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ZO_ChatMenu_Gamepad = ZO_Object . MultiSubclass ( ZO_Gamepad_ParametricList_Screen , ZO_SocialOptionsDialogGamepad , ZO_GamepadMultiFocusArea_Manager )
ZO_CHAT_MENU_GAMEPAD_LOG_MAX_SIZE = 200
ZO_CHAT_MENU_GAMEPAD_COLOR_MODIFIER = . 7
ZO_CHAT_MENU_GAMEPAD_DESATURATION_MODIFIER = . 1
ZO_CHAT_MENU_GAMEPAD_LOG_LINE_WIDTH = ZO_GAMEPAD_QUADRANT_1_2_3_CONTAINER_WIDTH - ( ZO_GAMEPAD_INTERACTIVE_FILTER_HIGHLIGHT_PADDING * 2 ) --We squeeze in for the highlighting
------------------
--Initialization--
------------------
return obj
end
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , CHAT_MENU_GAMEPAD_SCENE )
end
{
}
end
--Log List--
list : AddDataTemplate ( "ZO_ChatMenu_Gamepad_LogLine" , function ( ... ) self : SetupLogMessage ( ... ) end , ZO_GamepadMenuEntryTemplateParametricListFunction , function ( a , b ) return a . data . id == b . data . id end )
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
end
end
end
self . moreBelowTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_ChatMenu_Gamepad_MoreBelowAnimation" , self . mask : GetNamedChild ( "MoreBelow" ) )
end
--For active focus switching between channel and edit box
self . textInputFocusSwitcher = ZO_GamepadFocus : New ( self . textInputControl , nil , MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
--For passive focus switching between text input area and chat entry list
self . textInputVerticalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_VERTICAL )
end
self . selectedChannelFakeLabel = channelDropdownControl : GetNamedChild ( "SelectedItemFakeTextForResizing" )
-- Prepare switches for sorting
-- These switches are the slash commands used to set the channel (e.g.:/zone)
-- The channelData holds a table of all the channels and their information,
-- and the switch lookup provides the mapping of the channel id to the default (e.g.: /zone vs /z) switch needed to go there
local switches = { }
local switch = switchLookup [ channel ]
--Not every channel in the channel data is going to map to a switch
if switch then
switches [ # switches + 1 ] = switch
end
end
local channelFocusData = {
end ,
}
local DONT_RESELECT = false
end
end
end
end
end
local textEditData = {
end
end ,
}
end
--Passive Area Focus--
end
end
self . textInputAreaFocalArea = ZO_GamepadMultiFocusArea_Base : New ( self , TextInputAreaActivateCallback , TextInputAreaDeactivateCallback )
end
end
--We want the chat entry list to wait a moment before it starts processing the input
--Otherwise it will move immediately on the next frame after gaining focus
end
end
self . chatEntryPanelFocalArea = ZO_GamepadMultiFocusArea_Base : New ( self , ChatEntryPanelActivateCallback , ChatEntryPanelDeactivateCallback )
end
self . channelRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
local RESELECT = true
end )
end )
end
end
end
end
end
end
end
end
end
if isLocalPlayer then
end
end
end
end
end
if targetData then
if links then
return # links > 1
end
end
return false
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Back to text input
{
end ,
} ,
-- Open Link (super special keybind)
{
if currentLink . linkType == GUILD_LINK_TYPE then
elseif currentLink . linkType == HELP_LINK_TYPE then
end
end ,
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
if currentLink . linkType == GUILD_LINK_TYPE then
elseif currentLink . linkType == HELP_LINK_TYPE then
if helpCategoryIndex and helpIndex then
end
end
end ,
if currentLink then
return currentLink . linkType == GUILD_LINK_TYPE or currentLink . linkType == HELP_LINK_TYPE
end
end
return false
end
} ,
-- cycle tooltip
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
end
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end ,
}
}
if targetData then
return true
end
end
end
return false
end
local DEFAULT_CALLBACK , DEFAULT_KEYBIND , DEFAULT_NAME , DEFAULT_SOUND
self : AddSocialOptionsKeybind ( self . chatEntryListKeybindDescriptor , DEFAULT_CALLBACK , DEFAULT_KEYBIND , DEFAULT_NAME , DEFAULT_SOUND , AreOptionsAvailable )
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
end ,
} ,
{
local CURRENT_CHANNEL , CURRENT_TARGET
local DONT_SHOW_HUD_WINDOW = true
