTimeLeftS = timeLeftS
local timeLeftString = ZO_FormatTime ( lastTimeLeftS , TIME_FORMAT_STYLE_SHOW_LARGEST_TWO_UNITS , TIME_FORMAT_PRECISION_TWELVE_HOUR )
end
end
local isGracePeriod = asGiftEntry . expectedResult == MARKET_PURCHASE_RESULT_GIFTING_GRACE_PERIOD_ACTIVE
if isGracePeriod then
if parametricDialog . shouldShowTooltip then
end
end
else
end
if itemData . expectedResult ~= MARKET_PURCHASE_RESULT_SUCCESS then
if isGracePeriod then
else
GAMEPAD_TOOLTIPS : LayoutTextBlockTooltip ( GAMEPAD_LEFT_DIALOG_TOOLTIP , GetString ( "SI_MARKETPURCHASABLERESULT" , itemData . expectedResult ) )
end
elseif itemData . warningStrings and # itemData . warningStrings > 0 then
end
end )
end )
end
end
return chooseAsGiftDropdownEntryData
end
end
do
local recipientNameEntryData
if recipientNameEntryData == nil then
recipientNameEntryData . recipientNameEntry = true
end
recipientNameEntryData . setup = function ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
return recipientNameEntryData
end
end
do
local giftMessageEntryData
if giftMessageEntryData == nil then
giftMessageEntryData . messageEntry = true
end
giftMessageEntryData . setup = function ( control , data , selected , reselectingDuringRebuild , enabled , active )
ZO_EditDefaultText_Initialize ( control . editBoxControl , GetString ( SI_GIFT_INVENTORY_REQUEST_GIFT_MESSAGE_TEXT ) )
end
end
return giftMessageEntryData
end
end
local parametricListEntries = dialog . info . parametricList
local chooseAsGiftDropdown =
{
template = "ZO_GamepadDropdownItem" ,
}
local recipientNameEntry =
{
template = "ZO_Gamepad_GenericDialog_Parametric_TextFieldItem" ,
}
local giftMessageEntry =
{
template = "ZO_Gamepad_GenericDialog_Parametric_TextFieldItem_Multiline" ,
}
end
end
end
-- onPurchaseSuccessCallback is only called on a successful transfer, onPurchaseEndCallback is called on transaction success, failure, and decline
-- onPurchaseEndCallback passes a bool value for whether the confirmation scene was reached (true) or not (false)
function ZO_GamepadMarketPurchaseManager : BeginPurchaseBase ( marketProductData , isGift , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
local selectionSound = isGift and SOUNDS . MARKET_GIFT_SELECTED or SOUNDS . MARKET_PURCHASE_SELECTED
end
do
local AS_PURCHASE = false
end
function ZO_GamepadMarketPurchaseManager : BeginPurchase ( marketProductData , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
self : BeginPurchaseBase ( marketProductData , AS_PURCHASE , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
end
end
do
local AS_GIFT = true
end
function ZO_GamepadMarketPurchaseManager : BeginGiftPurchase ( marketProductData , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
self : BeginPurchaseBase ( marketProductData , AS_GIFT , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
end
end
do
local NO_DIALOG_DATA = nil
local hasErrors , dialogParams , allowContinue , expectedPurchaseResult = errorInfoFunction ( self . marketProductData )
if expectedPurchaseResult == MARKET_PURCHASE_RESULT_REQUIRES_ESO_PLUS then
self : ShowFlowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_JOIN_ESO_PLUS" , NO_DIALOG_DATA , dialogParams )
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_NOT_ENOUGH_VC then
self : ShowFlowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_PURCHASE_CROWNS" , NO_DIALOG_DATA , dialogParams )
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_GIFTING_GRACE_PERIOD_ACTIVE then
self : ShowFlowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_GIFTING_GRACE_PERIOD" , { } , dialogParams )
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_GIFTING_NOT_ALLOWED then
self : ShowFlowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_GIFTING_NOT_ALLOWED" , NO_DIALOG_DATA , dialogParams )
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_PRODUCT_ALREADY_IN_GIFT_INVENTORY then
self : ShowFlowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_ALREADY_HAVE_PRODUCT_IN_GIFT_INVENTORY" , NO_DIALOG_DATA , dialogParams )
elseif not allowContinue then
elseif hasErrors then
else
end
end
end
function ZO_GamepadMarketPurchaseManager : BeginFreeTrialPurchase ( marketProductData , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
local AS_PURCHASE = false
self : BeginPurchaseBase ( marketProductData , AS_PURCHASE , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
end
local consumablePurchaseSuccessful = self . flowPosition == FLOW_SUCCESS and self . marketProductData : ContainsConsumables ( )
self . onPurchaseEndCallback ( reachedConfirmationScene , consumablePurchaseSuccessful , self . triggerTutorialOnPurchase )
end
-- if we have pushed the purchase scene, then we need to hide it
end
-- if we started the purchase from ingame, then we pushed the purchase scene to avoid keybind conflicts
end
end
local dialogName = DIALOG_FLOW [ position ]
if position == FLOW_UNLOCKED then
end
end
local shouldPushScene
shouldPushScene = false
-- from Ingame, the first dialog of any type should push the purchase scene
shouldPushScene = true
elseif dialogName == DIALOG_FLOW [ FLOW_CONFIRMATION ] or dialogName == DIALOG_FLOW [ FLOW_CONFIRMATION_ESO_PLUS ] then
-- from InternalIngame, only the first confirmation dialog should push the scene
shouldPushScene = true
end
if shouldPushScene then
dialogName = dialogName ,
dialogData = dialogData ,
dialogParams = dialogParams ,
}
else
end
end
do
local FLOW_MAPPING =
{
[ FLOW_WARNING ] = FLOW_CONFIRMATION ,
[ FLOW_CONFIRMATION ] = FLOW_PURCHASING ,
[ FLOW_CONFIRMATION_ESO_PLUS ] = FLOW_PURCHASING ,
[ FLOW_PURCHASING ] = FLOW_SUCCESS ,
}
end
end
end |