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local DEFAULT_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local DEFAULT_HEADER_TEMPLATE = "ZO_GamepadMenuEntryHeaderTemplate"
return object
end
--[[
Initializes the ZO_GamepadInventoryList. This should not be called directly, as it will be called be New().
control must be an XML control for intializing a parameteric list.
inventoryType must be one of the Bag enum values, or a table containing multiple bag enum values.
selectedDataCallback may be a function to call when the selected item has changed. May be nil.
entryEditCallback may be a function to call when initializing the ZO_GamepadEntryData for display.
If specified, it should take a single argument which will be the ZO_GamepadEntryData, and will
be called after entry:InitializeInventoryVisualData() and entry.itemData is set. May be nil.
categorizationFunction may be a function to call to retrieve the category string for an inventory
item. If specified, should take a inventoryData (as returned by SHARED_INVENTORY:GenerateSingleSlotData)
and return a string category. If nil, defaults to ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription().
sortFunction may be a function that is passed to table.sort to sort the entries for display. If nil, a default
will be used tgat will sort alphabetically by category than by name.
useTriggers: Should the control bind the triggers to jump categories when activated? If nil, defaults to true.
]]
function ZO_GamepadInventoryList : Initialize ( control , inventoryType , slotType , selectedDataCallback , entrySetupCallback , categorizationFunction , sortFunction , useTriggers , template , templateSetupFunction )
self . dataBySlotIndex = { }
self . isDirty = true
self . useTriggers = ( useTriggers ~= false ) -- nil => true
self . template = template or DEFAULT_TEMPLATE
self . inventoryTypes = inventoryType
else
self . inventoryTypes = { inventoryType }
end
local function VendorEntryTemplateSetup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
self . list : AddDataTemplate ( self . template , templateSetupFunction or VendorEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . list : AddDataTemplateWithHeader ( self . template , templateSetupFunction or VendorEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , DEFAULT_HEADER_TEMPLATE , MenuEntryHeaderTemplateSetup )
-- generate the trigger keybinds so we can add/remove them later when necessary
self . triggerKeybinds = { }
end
if selectedData then
end
end
if self . isDirty then
end
end
end
if bagId == inventoryType then
end
end
end
if bagId == inventoryType then
local entry = self . dataBySlotIndex [ slotIndex ]
if entry then
if itemData then
itemData . bestGamepadItemCategoryName = ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription ( itemData )
else -- The item was removed.
end
else -- The item is new.
end
end
end
end
end
self . inventoryTypes = { }
end
if self . inventoryTypes then
else
self . inventoryTypes = { inventoryType }
end
end
--[[
Add a function called when the selected item is changed.
]] --
end
--[[
Remove a function called when the selected item is changed.
]] --
end
--[[
Add a function called when the target data is changed.
]] --
end
--[[
Remove a function called when the target data is changed.
]] --
end
--[[
categorizationFunction function may be a function which takes a inventory data and returns
a category string.
]] --
end
--[[
Sets the function which is passed to table.sort() when sorting the inventory inventory items.
]] --
end
--[[
entryEditCallback may be a function to call when initializing the ZO_GamepadEntryData for display.
If specified, it should take a single argument which will be the ZO_GamepadEntryData, and will
be called after entry:InitializeInventoryVisualData() and entry.itemData is set. May be nil.
]] --
end
--[[
itemFilterFunction function may be a function which takes an inventory data and returns whether to
include the item in the inventory list. If set to nil, all items will be included.
]] --
end
--[[
Sets whether to bind the triggers to jump categories while the list is active.
If the list is currently active, this will add/remove the bindings immediately.
]] --
if self . useTriggers == useTriggers then -- Exit out if no change, to simplify later logic.
return
end
self . useTriggers = useTriggers
if useTriggers then
else
end
end
end
--[[
Returns the currently selected entry's data.
]] --
end
--[[
Returns the underlying parameteric list.
]] --
end
--[[
Moves the selection to the next item.
]] --
end
--[[
Moves the selection to the previous item.
]] --
end
--[[
Query if the inventory list is empty
]] --
do
if slotData then
return true
end
end
return false
end
while slotIndex do
return false
end
end
end
return true
end
end
--[[
Passthrough functions for operating on the parametric list itself
]] --
end
end
end
end
--[[
Moves the selection to the specified item.
The same arguments can be provided as ZO_ParametricScrollList.SetSelectedIndex() accepts.
]] --
end
--[[
Activates the inventory list.
]] --
if self . useTriggers then
end
end
--[[
Deactivates the inventory list.
]] --
if self . useTriggers then
end
end
--[[
An internal helper function used to initialize or update a ZO_GamepadEntryData
with itemData.
]] --
entry . itemData = itemData
end
end
local DEFAULT_GAMEPAD_ITEM_SORT =
{
bestGamepadItemCategoryName = { tiebreaker = "name" } ,
requiredLevel = { tiebreaker = "requiredChampionPoints" , isNumeric = true } ,
requiredChampionPoints = { tiebreaker = "iconFile" , isNumeric = true } ,
iconFile = { tiebreaker = "uniqueId" } ,
uniqueId = { isId64 = true } ,
}
return ZO_TableOrderingFunction ( data1 , data2 , "bestGamepadItemCategoryName" , DEFAULT_GAMEPAD_ITEM_SORT , ZO_SORT_ORDER_UP )
end
local categorizationFunction = self . categorizationFunction or ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription
if slotData then
-- itemData is shared in several places and can write their own value of bestItemCategoryName.
-- We'll use bestGamepadItemCategoryName instead so there are no conflicts.
end
end
end
local slots = { }
while slotIndex do
end
end
return slots
end
--[[
If the list is hidden, queues a refresh for the next time the list is shown.
Otherwise, clears and fully refreshes the list.
]] --
self . isDirty = true
return
end
self . isDirty = false
self . dataBySlotIndex = { }
local currentBestCategoryName = nil
if itemData . bestGamepadItemCategoryName ~= currentBestCategoryName then
currentBestCategoryName = itemData . bestGamepadItemCategoryName
else
end
self . dataBySlotIndex [ itemData . slotIndex ] = entry
end
end
--[[
Refreshes the appearance of the list without clearing and fully refreshing the list
]] --
end
--[[
Enables or disables direcitonal input to the list.
enable must be a boolean.
]] --
end
--[[
Sets if the inventory list is aligned to the screen center.
Does not need an expectedEntryHeight
]] --
end
--[[
Gets the control of the list
]] --
end
--[[
Returns true if the list is active
]] --
end
end
end |