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ZO_GAMEPAD_COLLECTIONS_PANEL_TEXTURE_SQUARE_DIMENSION = 1024
ZO_GAMEPAD_COLLECTIONS_PANEL_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_QUADRANT_2_3_CONTENT_BACKGROUND_WIDTH / ZO_GAMEPAD_COLLECTIONS_PANEL_TEXTURE_SQUARE_DIMENSION
local GAMEPAD_COLLECTIONS_ACTIONS_DIALOG_NAME = "GAMEPAD_COLLECTIONS_ACTIONS_DIALOG"
local GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME = "GAMEPAD_COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE"
local VISIBLE_ICON = "EsoUI/Art/Inventory/inventory_icon_visible.dds"
local TIME_NEW_PERSISTS_WHILE_SELECTED_MS = 200
end
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , GAMEPAD_COLLECTIONS_BOOK_SCENE )
self . isPreviewAvailable = true
self . categoryList =
{
}
self . subcategoryList =
{
-- The title text will be updated to the name of the collections category
}
self . collectionList =
{
-- The title text will be updated to the name of the collections category/subcategory
}
self . updateList = { }
self . currentList = nil
end
self . headerData = { }
self . currentSlotPreviews = { }
end
end
end )
end
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectionUpdated" , function ( ... ) self : OnCollectionUpdated ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleNewStatusCleared" , function ( ... ) self : OnCollectibleNewStatusCleared ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleNotificationRemoved" , function ( ... ) self : OnCollectibleNotificationRemoved ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnUpdateCooldowns" , function ( ... ) self : OnUpdateCooldowns ( ... ) end )
EVENT_MANAGER : RegisterForUpdate ( "ZO_GamepadCollectionsBook" , 250 , function ( ) self : UpdateActiveCollectibleCooldownTimer ( ) end )
if self . isPreviewAvailable ~= isPreviewingAvailable then
self . isPreviewAvailable = isPreviewingAvailable
if self . isPreviewAvailable then
else
end
end
end )
end
self . infoPanelControl = infoPanel
end
self . housingPanelControl = housingPanel
end
if statusControl == nil then
return
end
return
end
local showMultiIcon = false
showMultiIcon = true
end
showMultiIcon = true
end
if showMultiIcon then
end
end
self . gridListPanelControl = gridListPanel
self . gridListPanelList = ZO_SingleTemplateGridScrollList_Gamepad : New ( gridListPanel , ZO_GRID_SCROLL_LIST_AUTOFILL )
-- TODO: find a way to share this with the generic get border function
control . borderBackground : SetEdgeTexture ( "EsoUI/Art/Tooltips/Gamepad/gp_toolTip_edge_16.dds" , ZO_GAMEPAD_OUTFIT_GRID_ENTRY_BORDER_EDGE_WIDTH , ZO_GAMEPAD_OUTFIT_GRID_ENTRY_BORDER_EDGE_HEIGHT )
else
end
end
end
local HIDE_CALLBACK = nil
local RESET_CONTROL_FUNC = nil
local SPACING_X = 6
self . gridListPanelList : SetGridEntryTemplate ( "ZO_Collections_Outfit_GridEntry_Template_Gamepad" , ZO_GAMEPAD_OUTFIT_GRID_ENTRY_DIMENSIONS , ZO_GAMEPAD_OUTFIT_GRID_ENTRY_DIMENSIONS , OutfitStyleGridEntrySetup , HIDE_CALLBACK , RESET_CONTROL_FUNC , SPACING_X , ZO_GRID_SCROLL_LIST_DEFAULT_SPACING_GAMEPAD )
self . gridListPanelList : SetHeaderTemplate ( ZO_GRID_SCROLL_LIST_DEFAULT_HEADER_TEMPLATE_GAMEPAD , ZO_GRID_SCROLL_LIST_DEFAULT_HEADER_TEMPLATE_HEIGHT , ZO_DefaultGridHeaderSetup )
self . gridListPanelList : SetOnSelectedDataChangedCallback ( function ( previousData , newData ) self : OnGridListSelectedDataChanged ( previousData , newData ) end )
end
local function CategoryEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
local function CollectibleEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
list : AddDataTemplate ( "ZO_GamepadCollectibleEntryTemplate" , CollectibleEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadCollectibleEntryTemplate" , CollectibleEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
