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local GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_WIDTH = 1024
local GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_WIDTH = 832
ZO_GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_COORDS_RIGHT = GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_WIDTH / GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_WIDTH
local GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_HEIGHT = 1024
local GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_HEIGHT = 955
ZO_GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_COORDS_BOTTOM = GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_HEIGHT / GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_HEIGHT
local ZONE_STORIES_TILE_GRID_PADDING_X = 5
local ZONE_STORIES_TILE_GRID_PADDING_Y = 25
local COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX = 0
ZO_ZoneStories_Gamepad = ZO_Object . MultiSubclass ( ZO_ZoneStories_Shared , ZO_Gamepad_ParametricList_Screen )
end
local templateData =
{
gridListClass = ZO_GridScrollList_Gamepad ,
achievements =
{
entryTemplate = "ZO_ZoneStory_AchievementTile_Gamepad_Control" ,
dimensionsX = ZO_ZONE_STORIES_ACHIEVEMENT_TILE_GAMEPAD_DIMENSIONS_X ,
dimensionsY = ZO_ZONE_STORIES_ACHIEVEMENT_TILE_GAMEPAD_DIMENSIONS_Y ,
gridPaddingX = ZONE_STORIES_TILE_GRID_PADDING_X ,
gridPaddingY = ZONE_STORIES_TILE_GRID_PADDING_Y ,
} ,
activityCompletion =
{
headerTemplate = "ZO_ZoneStory_ActivityCompletionHeader_Gamepad" ,
entryTemplate = "ZO_ZoneStory_ActivityCompletionTile_Gamepad_Control" ,
dimensionsX = ZO_ZONE_STORIES_ACTIVITY_COMPLETION_TILE_GAMEPAD_DIMENSIONS_X ,
dimensionsY = ZO_ZONE_STORIES_ACTIVITY_COMPLETION_TILE_GAMEPAD_DIMENSIONS_Y ,
gridPaddingX = ZONE_STORIES_TILE_GRID_PADDING_X ,
gridPaddingY = ZONE_STORIES_TILE_GRID_PADDING_Y ,
headerHeight = 70 ,
} ,
headerPrePadding = ZONE_STORIES_TILE_GRID_PADDING_Y
}
local sceneName = "zoneStoriesGamepad"
local ACTIVATE_LIST_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_LIST_ON_SHOW , GAMEPAD_ZONE_STORIES_SCENE )
local function SubMenuEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
self : GetMainList ( ) : AddDataTemplate ( "ZO_GamepadItemSubEntryTemplate" , SubMenuEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
-- Initialize shared elements in info display area
}
local categoryData = {
menuIcon = "EsoUI/Art/LFG/Gamepad/LFG_menuIcon_zoneStories.dds" ,
sceneName = sceneName ,
isZoneStories = true ,
end ,
}
-- Adds Zone Stories to category list in Activity Finder
ZO_ACTIVITY_FINDER_ROOT_GAMEPAD : AddCategory ( categoryData , ZO_ACTIVITY_FINDER_SORT_PRIORITY . ZONE_STORIES )
if newState == SCENE_SHOWING then
end
end )
end
-- Function override required
end
end
end
end
local trackActivityKeybind =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
end ,
end ,
return isZoneAvailable and canContinueZone
end ,
end ,
}
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select
{
end ,
} ,
-- Track Activity
trackActivityKeybind ,
-- Back
}
-- Zone Selected Keybind Strip
-- Track Activity
trackActivityKeybind ,
-- Stop Tracking
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
end ,
end ,
end ,
} ,
-- Back
end ) ,
-- Cycle tooltip forward
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
if selectedData then
-- data with a completion type of ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS is a different
-- entry type than the others (it doesn't have zoneData) and it only ever shows 1 tooltip
-- all the other types have at least 2 tooltips to show and so always cycle
return selectedData . completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS
end
return false
end ,
if selectedData then
local zoneData = selectedData . zoneData
local completionType = selectedData . completionType
self . tooltipSelectedIndex = ZO_ZoneStories_Gamepad . GetValidatedTooltipIndex ( zoneData , completionType , self . tooltipSelectedIndex + 1 )
ZO_ZoneStories_Gamepad . LayoutCompletionTypeTooltip ( zoneData , completionType , self . tooltipSelectedIndex )
end
end ,
} ,
-- Cycle tooltip backward
