1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 |
local MAX_NUM_DIALOGS = 1
local NUM_DIALOG_BUTTONS = 2
local RELEASED_FROM_BUTTON_PRESS = true
local BUTTON_SPACING = 20
local displayedDialogs = { }
local dialogQueue = { }
local g_currencyPool = nil
local g_curInstanceId = 0
local QUEUED_DIALOG_INDEX_NAME = 1
local QUEUED_DIALOG_INDEX_DATA = 2
local QUEUED_DIALOG_INDEX_PARAMS = 3
-- If the dialog is already queued and can only be queued once, don't requeue it
return
end
end
end
params = params or { }
end
return true
end
end
end
local i = 1
while i <= # dialogQueue do
local dialog = dialogQueue [ i ]
if name == dialog [ QUEUED_DIALOG_INDEX_NAME ] and ( not filterFunction or filterFunction ( dialog [ QUEUED_DIALOG_INDEX_DATA ] ) ) then
else
i = i + 1
end
end
end
local i = 1
while ( i <= # dialogQueue ) do
local dialog = dialogQueue [ i ]
else
i = i + 1
end
end
end
if ( # displayedDialogs > 0 ) then
return displayedDialogs [ 1 ] . dialog
end
end
local instanceId = dialog . instanceId
if ( dialog ) then
end
--Make sure the dialog wasn't released and then reshown
if ( clickedButton . m_noReleaseOnClick == nil and dialog . instanceId == instanceId ) then
end
end
end
end
local dialogBaseName = "ZO_Dialog"
if isGamepad then
dialogBaseName = "ZO_DialogGamepad"
end
for i = 1 , MAX_NUM_DIALOGS do
return dialog
end
end
return nil
end
if params and # params > 0 then
end
else
end
end
if not textTable then
return
end
local timer = textTable . timer
local timerParam = params [ timer ]
if textTable . verboseTimer then
else
timerParam = ZO_FormatTimeMilliseconds ( timerParam , TIME_FORMAT_STYLE_DESCRIPTIVE_SHORT_SHOW_ZERO_SECS )
end
params [ timer ] = timerParam
end
local finalText
else
end
return formattedText
end
if not textControl or not formattedText then
return
end
if textTable . align then
end
end
local shouldShowLoadingIcon = false
local iconAnchor
if ( showType == "boolean" ) then
shouldShowLoadingIcon = showLoadingIconData
elseif ( showType == "table" ) then
shouldShowLoadingIcon = true
iconAnchor = showLoadingIconData
end
if ( shouldShowLoadingIcon ) then
if ( not iconAnchor ) then
if ( horizontalAlignment == TEXT_ALIGN_LEFT ) then
elseif ( horizontalAlignment == TEXT_ALIGN_RIGHT ) then
else
end
else
end
else
end
end
return displayedDialog . dialog
end
end
end
return nil
end
if ( not dialog ) then
return
end
local dialogNumber = dialog . id
if isGamepad then
if ( dialogNumber == 1 ) then
end
else
if ( dialogNumber == 1 )
then
elseif ( dialogNumber == 2 )
then
elseif ( dialogNumber == 3 )
then
elseif ( dialogNumber == 4 )
then
end
end
end
local dialogInfo = dialog . info
if ( index <= dialog . numButtons ) then
if ( dialog . buttonControls ) then
return dialog . buttonControls [ index ]
end
end
end
end
local dialogFn = IsInGamepadPreferredMode ( ) and ZO_Dialogs_ShowGamepadDialog or ZO_Dialogs_ShowDialog
end
if not textParams then
textParams = { }
end
local isGamepadDialog = dialog . isGamepad and dialogInfo . gamepadInfo and dialogInfo . gamepadInfo . dialogType -- There is a legacy gamepad dialog still in use (for now).
if isGamepadDialog then
else
if textControl then
else
end
else
end
else
end
end
end
end
return
end
end
end
-- To show a gamepad style sidebar dialog, call this function.
-- See comments about ZO_Dialogs_ShowDialog for more information
local IS_GAMEPAD = true
elseif dialog . gamepadInfo and dialog . gamepadInfo . allowShowOnNextScene and SCENE_MANAGER : GetNextScene ( ) then
-- if we are waiting for the scene to change and ask to show the same dialog multiple times, only use the latest call's data
end
if newState == SCENE_SHOWN then
end
end
else
end
end
end
-- To show a dialog, call this function.