local browseInfo = self . browseToCollectibleInfo
if browseInfo ~= nil then
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( browseInfo . collectibleId )
local isOutfitStyle = categoryData : IsSpecializedCategory ( COLLECTIBLE_CATEGORY_SPECIALIZATION_OUTFIT_STYLES )
if isOutfitStyle then
else
else
end
end
self . browseToCollectibleInfo = nil
elseif self . savedOutfitStyleIndex then
elseif self . savedQuickSlotCollectibleData then
else
end
end
self . savedOutfitStyleIndex = nil
self . savedQuickSlotCollectibleData = nil
end
end
end
if self . currentList then
local isSubCategoryList = self . subcategoryList == self . currentList
local isOutfitCategory = currentListData . IsOutfitStylesCategory and currentListData : IsOutfitStylesCategory ( )
local hideSelector = not ( isOutfitCategory and isSubCategoryList )
if hideSelector then
-- make sure the cursor is not in the header when it isn't showing
end
end
if currentlyEquippedOutfitIndex then
else
end
end
-- Category Keybind
self . categoryKeybindStripDescriptor =
{
-- Select Category
{
end ,
if self . currentList then
return entryData ~= nil
end
return false
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
if categoryData then
end
end
end
local showLockedOption = ZO_RESTYLE_STATION_GAMEPAD : CreateOptionActionDataOutfitStylesShowLocked ( RefreshGridList )
-- Subcategory Keybind
self . subcategoryKeybindStripDescriptor =
{
-- Select Subcategory
{
end
return true
end ,
else
else
end
end
end ,
return entryData ~= nil
end ,
} ,
-- Options
{
callback = function ( ) ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_RESTYLE_STATION_OPTIONS" , { showLockedOption } ) end ,
end ,
} ,
-- Clear Preview
{
end ,
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . subcategoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
end
-- Grid Keybind
self . gridKeybindStripDescriptor =
{
-- Select
{
else
end
end ,
end ,
return self . isPreviewAvailable and currentlySelectedCollectibleData and not currentlySelectedCollectibleData . isEmptyCell
end ,
} ,
-- Options
{
callback = function ( ) ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_RESTYLE_STATION_OPTIONS" , { showLockedOption } ) end ,
} ,
-- Clear Preview
{
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . gridKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : ExitGridList ( ) end )
-- Collection Keybind
self . collectionKeybindStripDescriptor =
{
-- Set Active or Put Away Collectible
{
local nameStringId
nameStringId = SI_DLC_BOOK_ACTION_ACCEPT_QUEST
nameStringId = SI_COLLECTIBLE_ACTION_USE
nameStringId = SI_COLLECTIBLE_ACTION_COMBINE
nameStringId = collectibleData : IsUnlocked ( ) and SI_HOUSING_BOOK_ACTION_TRAVEL_TO_HOUSE or SI_HOUSING_BOOK_ACTION_PREVIEW_HOUSE
if collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_ASSISTANT ) or collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_VANITY_PET ) then
nameStringId = SI_COLLECTIBLE_ACTION_DISMISS
else
nameStringId = SI_COLLECTIBLE_ACTION_PUT_AWAY
end
else
nameStringId = SI_COLLECTIBLE_ACTION_SET_ACTIVE
end
end ,
-- Preview, behavior will always be inside
else
end
else
end
end ,
if collectibleData then
return true
else
end
else
return false
end
end ,
local cannotJumpString = collectibleData : IsUnlocked ( ) and GetString ( SI_COLLECTIONS_CANNOT_JUMP_TO_HOUSE_FROM_LOCATION ) or GetString ( SI_COLLECTIONS_CANNOT_PREVIEW_HOUSE_FROM_LOCATION )
else -- IsUsable
return true
elseif remainingMs > 0 then
else
return true
end
end
end
} ,
-- Assign to Quick Slot / Unlock
{
end
end ,
self . savedQuickSlotCollectibleData = collectibleData
end
end ,
if collectibleData then
