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ZO_GAMEPAD_HEADER_TABBAR_CREATE = true
ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE = false
ZO_GAMEPAD_HEADER_LAYOUTS =
{
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1
data2Header data2
data3Header data3
data4Header data4
Content Header (right pane):
data1Header data1 data3Header data3
data2Header data2 data4Header data4
--]]
DATA_PAIRS_SEPARATE = 1 ,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
data1Header data1 data2Header data2
data3Header data3 data4Header data4
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
--]]
DATA_PAIRS_TOGETHER = 2 ,
--[[
The key/value pairs are arranged beneath the title row as follows:
Screen Header (left pane):
Not defined. Don't use this - it's a special case for the content header.
Content Header (right pane):
data1Header data1 data2Header data2 data3Header data3 data4Header data4
If a data section is not provided, it will be disregarded when it comes to anchoring (data1 will anchor to data3 if there's no data2, etc.)
--]]
CONTENT_HEADER_DATA_PAIRS_LINKED = 3 ,
}
ZO_GAMEPAD_HEADER_CONTROLS =
{
TABBAR = 1 ,
TITLE = 2 ,
CONTEXT_TITLE = 3 ,
CENTER = 4 ,
TITLE_BASELINE = 5 ,
DATA0 = 6 ,
DATA0HEADER = 7 ,
DATA1 = 8 ,
DATA1HEADER = 9 ,
DATA2 = 10 ,
DATA2HEADER = 11 ,
DATA3 = 12 ,
DATA3HEADER = 13 ,
DATA4 = 14 ,
DATA4HEADER = 15 ,
MESSAGE = 16 ,
}
-- Alias the control names to make the code less verbose and more readable.
local TABBAR = ZO_GAMEPAD_HEADER_CONTROLS . TABBAR
local TITLE = ZO_GAMEPAD_HEADER_CONTROLS . TITLE
local CONTEXT_TITLE = ZO_GAMEPAD_HEADER_CONTROLS . CONTEXT_TITLE
local CENTER = ZO_GAMEPAD_HEADER_CONTROLS . CENTER
local TITLE_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS . TITLE_BASELINE
local DATA0 = ZO_GAMEPAD_HEADER_CONTROLS . DATA0
local DATA0HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA0HEADER
local DATA1 = ZO_GAMEPAD_HEADER_CONTROLS . DATA1
local DATA1HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA1HEADER
local DATA2 = ZO_GAMEPAD_HEADER_CONTROLS . DATA2
local DATA2HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA2HEADER
local DATA3 = ZO_GAMEPAD_HEADER_CONTROLS . DATA3
local DATA3HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA3HEADER
local DATA4 = ZO_GAMEPAD_HEADER_CONTROLS . DATA4
local DATA4HEADER = ZO_GAMEPAD_HEADER_CONTROLS . DATA4HEADER
local MESSAGE = ZO_GAMEPAD_HEADER_CONTROLS . MESSAGE
local DEFAULT_LAYOUT = ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE
local FIRST_DATA_CONTROL = ZO_GAMEPAD_HEADER_CONTROLS . DATA0
local LAST_DATA_CONTROL = ZO_GAMEPAD_HEADER_CONTROLS . MESSAGE
local ROW_OFFSET_Y = 10
local MESSAGE_ROW_OFFSET_Y = 34
local DATA_OFFSET_X = 5
local HEADER_OFFSET_X = 29
local SCREEN_HEADER_DATA_OFFSET_Y = 41
local SCREEN_HEADER_MESSAGE_OFFSET_Y = 14
local CONTENT_HEADER_TITLE_OFFSET_Y = 41
local CONTENT_HEADER_CENTER_OFFSET_Y = 99
local CONTENT_HEADER_DATA0_OFFSET_Y = 51
-- The Anchor class simply wraps a ZO_Anchor object with a target id, which we can later resolve into an actual control.
-- This allows us to specify all anchor data at file scope and resolve the target controls only when needed.