-- The first parameter should be the name of the dialog (as definied in either InGameDialogs or PreGameDialogs).
-- The second parameter should be an array table, containing any data that will be needed in the callback functions in the dialog
-- you want to display.
-- The third parameter is a table, which contains parameters used when filling out the strings in your dialog.
--
-- If the main text in the dialog has 2 parameters (e.g "Hello <<1>> <<2>>"), then the 3rd parameter should contain a subtable called
-- mainTextParams which itself contains 2 members, the first will go into the <<1>> and the second will go into the <<2>>. The 3rd parameter
-- in ZO_Dialogs_ShowDialog can also contain a titleParams subtable which is used to fill in the parameters in the title, if needed.
--
-- So as an example, let's say you had defined a dialog in InGameDialogs called "TEST_DIALOG" with
-- title = { text = "Dialog <<1>>" } and mainText = { text = "Main <<1>> Text <<2>>" }
-- And you called
-- ZO_Dialogs_ShowDialog("TEST_DIALOG", {5}, {titleParams={"Test1"}, mainTextParams={"Test2", "Test3"}})
-- The resulting dialog would have a title that read "Dialog Test1" and a main text field that read "Main Test2 Text Test3".
-- The 5 passed in the second parameter could be used by the callback functions to perform various tasks based on this value.
-- Dialogs themselves (see InGameDialogs.lua, etc.) must contain at least a "mainText" table, with at least the "text" member.
-- mainText.text is filled in using the mainTextParams subtable of the table passed in the 3rd parameter to ZO_Dialogs_ShowDialog.
-- The mainText table can also optionally contain:
-- An "align" member to set the alignment of the text (TEXT_ALIGN_LEFT, TEXT_ALIGN_RIGHT, or TEXT_ALIGN_CENTER....left is default).
-- A "timer" field, which indicates that a certain parameter should be treated as a sceonds in a timer, and converted to time format
-- (so if mainText contains "timer = 1", the 1st parameter in mainText.text is converted to time format before being placed
-- in the string).
--
-- Dialogs can also optionally contain:
--
-- A "title" table, which works the same way as "mainText" ("text", "align" and "title" fields are allowed), no title is shown if "title" is not set.
-- A "noChoiceCallback" field, which is executed when the dialog is closed without making a choice first.
-- A "hideSound" field, which is a sound id to be played when the dialog is closed without selecting an option
-- An "updateFn" field, which should be a function. If present, this function is called on each update when this dialog is showing.
-- An "editBox" field, which adds an edit box to the dialog. It can specify:
-- textType = The type of input the edit box accepts.
-- To get the value in the editbox, use ZO_Dialogs_GetEditBoxText.
-- A "warning" table, which works the same way as "mainText", which shows some red text at the bottom of the dialog to call attention to the specific action that is occuring
-- Finally, the is a "buttons" table, in which each member corresponds to a button. Dialogs support a maximum of 2 buttons.
-- If the buttons table is present, each of it's members in turn MUST contain a "text" field. Also, each button can optionally contain:
-- A "callback" function field (whose first parameter should always be "dialog"....use "dialog.data[i]" to reference the ith data member passed in).
-- A "clickSound" field that defines what sound to play when the button is clicked.
-- An option to show an animated loading icon near the main text, called "showLoadingIcon"
--
-- See the "DESTROY_AUGMENT_PROMPT" and "DEATH_PROMPT" dialogs in InGameDialogs.lua for examples of dialogs that use these various fields.
-- Get the dialog info from the ESO_Dialogs table
return nil
end
if dialogInfo . canQueue then
end
return nil
end
--Acquire Dialog Control
------------------------------
local dialog
local isGamepadDialog = isGamepad and dialogInfo . gamepadInfo and dialogInfo . gamepadInfo . dialogType -- There is a legacy gamepad dialog still in use (for now).
local isGenericGamepadDialog = isGamepadDialog and dialogInfo . gamepadInfo . dialogType ~= GAMEPAD_DIALOGS . CUSTOM
if isGenericGamepadDialog then
if not dialog then
return nil
end
else
end
if not dialog then
return nil
end
else
if not dialog then
-- Dialog can't be created right now, so place it in a queue to be created later
return nil
end
end
dialog . isGamepad = isGamepad
--Shared Init
------------------
--Clear focus in case the dialog came up when we had an edit control focused.
