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-----------------
--Friends List
-----------------
local EVENT_NAMESPACE = "FriendsList"
FRIEND_DATA = 1
FRIENDS_LIST_ENTRY_SORT_KEYS =
{
[ "displayName" ] = { } ,
[ "characterName" ] = { } ,
[ "status" ] = { tiebreaker = "normalizedLogoffSort" , isNumeric = true } ,
[ "class" ] = { tiebreaker = "displayName" } ,
[ "formattedZone" ] = { tiebreaker = "displayName" } ,
[ "alliance" ] = { tiebreaker = "displayName" } ,
[ "championPoints" ] = { tiebreaker = "displayName" , isNumeric = true } ,
[ "level" ] = { tiebreaker = "championPoints" , isNumeric = true } ,
[ "normalizedLogoffSort" ] = { tiebreaker = "displayName" , isNumeric = true } ,
}
return manager
end
if ( currentDisplayName == displayName ) then
return
end
end
end
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_SOCIAL_DATA_LOADED , function ( ) self : OnSocialDataLoaded ( ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_ADDED , function ( _ , displayName ) self : OnFriendAdded ( displayName ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_REMOVED , function ( _ , displayName ) self : OnFriendRemoved ( displayName ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_CHARACTER_UPDATED , function ( _ , displayName ) self : OnFriendCharacterUpdated ( displayName ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_DISPLAY_NAME_CHANGED , function ( _ , oldDisplayName , newDisplayName ) self : OnFriendDisplayNameChanged ( oldDisplayName , newDisplayName ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_CHARACTER_ZONE_CHANGED , function ( _ , displayName , characterName , zoneName ) self : OnFriendCharacterZoneChanged ( displayName , characterName , zoneName ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_CHARACTER_LEVEL_CHANGED , function ( _ , displayName , characterName , level ) self : OnFriendCharacterLevelChanged ( displayName , characterName , level ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_CHARACTER_CHAMPION_POINTS_CHANGED , function ( _ , displayName , characterName , championPoints ) self : OnFriendCharacterChampionPointsChanged ( displayName , characterName , championPoints ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_NOTE_UPDATED , function ( _ , displayName , note ) self : OnFriendNoteUpdated ( displayName , note ) end )
EVENT_MANAGER : RegisterForEvent ( EVENT_NAMESPACE , EVENT_FRIEND_PLAYER_STATUS_CHANGED , function ( _ , displayName , characterName , oldStatus , newStatus ) self : OnFriendPlayerStatusChanged ( displayName , characterName , oldStatus , newStatus ) end )
end
end
if note then
end
end
local hasCharacter , characterName , zone , class , alliance , level , championPoints = GetFriendCharacterInfo ( friendIndex )
{
friendIndex = friendIndex ,
displayName = displayName ,
hasCharacter = hasCharacter ,
championPoints = championPoints ,
class = class ,
alliance = alliance ,
note = note ,
status = status ,
}
end
local hasCharacter , characterName , zone , class , alliance , level , championPoints = GetFriendCharacterInfo ( friendIndex )
end
for i = 1 , numFriends do
end
end
end
end
end
end
end
--Events
---------
end
end
if ( index ) then
-- NOTE: This must stay in sync with the friends list ordering-by-index in the client
-- TODO: Use displayName as accessor?
end
end
end
end
end
end
end
end
end
end
end
end
end
function ZO_FriendsList : OnFriendCharacterChampionPointsChanged ( displayName , characterName , championPoints )
end
end
function ZO_FriendsList : OnFriendPlayerStatusChanged ( displayName , characterName , oldStatus , newStatus )
--Because we may have refreshed the whole list in between when this event happened and when we received it,
--we must use our conception of whether they were online, not whether they were online or not when the event happened.
local isOnline = ( newStatus ~= PLAYER_STATUS_OFFLINE )
if ( wasOnline and not isOnline ) then
elseif ( not wasOnline and isOnline ) then
end
end
end
end
end
-- A singleton will be used by both keyboard and gamepad screens
|