object . targetId = targetId
return object
end
local TITLE_BIG_FONT = "ZoFontGamepad54"
local TITLE_SMALL_FONT = "ZoFontGamepad27"
local TITLE_BIG_FONT_HEIGHT = 58
local TITLE_SMALL_FONT_HEIGHT = 30
local SCREEN_HEADER_ANCHORS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , TABBAR ) , Anchor : New ( BOTTOMRIGHT , TABBAR , BOTTOMRIGHT , 0 , SCREEN_HEADER_DATA_OFFSET_Y ) } ,
[ DATA2HEADER ] = { Anchor : New ( TOPLEFT , DATA1HEADER , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , DATA1HEADER , BOTTOMRIGHT , 0 , ROW_OFFSET_Y ) } ,
[ DATA3HEADER ] = { Anchor : New ( TOPLEFT , DATA2HEADER , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , DATA2HEADER , BOTTOMRIGHT , 0 , ROW_OFFSET_Y ) } ,
[ DATA4HEADER ] = { Anchor : New ( TOPLEFT , DATA3HEADER , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , DATA3HEADER , BOTTOMRIGHT , 0 , ROW_OFFSET_Y ) } ,
[ MESSAGE ] = { Anchor : New ( TOPLEFT , TABBAR , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , TABBAR , BOTTOMRIGHT , 0 , SCREEN_HEADER_MESSAGE_OFFSET_Y ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
[ MESSAGE ] = { Anchor : New ( TOPLEFT , TABBAR , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , TABBAR , BOTTOMRIGHT , 0 , SCREEN_HEADER_MESSAGE_OFFSET_Y ) } ,
} ,
}
local CONTENT_HEADER_ANCHORS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
[ DATA0HEADER ] = { Anchor : New ( TOPLEFT , CENTER , TOPRIGHT ) , Anchor : New ( TOPRIGHT , nil , TOPRIGHT , 0 , 24 ) } ,
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , TITLE_BASELINE ) , Anchor : New ( BOTTOMRIGHT , CENTER , TOPLEFT , 0 , CONTENT_HEADER_CENTER_OFFSET_Y ) } ,
[ DATA2HEADER ] = { Anchor : New ( TOPLEFT , DATA1HEADER , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , DATA1HEADER , BOTTOMRIGHT , 0 , ROW_OFFSET_Y ) } ,
[ DATA3HEADER ] = { Anchor : New ( BOTTOMLEFT , DATA0HEADER ) , Anchor : New ( BOTTOMRIGHT , DATA0HEADER , BOTTOMRIGHT , 0 , CONTENT_HEADER_DATA0_OFFSET_Y ) } ,
[ DATA4HEADER ] = { Anchor : New ( TOPLEFT , DATA3HEADER , BOTTOMLEFT ) , Anchor : New ( TOPRIGHT , DATA3HEADER , BOTTOMRIGHT , 0 , ROW_OFFSET_Y ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , TITLE_BASELINE , BOTTOMLEFT , 0 , CONTENT_HEADER_TITLE_OFFSET_Y ) } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED ] =
{
[ DATA1HEADER ] = { Anchor : New ( BOTTOMLEFT , TITLE_BASELINE , BOTTOMLEFT , 0 , CONTENT_HEADER_TITLE_OFFSET_Y ) } ,
} ,
}
-- These targets are only applicable for the SCREEN header.
local MESSAGE_ANCHOR_TARGETS =
{
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE ] =
{
{ DATA1HEADER , DATA1 } ,
{ DATA2HEADER , DATA2 } ,
{ DATA3HEADER , DATA3 } ,
{ DATA4HEADER , DATA4 } ,
} ,
[ ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER ] =
{
{ DATA1HEADER , DATA1 , DATA2HEADER , DATA2 } ,
{ DATA3HEADER , DATA3 , DATA4HEADER , DATA4 } ,
}
}
local g_dummyLabel
-- Reduces the font size if the label text is wider than its bounding rect (maxWidth).
-- Use a dummy label control to obtain the width of the text string. GetStringWidth cannot be used,
-- since it interprets embedded markups as literal string characters and returns an incorrect width.
local wasTruncated = widthInControlSpace >= maxWidth
if wasTruncated then
-- Height needs to be specified for wrapMode="ELLIPSIS" to work. Otherwise, the label just expands vertically as needed.
else
end
end
end
-- TODO: Switch the following code over to use ZO_SharedGamepadEntry_OnSetup.
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
{
}
if createTabBar == ZO_GAMEPAD_HEADER_TABBAR_CREATE then
control . tabBar : AddDataTemplate ( "ZO_GamepadTabBarTemplate" , TabBar_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality )
end
if not g_dummyLabel then
end
end
end
local target = anchor . targetId and targets [ anchor . targetId ] or nil
end
for i = FIRST_DATA_CONTROL , LAST_DATA_CONTROL do
if controls [ i ] then
end
end
end
return not controls [ CENTER ]
end
-- Note: ZO_GamepadGenericHeader_RefreshData must be called after changing the layout.
return
end
local anchorSets = IsScreenHeader ( controls ) and SCREEN_HEADER_ANCHORS [ layout ] or CONTENT_HEADER_ANCHORS [ layout ]
local dataControl = controls [ k ]
if anchors [ 2 ] then
end
end
end
return false
end
end
end
end
if isValid then
end
end
if isValid then
end
end
local title = controls [ TITLE ]
if not title then return end
local anchorTarget
-- Adjust the right anchor for the title label to anchor to Data0Header if it is used. Otherwise, fill the entire row.
-- This allows for a longer title string.
if refreshResults [ DATA0HEADER ] or refreshResults [ DATA0 ] then
anchorTarget = controls [ CENTER ]
end
end
-- Use a smaller font if the title text is wider than its bounding rect.
end
if refreshResults [ MESSAGE ] then
-- Test each anchor target set to see if any one of the controls in that set is in use. If so, then increase the running offset by a set amount.
-- The idea here is to anchor the message control to the last label/data row that is in use.
local additionalOffsetY = 0
if ( refreshResults [ target ] ~= false ) then
additionalOffsetY = additionalOffsetY + MESSAGE_ROW_OFFSET_Y
break
end
end
end
-- Apply the offset calculated above to the message control's anchors.
for i = 0 , MAX_ANCHORS - 1 do
end
end
end
local g_refreshResults = { }
return
end
if ( alignment == nil ) then
alignment = defaultAlignment
end
end
end
end
end
if ( blockTabBarCallbacks ) then
else
end
end
local numEntries = 0
numEntries = numEntries + 1
end
end
else
end
if ( blockTabBarCallbacks ) then
end
end
end
end
end
end
end
end
end
end
end
end
end |