return true
return true
return true
end
end
return false
end ,
return true
else
end
else
return true
end
end ,
} ,
-- Actions
{
local dialogData =
{
}
end ,
if collectibleData then
return IsChatSystemAvailableForCurrentPlatform ( ) or collectibleData : IsRenameable ( ) or self : CanPurchaseCurrentTarget ( ) or self : CanUpgradeCurrentTarget ( )
else
return false
end
end ,
} ,
--Subscribe
{
end ,
return collectibleData and collectibleData : IsStory ( ) and collectibleData : IsUnlockedViaSubscription ( ) and not IsESOPlusSubscriber ( )
end ,
} ,
}
else
end
end
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . collectionKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , OnCollectionListBack )
end
--Opens up the provided category, or the current category if no categoryData is provided
if categoryData then
if entryData . dataSource == categoryData then
end
end
end
local RESET_SELECTION_TO_TOP = true
else
end
end
if entryData . dataSource == subcategoryData then
end
end
end
--Opens up the provided subcategory, or the current subcategory if no subcategoryData is provided
end
local RESET_SELECTION_TO_TOP = true
end
if collectibleId then
break
end
end
end
end
end
return
end
else
end
end
if not dontUpdateTitle then
end
if collectibleData then
self . notificationIdToClear = collectibleData . notificationId
self . clearNewStatusOnSelectionChanged = true
end
end
end
end
else
end
end
if self . currentList == nil then
return
end
if self . notificationIdToClear then
end
end
self . clearNewStatusOnSelectionChanged = false
self . notificationIdToClear = nil
self . clearNewStatusCallId = nil
end
self . currentList = nil
end
if self . categoryList then
end
end
end
local currentCategoryData = self . currentCategoryData
if currentCategoryData then
self . currentCategoryData = currentCategoryData -- Rebuilding the subcategory resets the current category to the parent, so we need to set it back
end
local DONT_RESET_SELECTION_TO_TOP = false
end
end
end
end
end
end
end
end
end
-- Add the categories entries
for categoryIndex , categoryData in ZO_COLLECTIBLE_DATA_MANAGER : CategoryIterator ( { ZO_CollectibleCategoryData . HasShownCollectiblesInCollection } ) do
end
end
local subcategoryListInfo = self . subcategoryList
-- Add the categories entries
for subcategoryIndex , subcategoryData in categoryData : SubcategoryIterator ( { ZO_CollectibleCategoryData . HasShownCollectiblesInCollection } ) do
end
self . currentCategoryData = categoryData
end
local collectionListInfo = self . collectionList
local unlockedData = { }
local lockedData = { }
for _ , collectibleData in categoryData : SortedCollectibleIterator ( { ZO_CollectibleData . IsShownInCollection } ) do
else
end
end
self : BuildListFromTable ( collectionList , unlockedData , GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED ) )
self : BuildListFromTable ( collectionList , lockedData , GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_LOCKED ) )
self . currentCategoryData = categoryData
self . updateList = unlockedData
end
end
end
local entryData = ZO_GamepadEntryData : New ( collectibleData : GetFormattedName ( ) , collectibleData : GetIcon ( ) )
if remainingMs > 0 and durationMs > 0 then
entryData . refreshWhenFinished = true
end
return entryData
end
if # dataTable >= 1 then
if i == 1 then
else
end
end
end
end
self . notificationIdToClear = nil
self . clearNewStatusCallId = nil
if oldSelectedData then
if self . clearNewStatusOnSelectionChanged then
if oldSelectedData . notificationId ~= nil then
oldSelectedData . notificationId = nil
end
end
end
self . clearNewStatusOnSelectionChanged = false
if selectedData then
self . notificationIdToClear = selectedData . notificationId