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
if selectedData then
-- data with a completion type of ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS is a different
-- entry type than the others (it doesn't have zoneData) and it only ever shows 1 tooltip
-- all the other types have at least 2 tooltips to show and so always cycle
return selectedData . completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS
end
return false
end ,
if selectedData then
local zoneData = selectedData . zoneData
local completionType = selectedData . completionType
self . tooltipSelectedIndex = ZO_ZoneStories_Gamepad . GetValidatedTooltipIndex ( zoneData , completionType , self . tooltipSelectedIndex - 1 )
ZO_ZoneStories_Gamepad . LayoutCompletionTypeTooltip ( zoneData , completionType , self . tooltipSelectedIndex )
end
end ,
} ,
}
end
-- by default the first tooltip is the activity description tooltip and the second will either be a tooltip that
-- will list out all the activities for the completion type
-- However, if the completionType has associated achievements we will show individual tooltips for each achievement
-- instead of the list tooltip
local maxTooltipIndex = 1
local numAssociatedAchievements = GetNumAssociatedAchievementsForZoneCompletionType ( zoneData . id , completionType )
if numAssociatedAchievements > 0 then
maxTooltipIndex = numAssociatedAchievements
end
-- wrap the tooltip index
if tooltipIndex < COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX then
return maxTooltipIndex
elseif tooltipIndex > maxTooltipIndex then
return COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX
else
return tooltipIndex
end
end
if tooltipIndex == COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX then
else
local achievementId = GetAssociatedAchievementIdForZoneCompletionType ( zoneData . id , completionType , tooltipIndex )
if achievementId ~= 0 then
else
GAMEPAD_TOOLTIPS : LayoutZoneStoryActivityCompletionTypeList ( GAMEPAD_RIGHT_TOOLTIP , zoneData , completionType )
end
end
end
end
end
end
if selectedData then
end
end
if selectedData and selectedData . dataSource then
end
end
end
if selectedData then
local selectedZoneId = selectedData . id
local isZoneAvailable , zoneAvailableErrorText = ZO_ZoneStories_Manager . GetZoneAvailability ( selectedZoneId )
local shouldShowBlockingMessage = not isZoneAvailable and zoneAvailableErrorText ~= nil
if shouldShowBlockingMessage then
else
local arePriorityQuestsBlocked , errorStringText = ZO_ZoneStories_Manager . GetZoneCompletionTypeBlockingInfo ( selectedZoneId , ZONE_COMPLETION_TYPE_PRIORITY_QUESTS )
shouldShowBlockingMessage = arePriorityQuestsBlocked and errorStringText ~= nil
if shouldShowBlockingMessage then
end
end
end
end
end
-- Deselect previous tile
if oldSelectedData and oldSelectedData . dataSource and oldSelectedData . dataEntry then
end
-- Select newly selected tile.
if selectedData and selectedData . dataEntry then
local completionType = selectedData . completionType
if completionType == ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS then
else
local zoneData = selectedData . zoneData
local completedActivities = ZO_ZoneStories_Manager . GetActivityCompletionProgressValues ( zoneData . id , completionType )
if completedActivities > 0 then
-- the first tooltip is the activity description tooltip so if we've already completed some of the
-- activities for this type we want to skip to the next tooltip
-- this should resolve to 1 and since we are guaranteed to have 2 tooltips it doesn't need to be validated
end
ZO_ZoneStories_Gamepad . LayoutCompletionTypeTooltip ( zoneData , completionType , self . tooltipSelectedIndex )
end
else
end
end
local trackedEntryData
local defaultEntryData
if trackedZoneId ~= 0 and trackedZoneId == zoneData . id then
trackedEntryData = entryData
elseif zoneData . id == defaultZoneId then
defaultEntryData = entryData
end
end
local selectedEntryData = trackedEntryData or defaultEntryData
if selectedEntryData then
end
end
end
return nil
end
end
return nil
end
if entryData and entryData . id == zoneId then
break
end
end
end
end |