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end
ZO_GamepadStoreListComponent . Initialize ( self , scene , ZO_MODE_STORE_BUY , GetString ( SI_STORE_MODE_BUY ) )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end
end )
self : CreateModeData ( SI_STORE_MODE_BUY , ZO_MODE_STORE_BUY , "EsoUI/Art/Vendor/vendor_tabIcon_buy_up.dds" , fragment , self . keybindStripDescriptor )
end
end
end
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
end
end
end
end
end
end
-- Buy screen keybind
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
repairAllKeybind ,
{
else
end
end ,
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
end ,
-- if we are previewing something, we can end it regardless of our selection
if isCurrentlyPreviewing then
return true
end
if targetData then
else
return false
end
end ,
} ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
GAME_NAVIGATION_TYPE_BUTTON )
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
GAME_NAVIGATION_TYPE_BUTTON ,
nil )
end
if quantity > 0 then
if not ZO_Currency_TryShowThresholdDialog ( selectedData . slotIndex , quantity , selectedData . dataSource ) then
end
end
else
if maxItems > 1 then
STORE_WINDOW_GAMEPAD : SetupSpinner ( zo_max ( GetStoreEntryMaxBuyable ( selectedData . slotIndex ) , 1 ) , 1 , selectedData . sellPrice , selectedData . currencyType1 or CURT_MONEY )
elseif maxItems == 1 then
if not ZO_Currency_TryShowThresholdDialog ( selectedData . slotIndex , maxItems , selectedData . dataSource ) then
end
end
end
end
if selectedData then
if not selectedData . dataSource . meetsRequirementsToBuy then
return false , selectedData . dataSource . requiredToBuyErrorText
end
return false , disabledAlertText
end
if selectedData . entryType ~= STORE_ENTRY_TYPE_COLLECTIBLE then
return false , disabledAlertText
end
end
return true
else
return false
end
end
end
end
function ZO_GamepadStoreBuy : SetupEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local price = self . confirmationMode and selected and data . sellPrice * STORE_WINDOW_GAMEPAD : GetSpinnerValue ( ) or data . sellPrice
self : SetupStoreItem ( control , data , selected , selectedDuringRebuild , enabled , activated , price , not ZO_STORE_FORCE_VALID_PRICE , ZO_MODE_STORE_BUY )
end
if buyData then
end
end
if shouldActivateVendorBlur then
else
-- As is the case with other item preview fragments, we want to override the
-- hideOnSceneHidden behavior the blur fragment normally has, but only
-- when toggling preview on/off. if we are hiding the scene normally, we
-- should continue using hideOnSceneHidden. More info in ZO_SceneManager_Base:RemoveFragmentImmediately().
end
end
else
ITEM_PREVIEW_GAMEPAD : SetInteractionCameraPreviewEnabled ( false , FRAME_TARGET_STORE_GAMEPAD_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , GAMEPAD_NAV_QUADRANT_3_4_ITEM_PREVIEW_OPTIONS_FRAGMENT )
end
end
end
ITEM_PREVIEW_GAMEPAD : ToggleInteractionCameraPreview ( FRAME_TARGET_STORE_GAMEPAD_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , GAMEPAD_NAV_QUADRANT_3_4_ITEM_PREVIEW_OPTIONS_FRAGMENT )
end
end
return false
end |