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ZO_SortHeaderGroup . HEADER_CLICKED = "HeaderClicked"
ZO_SortHeaderGroup . SUPPRESS_CALLBACKS = true
ZO_SortHeaderGroup . FORCE_RESELECT = true
local SORT_ARROW_UP = "EsoUI/Art/Miscellaneous/list_sortUp.dds"
local SORT_ARROW_DOWN = "EsoUI/Art/Miscellaneous/list_sortDown.dds"
local SORT_ARROW_OFFSET_X = 2
group . headerContainer = headerContainer
group . selectedSortHeader = nil
group . sortDirection = ZO_SORT_ORDER_DOWN
group . sortHeaders = { }
group . showArrows = showArrows or false
if ( group . showArrows ) then
group . arrowTexture = CreateControlFromVirtual ( headerContainer : GetName ( ) .. "Arrow" , headerContainer , "ZO_SortHeaderArrow" )
end
-- Default Colors
return group
end
-- Header containers may have other elements like backgrounds/textures.
-- Only add controls that have a sort key on them.
end
end
end
end
end
local sortArrowAlignments =
{
end ,
end ,
end ,
}
if sortOrder == ZO_SORT_ORDER_UP then
else
end
end
end
end
if sortOrder == ZO_SORT_ORDER_UP then
else
end
end
end
end
else
end
end
else
end
end
end
if oldSelectedHeader then
if oldSelectedHeader . isIconHeader then
if not oldSelectedHeader . usesArrow then
end
else
end
oldSelectedHeader . selected = nil
end
end
end
function ZO_SortHeaderGroup : OnHeaderClicked ( header , suppressCallbacks , forceReselect , forceSortDirection )
local resetSortDir = false
resetSortDir = true
end
if forceSortDirection ~= nil then
elseif resetSortDir then
else
end
if not suppressCallbacks then
end
end
end
end
end
end
function ZO_SortHeaderGroup : SelectHeaderByKey ( key , suppressCallbacks , forceReselect , forceSortDirection )
end
end
end
end
if newText then
end
end
end
end
-- selects the sort header for the key passed in and will use the initial sort direction for that key instead
-- of toggling the current sort direction
local DONT_SUPPRESS_CALLBACKS = false
local FORCE_RESELECT = true
end
end
-- Sets the headers in keyList to whatever the value of "hidden" is, sets the rest to "not hidden"
-- keyList is indexed by key.
end
end
end
end
function ZO_SortHeader_Initialize ( control , name , key , initialDirection , alignment , font , highlightTemplate )
if font then
end
end
function ZO_SortHeader_InitializeIconHeader ( control , icon , sortUpIcon , sortDownIcon , mouseoverIcon , key , initialDirection )
end
function ZO_SortHeader_InitializeIconWithArrowHeader ( control , icon , mouseoverIcon , arrowOffset , key , initialDirection )
end
ZO_SortHeader_InitializeIconHeader ( control , "EsoUI/Art/Miscellaneous/list_sortHeader_icon_neutral.dds" ,
"EsoUI/Art/Miscellaneous/list_sortHeader_icon_sortUp.dds" ,
"EsoUI/Art/Miscellaneous/list_sortHeader_icon_sortDown.dds" ,
"EsoUI/Art/Miscellaneous/list_sortHeader_icon_over.dds" , key , initialDirection )
end
end
else
if isGroupEnabled then
if mouseIsOver then
else
end
end
end
if mouseIsOver then
InitializeTooltip ( InformationTooltip , control , control . tooltipPoint , control . tooltipOffsetX , control . tooltipOffsetY )
else
end
end
end
end
end
end
end
end
end
end
if controlTemplate then
local highlight = CreateControlFromVirtual ( "$(parent)Scroll" , control , controlTemplate , animationFieldName )
control [ animationFieldName ] = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ShowOnMouseOverLabelAnimation" , highlight )
end
end
end
end
end
end
end
end
end
else
end
end
end
end
else
end
end
-- No need to check the directional input (and consume it so no one else can use it)
-- if we don't have multiple headers to switch between
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end
end
if not selectedIndex then
return
end
return
end
end
break
end
end
end
end
do
local CHECK_FORWARD = 1
local CHECK_BACKWARD = - 1
--On Gamepad, we need to check for and ignore hidden headers
local activeHeaderFound = false
while not activeHeaderFound do
checkIndex = checkIndex + checkDirection
if checkControl then
else
break
end
end
end
end
end
end
end
end
end
end |