end ,
end ,
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . textInputAreaKeybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
----------
--Events--
----------
end
-- We have to override this to prevent an assert in the base class
end
end
end
end
end
end
end
end
--We don't want to change focus to the chat entry area if there are no entries to scroll through
if result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end
do
local FIXED_CENTER_OFFSET_PADDING = 37
local fixedCenterOffset = scrollHeight / 2 - FIXED_CENTER_OFFSET_PADDING
end
end
function ZO_ChatMenu_Gamepad : SetupLogMessage ( control , data , selected , reselectingDuringRebuild , enabled , active )
local colorSelectedModifier = useSelectedColor and 1 or ZO_CHAT_MENU_GAMEPAD_COLOR_MODIFIER
control . label : SetColor ( r * colorSelectedModifier , g * colorSelectedModifier , b * colorSelectedModifier , 1 )
end
do
local LINK_GMATCH_PATTERN = "|H.-|h.-|h"
local LINK_TYPE_MATCH_PATTERN = "|H%d:(.-):"
function ZO_ChatMenu_Gamepad : AddMessage ( message , category , targetChannel , fromDisplayName , rawMessageText )
if message ~= nil then
local links
--Only chat channel messages will have raw text, because they're the only ones that could have links in them
if rawMessageText then
links = { }
links = # links > 0 and links or nil
end
{
fromDisplayName = fromDisplayName ,
category = category ,
targetChannel = targetChannel ,
rawMessageText = rawMessageText ,
links = links ,
}
else
end
if selectingMostRecent then
end
end
end
end
do
end
--Set the dropdown selection to the appropriate channel
--Set the selected item text for the dropdown to the appropriate text
local channelText
if channelTarget then
--Console can only have display names. This won't do anything to character names on PC
channelText = zo_strformat ( SI_CHAT_ENTRY_TARGET_FORMAT , GetChannelName ( channelData . id ) , channelTarget )
else
end
--Set the dropdown width to be wide enough to fit the text
local stringWidth = self . selectedChannelFakeLabel : GetStringWidth ( zo_strupper ( channelText ) ) / GetUIGlobalScale ( )
end
end
if isMoreBelow then
else
end
end
--Target means we don't yet have enough info to properly change channels
end
end
channelDropdown . minimumWidth = 0
--Add sorted switches
--The switchLookup also includes a backward lookup to use any switch (not just defaults) to find the associated channel data
local channelData = switchLookup [ switch ]
-- exclude channels that require an explicit target (ie. /tell) and channels that we don't currently meet the requirements for
if channelData and not channelData . target and ( not channelData . requires or channelData . requires ( channelData . id ) ) then
local stringWidth = ( self . selectedChannelFakeLabel : GetStringWidth ( zo_strupper ( switch ) ) / GetUIGlobalScale ( ) ) + 10 -- 10px of margin to avoid word wrapping
end
end
if reselectDuringRebuild then
end
end
function ZO_ChatMenu_Gamepad : OnTargetChanged ( list , targetData , oldTargetData , reachedTarget , targetSelectedIndex )
end
end
if targetData then
if links then
local linkType = currentLinkData . linkType
local link = currentLinkData . link
--TODO: Implement quest item links and maybe books (if we even care about books)
if linkType == COLLECTIBLE_LINK_TYPE then
elseif linkType == ACHIEVEMENT_LINK_TYPE then
elseif linkType == ITEM_LINK_TYPE then
elseif linkType == GUILD_LINK_TYPE then
elseif linkType == HELP_LINK_TYPE then
end
return
end
end
end
--TODO: Implement filtering systems
end
end
local socialData =
{
}
end
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildInviteToGroupOption , ZO_SocialOptionsDialogGamepad . ShouldAddInviteToGroupOption )
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildAddFriendOption , ZO_SocialOptionsDialogGamepad . ShouldAddFriendOption )
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildSendMailOption , ZO_SocialOptionsDialogGamepad . ShouldAddSendMailOption )
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildIgnoreOption , ZO_SocialOptionsDialogGamepad . SelectedDataIsNotPlayer )
end
--------------
--Global XML--
--------------
do
end
end
end
end |