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--
-- Global Gamepad Entry Template Setup
--
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
local EQUIPPED_THIS_SLOT_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local EQUIPPED_OTHER_SLOT_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds" --same as EQUIPPED_THIS_SLOT_TEXTURE for now
local ITEM_IS_HIDDEN_TEXTURE = "EsoUI/Art/Inventory/inventory_icon_hiddenBy.dds" --should be red checkmark
local MAIL_ATTACHED_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local TRADE_ITEM_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local ACHIEVEMENT_EARNED_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local CAN_LEVEL_TEXTURE = "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_statusIcon_pointsToSpend.dds"
local UPGRADE_SKILL_TEXTURE = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds"
local ASSISTED_TEXTURE = "EsoUI/Art/Journal/Gamepad/gp_trackedQuestIcon.dds"
local SPEAKER_TEXTURE = "EsoUI/Art/VOIP/Gamepad/gp_VOIP_speaking.dds"
local SELECTED_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local TRACKED_ANTIQUITY_TEXTURE = "EsoUI/Art/Antiquities/Gamepad/gp_trackedAntiquityIcon.dds"
local NORMAL_FONT_SELECTED = "ZoFontGamepad42"
local NORMAL_FONT_UNSELECTED = "ZoFontGamepad34"
local SMALL_FONT_SELECTED = "ZoFontGamepad27"
local SMALL_FONT_UNSELECTED = "ZoFontGamepad20"
--icon and highlights
end
--cooldown timer
--general item indicators
end
end
end
if trait1 then
{
trait1 ,
trait2 ,
trait3 ,
trait4 ,
}
end
end
if subLabel2 then
else
end
end
--skill lines
--abilities
end
end
end
end
--Height Computers
-------------------------------
--Resize to fit controls have a bad interaction with labels where they cannot instantly determine their height. This is a problem when the parametric
--scroll list sets up an entry and then queries its height right afterwards, before the height is resolved. For this reason, when label height is the
--determining factor for the height of an entry, we replace the GetHeight function with our own function that uses GetTextHeight (which does resolve
--instantly). The GetHeight function should be able to compute what the height of the entry will be.
do
else
break
end
end
end
return height
end
end
end
do
end
end
end
do
local height = 0
end
end
return height
end
-- Don't override the GetHeight functionality if their's no bar container to affect the height
end
end
end
--Setup Subfunctions
if label then
end
end
end
end
end
end
local PRESERVE_PREVIOUS_COOLDOWN = true
local OVERWRITE_PREVIOUS_COOLDOWN = false
local USE_LEADING_EDGE = true
local DONT_USE_LEADING_EDGE = false
function ZO_SharedGamepadEntry_Cooldown ( control , remaining , duration , cooldownType , timeType , useLeadingEdge , alpha , desaturation , preservePreviousCooldown )
local inCooldownNow = remaining > 0 and duration > 0
if inCooldownNow then
if not preservePreviousCooldown or timeLeftOnPreviousCooldown == 0 then
end
else
end
end
ZO_SharedGamepadEntry_Cooldown ( control , remaining , duration , CD_TYPE_VERTICAL_REVEAL , CD_TIME_TYPE_TIME_UNTIL , USE_LEADING_EDGE , 1 , 1 , PRESERVE_PREVIOUS_COOLDOWN )
else
ZO_SharedGamepadEntry_Cooldown ( control , remaining , duration , CD_TYPE_RADIAL , CD_TIME_TYPE_TIME_UNTIL , DONT_USE_LEADING_EDGE , 0.85 , 0 , OVERWRITE_PREVIOUS_COOLDOWN )
end
end
end
if barContainer then
end
end
else
end
end
end
local USE_LOWERCASE_NUMBER_SUFFIXES = false
if icon then
end
--multi-icons control their own alpha, don't set it directly on the icon if you're using a multi-icon
if numIcons > 0 then
for i = 1 , numIcons do
end
end
end
end
if stackCountLabel then
if stackCount and stackCount > 1 then
stackCountLabel : SetText ( zo_strformat ( SI_NUMBER_FORMAT , ZO_AbbreviateNumber ( stackCount , NUMBER_ABBREVIATION_PRECISION_TENTHS , USE_LOWERCASE_NUMBER_SUFFIXES ) ) )
else
end
end
if subStatusIcon then
end
end
end
end
end
end
local r , g , b = 1 , 1 , 1
end
else
end
end
else
end
end
if statusIndicator then
--multi-icons control their own alpha, don't set it directly on the icon if you're using a multi-icon
end
return -- Don't show other multi-icons
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
local numUsedSubLabels = 0
end
local previousLabelControl
local subLabelText
else
end
if subLabelText and subLabelText ~= "" then
numUsedSubLabels = numUsedSubLabels + 1
local labelControlName = "SubLabel" .. numUsedSubLabels
if not labelControl then
--Sub Labels are largely created dynamically, but some templates include their own SubLabel1, SubLabel2, etc. We can make use of those
--in place of created our own.
labelControl = CreateControlFromVirtual ( control : GetName ( ) .. labelControlName , control , data : GetSubLabelTemplate ( ) )
if previousLabelControl then
else
end
end
previousLabelControl = labelControl
end
end
end
end
end
end
end
end
--NOTE: This is the beginning of the gamepad template setup refactor.