dialog . info = dialogInfo
dialog . textParams = textParams
--Title
local title = dialogInfo . title
if not textParams then
textParams = { }
end
if title then
elseif titleControl and isGamepad then
end
-- Warning Text
local warning = dialogInfo . warning
if warning then
elseif warningLabel and isGamepad then
end
--Buttons
local buttonInfos = dialogInfo . buttons
local numButtonInfos = buttonInfos and # buttonInfos or 0
dialog . numButtons = numButtonInfos
if numButtonInfos > 0 and not isGamepadDialog then
for i = 1 , numButtonInfos do
local buttonInfo = buttonInfos [ i ]
else
end
end
else
if textParams and textParams . buttonTextOverrides and textParams . buttonTextOverrides [ i ] then
else
end
local hasKeybind = true
else
end
if i == 1 then
else
end
else
hasKeybind = false
end
local isButtonEnabled
else
end
end
if isButtonEnabled ~= nil then
else
end
else
else
end
end
if buttonInfo . requiresTextInput then
end
end
end
end
--Custom Init
end
else
return nil
end
if modalUnderlay then
if dialogInfo . modal == nil or dialogInfo . modal then
else
end
end
local controlAbove = textControl
if dialogInfo . editBox then
local editBoxInfo = dialogInfo . editBox
if editBoxInfo . textType then
if editBoxInfo . specialCharacters then
end
else
end
else
end
if editBoxInfo . maxInputCharacters then
else
end
local defaultText = editBoxInfo . defaultText
if defaultText then
end
else
end
end
if editBoxInfo . autoComplete then
if editControl . autoComplete then
else
end
else
if editControl . autoComplete then
end
end
if not editControl . instructions then
editControl . instructions = ZO_ValidNameInstructions : New ( editContainer : GetNamedChild ( "Instructions" ) )
end
else
end
if editBoxInfo . matchingString then
end
if editBoxInfo . selectAll then
end
controlAbove = editControl
end
if dialogInfo . radioButtons then
local prev
for i = 1 , # dialogInfo . radioButtons do
local buttonInfo = dialogInfo . radioButtons [ i ]
if i == 1 then
else
end
prev = radioButton
end
controlAbove = radioButtonContainer
end
if dialogInfo . warning then
controlAbove = warningLabel
end
-- Handle button centering
if numButtonInfos == 0 then -- Hide both buttons
elseif numButtonInfos == 1 then -- Only show one
if isGamepad then
else
end
elseif numButtonInfos == 2 then -- Show both
if isGamepad then
else
end
end
-- Pass in the id of the dialog being shown for this purpose.
-- It can (eventually) be used to track this particular dialog instance.
end
end
if not isGamepad then
else
end
else
end
-- Append the keybind state index to the dialog so that it knows where its keybinds sit on the keybind stack
if not isGamepadDialog then
end
--edit controls cant take focus when hidden
if ( dialogInfo . editBox ) then
end
return dialog
end
self . radioButtonPool = ZO_ControlPool : New ( "ZO_DialogRadioButton" , self : GetNamedChild ( "RadioButtonContainer" ) , "RadioButton" )
end
if ( not g_currencyPool ) then
end
dialog . buttonCostKeys = { }
dialog . currencyKey = nil
dialog . instanceId = g_curInstanceId
g_curInstanceId = g_curInstanceId + 1
end
return # displayedDialogs > 0
end
local i = 1
while i <= # displayedDialogs do
local displayedDialog = displayedDialogs [ i ]
local released = false
if displayedDialog . name == name and ( not filterFunction or filterFunction ( displayedDialog . dialog . data ) ) then
end
-- Gamepad dialogs don't get removed from the table until after they're done hiding, so we can safely advance the index
if not released or displayedDialog . dialog . isGamepad then
i = i + 1
end
end
end
local i = 1
while ( i <= # displayedDialogs ) do
local displayedDialog = displayedDialogs [ i ]
local released = false
end
-- Gamepad dialogs don't get removed from the table until after they're done hiding, so we can safely advance the index
if not released or displayedDialog . dialog . isGamepad then
i = i + 1
end
end
end
end
local dialog
else
dialog = nameOrDialog
end
if dialog == nil then
-- This dialog is not currently visible
return false
end
if dialog . hiding then
return false
end
dialog . hiding = true
if dialog . isGamepad then