self . clearNewStatusCallId = zo_callLater ( self . trySetClearNewFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED_MS )
end
end
end
end
end
if self . clearNewStatusCallId == callId then
self . clearNewStatusOnSelectionChanged = true
end
end
if entryData then
else
end
else
end
else
end
end
local SHOW_VISUAL_LAYER_INFO = true
local SHOW_BLOCK_REASON = true
GAMEPAD_TOOLTIPS : LayoutCollectibleFromData ( GAMEPAD_LEFT_TOOLTIP , collectibleData , SHOW_VISUAL_LAYER_INFO , timeRemainingS , SHOW_BLOCK_REASON )
end
local infoPanel = self . infoPanelControl
infoPanel . unlockStatusControl : SetText ( GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , collectibleData : GetUnlockState ( ) ) )
local questAcceptLabelStringId = isActive and SI_DLC_BOOK_QUEST_STATUS_ACCEPTED or SI_DLC_BOOK_QUEST_STATUS_NOT_ACCEPTED
infoPanel . questStatusControl : SetText ( zo_strformat ( SI_GAMEPAD_DLC_BOOK_QUEST_STATUS_INFO , questName , GetString ( questAcceptLabelStringId ) ) )
local showsQuest = isUnlocked and not isActive
local questAcceptIndicator = infoPanel . questAcceptIndicator
local questAcceptDescription = infoPanel . questAcceptDescription
if showsQuest then
elseif not isUnlocked then
local acquireText = isChapter and GetString ( SI_COLLECTIONS_QUEST_AVAILABLE_WITH_UPGRADE ) or GetString ( SI_COLLECTIONS_QUEST_AVAILABLE_WITH_UNLOCK )
else
end
else
end
end
local housingPanel = self . housingPanelControl
housingPanel . houseTypeLabel : SetText ( zo_strformat ( SI_HOUSE_TYPE_FORMATTER , GetString ( "SI_HOUSECATEGORYTYPE" , collectibleData : GetHouseCategoryType ( ) ) ) )
housingPanel . collectedStatusLabel : SetText ( GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , collectibleData : GetUnlockState ( ) ) )
local disableReason = isUnlocked and GetString ( SI_COLLECTIONS_CANNOT_JUMP_TO_HOUSE_FROM_LOCATION ) or GetString ( SI_COLLECTIONS_CANNOT_PREVIEW_HOUSE_FROM_LOCATION )
local primaryResidenceText = collectibleData : IsPrimaryResidence ( ) and GetString ( SI_YES ) or GetString ( SI_NO )
else
end
end
if categoryData and categoryData : IsOutfitStylesCategory ( ) and categoryData : GetNumCollectibles ( ) > 0 then
else
end
end
end
end
end
end
local itemMaterialIndex = ZO_OUTFIT_STYLE_DEFAULT_ITEM_MATERIAL_INDEX
if currentlySelectedCollectibleData and not currentlySelectedCollectibleData . isEmptyCell then
local preferredOutfitSlot = ZO_OUTFIT_MANAGER : GetPreferredOutfitSlotForStyle ( currentlySelectedCollectibleData )
if self : IsPreviewingOutfitStyle ( currentlySelectedCollectibleData , itemMaterialIndex , preferredOutfitSlot ) then
self . currentSlotPreviews [ preferredOutfitSlot ] = nil
else
local primaryDye , secondaryDye , accentDye = 0 , 0 , 0
if currentOutfitIndex then
if slotManipulator then
end
else
primaryDye , secondaryDye , accentDye = GetPendingSlotDyes ( RESTYLE_MODE_EQUIPMENT , ZO_RESTYLE_DEFAULT_SET_INDEX , equipSlot )
end
end
self . currentSlotPreviews [ preferredOutfitSlot ] =
{
collectibleId = collectibleId ,
itemMaterialIndex = itemMaterialIndex ,
}
AddOutfitSlotPreviewElementToPreviewCollection ( preferredOutfitSlot , collectibleId , itemMaterialIndex , primaryDye , secondaryDye , accentDye )
end
end
end
end
function ZO_GamepadCollectionsBook : IsPreviewingOutfitStyle ( collectibleData , itemMaterialIndex , preferredOutfitSlot )
preferredOutfitSlot = preferredOutfitSlot or ZO_OUTFIT_MANAGER : GetPreferredOutfitSlotForStyle ( collectibleData )
if preferredOutfitSlot then
local currentPreviewDataForSlot = self . currentSlotPreviews [ preferredOutfitSlot ]
if currentPreviewDataForSlot and currentPreviewDataForSlot . collectibleId == collectibleId then