--The data received by this function is an object defined in ZO_GamepadEntryData,
--creating a new one will get you everything needed for a basic entry.
--To add further visual data you need to define a Initialize helper function
--similar to InitializeInventoryVisualData().
if bankIconContainer ~= nil then
end
if heraldryIconContainer ~= nil then
end
if storeIconContainer ~= nil then
end
end
--
--This function is intended to only set visual information about the entryData,
--which is should have stored on it from your helper function.
--
--If you find yourself adding something specific to your new system see if it
--can be created in a generic way and added to the GamepadEntryData class.
--For instance control.craftingInfo was turned into a subLabel for
--future use by other systems and Timer/TimerOverlay was turned into control.cooldown
function ZO_SharedGamepadEntry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
else
end
ZO_SharedGamepadEntryIconSetup ( control . icon , control . stackCountLabel , control . subStatusIcon , data , selected )
end
end
if not selected then
else
end
end
end
end
--[[ Global Helper Functions ]] --
GAMEPAD_HEADER_DEFAULT_PADDING = 80
GAMEPAD_HEADER_SELECTED_PADDING = - 40
GAMEPAD_DEFAULT_POST_PADDING = 16
end
end
do
return unselectedSize / selectedSize
end
local NORMAL_RATIO
local SMALL_RATIO
if not NORMAL_RATIO then
end
if not label . templateFullWidth then
end
end
if not SMALL_RATIO then
end
if not label . templateFullWidth then
end
end
end
if not selected or disabled then
return 0.64
else
return 1
end
end
if disabled and selected then
return ZO_GAMEPAD_DISABLED_SELECTED_COLOR
elseif disabled and not selected then
return ZO_GAMEPAD_DISABLED_UNSELECTED_COLOR
elseif not disabled and selected then
return ZO_GAMEPAD_SELECTED_COLOR
elseif not disabled and not selected then
return ZO_GAMEPAD_UNSELECTED_COLOR
end
end
function SharedGamepadEntryTemplateSetup ( control , text , pressedTexture , normalTexture , highlightTexture , selected , activated , stackCount )
end
end
if pressedTexture and normalTexture then
else
end
if stackCount and stackCount > 1 then
else
end
end
end
if selected and highlightTexture then
end
end
end
function ZO_GamepadMenuEntryTemplate_Setup ( control , text , pressedTexture , normalTexture , highlightTexture , selected , activated , stackCount )
SharedGamepadEntryTemplateSetup ( control , text , pressedTexture , normalTexture , highlightTexture , selected , activated , stackCount )
end
control . focusedChangedAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "GamepadMenuEntryFocusedAnimation" , control )
end
if activated then
else
end
end
end
-- Checkbox
offsetX = offsetX or 0
control . label : SetWidth ( ZO_GAMEPAD_CONTENT_WIDTH - control . checkBox : GetWidth ( ) - labelOffsetX - offsetX )
end
end
function ZO_GamepadCheckBoxTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
end
else
end
end
end
function ZO_GamepadCheckBoxListEntryTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
ZO_GamepadCheckBoxTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
-- labelOffset comes from ZO_GamepadCheckBoxTemplate anchor offset + labels anchor offset set in ZO_CheckButton_SetLabelText()
-- Need to set the width of dynamically created label control here so long labels dont overrun the list control
local labelOffset = 35
end
end
end
-- Header Label
end
function ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
-- The header can not be selected, unless explicitly overridden by the user.
end
-- Set the header's text. If it is a function, call it and use it's return value.
end
end
-- Set the header's text color. If it is a function, call it and use it's return value.
end
else
end
end
end
end
function ZO_GamepadTabBarTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
--[[ Pip Code ]] --
pipCreator . drawLayer = drawLayer
return pipCreator
end
local PIP_WIDTH = 32 --This is the width taken up by a pip in the control. It is independent of whatever size dds is being used
if ( not numPips ) or ( numPips == 0 ) then
return
end
for i = 1 , numPips do
local active = ( activePipIndex == i )
end
end
end
return IsInGamepadPreferredMode ( ) and baseTemplate .. "_Gamepad_Template" or baseTemplate .. "_Keyboard_Template"
end
function ZO_GamepadDefaultHorizontalListEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , selectedFromParent )
end
end
self . horizontalListObject = ZO_HorizontalScrollList_Gamepad : New ( self . horizontalListControl , "ZO_GamepadHorizontalListEntry" , 1 , setupFunction , equalityFunction )
end |