--Gamepad dialog will release when it's finished hiding
else
--Keyboard dialogs will hide instantly
else
end
end
return true
end
dialog . hiding = false
local dialogInfo = dialog . info
for i = 1 , NUM_DIALOG_BUTTONS do
if ( btn ) then
btn . m_noReleaseOnClick = nil
end
if ( dialog . buttonCostKeys and dialog . buttonCostKeys [ i ] ) then
dialog . buttonCostKeys [ i ] = nil
end
end
if ( dialog . currencyKey ) then
dialog . currencyKey = nil
end
end
break
end
end
end
if state == SCENE_HIDING or state == SCENE_HIDDEN or not state then
end
end
end
-- Show next dialog in queue
if ( queuedDialog ) then
else
end
end
end
local dialogInfo = ESO_Dialogs [ dialog [ QUEUED_DIALOG_INDEX_NAME ] ]
end
end
dialogQueue = { }
for i = # displayedDialogs , 1 , - 1 do
local dialog = displayedDialogs [ i ] . dialog
if dialog and ( forceAll or not dialog . info . mustChoose ) then
end
end
end
end
return dialog and dialog . hiding
end
-- If textTable is nil, the default mainText table (defined in the ESO_Dialogs table) is used
if dialog then
if dialog . isGamepad then
if dialog . info and dialog . headerData then
end
end
else
if textTable then
end
end
end
end
if dialog then
if textTable then
dialog . title = textTable
end
end
end
if dialog then
if dialog . isGamepad then
if dialog . info and dialog . headerData then
textTable = textTable or dialog . info . warning
if warningText and warningText ~= "" then
ZO_GenericGamepadDialog_RefreshText ( dialog , dialog . headerData . titleText , dialog . mainTextControl : GetText ( ) , warningText )
end
end
else
if textTable then
dialog . warning = textTable
end
end
end
end
if ( dialog ) then
end
end
return nil
end
if ( clickedButton ) then
end
end
local buttonInfos = dialog . info . buttons
local numButtonInfos = buttonInfos and # buttonInfos or 0
dialog . numButtons = numButtonInfos
if numButtonInfos > 0 and not isGamepadDialog then
for i = 1 , numButtonInfos do
local buttonInfo = buttonInfos [ i ]
else
end
end
else
local isButtonEnabled = true
else
end
end
end
end
end
end
-- Activate or deactivate a button...use BSTATE_NORMAL to activate and BSTATE_DISABLED to deactivate
if ( dialog and buttonNumber ) then
local lockButton = false
if ( buttonState == BSTATE_DISABLED ) then
lockButton = true
end
end
end
-- Update the text on a button itself
if ( dialog and buttonNumber ) then
end
end
end
end
-- Update the text underneath a button...if textTable is nil, this extra text control is hidden
if dialog and buttonNumber then
if textTable then
else
end
end
end
-- Update the currency control underneath a button
if dialog then
local buttonCostsShown = 0
for i = 1 , NUM_DIALOG_BUTTONS do
if dialog . buttonCostKeys [ i ] then
buttonCostsShown = buttonCostsShown + 1
end
end
if cost then
local currencyControl
local key = dialog . buttonCostKeys [ buttonNumber ]
if key then
else
dialog . buttonCostKeys [ buttonNumber ] = newCurrencyKey
currencyControl = newCurrencyControl
end
ZO_CurrencyControl_SetSimpleCurrency ( currencyControl , CURT_MONEY , cost , nil , CURRENCY_DONT_SHOW_ALL )
else
end
else
local key = dialog . buttonCostKeys [ buttonNumber ]
if key then
dialog . buttonCostKeys [ buttonNumber ] = nil
end
end
end
end
return true
end
end
return false
end
end
end
if dialog then
if not dialog . info . mustChoose then
end
if dialog . info . hideSound then
else
if not dialog . isGamepad then
end
end
if dialog . isGamepad then
end
end
end
end
local handledButton = false
for i = 1 , dialog . numButtons do
handledButton = true
break
end
end
return handledButton
end
if ( dialog ) then
if ( not dialog . info . blockDialogReleaseOnPress ) then
end
end
end
end
end
if ( dialog ) then
if ( not handledButton ) then
end
end
end
end
local maxButtonIndex
local maxButton
local customButtonIndex = child . customButtonIndex
if ( customButtonIndex ~= nil ) then
if ( maxButtonIndex == nil or customButtonIndex > maxButtonIndex ) then
maxButtonIndex = customButtonIndex
maxButton = child
end
end
end
if ( maxButton ) then
else
end
if ( maxButtonIndex ) then
else
end
end
end
local noViolations = # violations == 0
if noViolations then
else
end
else
end
end
end |