if itemMaterialIndex == nil or currentPreviewDataForSlot . itemMaterialIndex == itemMaterialIndex then
return true
end
end
end
return false
end
if previousData and not previousData . isEmptyCell then
if previousData . notificationId then
end
end )
end
if newData and not newData . isEmptyCell then
local SHOW_VISUAL_LAYER_INFO = true
local SHOW_BLOCK_REASON = true
local TIME_REMAINING_S = nil
GAMEPAD_TOOLTIPS : LayoutCollectibleFromData ( GAMEPAD_QUAD1_TOOLTIP , newData , SHOW_VISUAL_LAYER_INFO , TIME_REMAINING_S , SHOW_BLOCK_REASON )
end
end
if currentOutfitIndex then
else
end
end
self . currentGridListCategoryData = categoryData
local gridListPanelList = self . gridListPanelList
local tempTable = { }
return false
end
end
end
local NO_WEAPON_OR_ARMOR_TYPE = 0
-- make sure to add the hide option first
if dataByWeaponAndArmorType [ NO_WEAPON_OR_ARMOR_TYPE ] then
end
end
end
end
end
end
end
end
self . browseToCollectibleInfo =
{
collectibleId = collectibleId ,
}
end
return collectibleData and collectibleData : IsPurchasable ( ) and not collectibleData : IsOwned ( ) and not collectibleData : IsHouse ( )
end
return false
end
return collectibleData and collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_CHAPTER ) and not collectibleData : IsOwned ( )
end
return false
end
-----------------
-- Actions Dialog
-----------------
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
canQueue = true ,
end ,
title =
{
} ,
parametricList =
{
-- Link In Chat
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
end ,
} ,
} ,
-- Rename
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
ZO_Dialogs_ShowGamepadDialog ( GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME , { collectibleId = dialog . data . collectibleId , name = dialog . data . name } )
end ,
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( parametricDialog . data . collectibleId )
end
} ,
} ,
-- Unlock Permanently (Purchase)
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
end ,
end
} ,
} ,
-- Chapter Upgrade
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
end ,
end
} ,
} ,
} ,
buttons =
{
{
end ,
} ,
{
} ,
}
} )
end
----------------------------
-- Rename Collectible Dialog
----------------------------
local inputText = ""
local dialogName = GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME
end
self . noViolations = # self . nameViolations == 0
if ( not self . noViolations ) then
local HIDE_UNVIOLATED_RULES = true
local violationString = ZO_ValidNameInstructions_GetViolationString ( self . selectedName , self . nameViolations , HIDE_UNVIOLATED_RULES )
local headerData =
{
messageText = violationString ,
messageTextAlignment = TEXT_ALIGN_LEFT ,
}
else
end
end
end
end
{
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
end ,
title =
{
} ,
{
} ,
parametricList =
{
-- user name
{
template = "ZO_GamepadTextFieldItem" ,
templateData = {
nameField = true ,
end ,
control . editBoxControl : SetText ( zo_strformat ( SI_COLLECTIBLE_NAME_FORMATTER , parametricDialog . data . name ) )
else
end
end ,
} ,
} ,
} ,
blockDialogReleaseOnPress = true ,
buttons =
{
{
end ,
} ,
{
end ,
return self . noViolations
end ,
} ,
{
end ,
} ,
}
} )
end
self . outfitSelectorHeaderFocus = ZO_Outfit_Selector_Header_Focus_Gamepad : New ( self . outfitSelectorControl )
end
end
end
end
end
if remainingMs ~= collectibleData : GetCooldownTimeRemainingMs ( ) or ( remainingMs <= 0 and collectibleData . refreshWhenFinished ) then
return
end
end
end
end
end
end
return self . currentList == self . collectionList
end
return self . currentList == self . categoryList
end
return self . currentList == self . subcategoryList
end
end
--[[Global functions]] --
------------------------
end |