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BANKING_GAMEPAD_MODE_WITHDRAW = 1
BANKING_GAMEPAD_MODE_DEPOSIT = 2
local BANK_SEARCH_SORT_PRIMARY_KEY =
{
[ ITEM_LIST_SORT_TYPE_CATEGORY ] = "bestGamepadItemCategoryName" ,
[ ITEM_LIST_SORT_TYPE_ITEM_NAME ] = "name" ,
[ ITEM_LIST_SORT_TYPE_ITEM_QUALITY ] = "displayQuality" ,
[ ITEM_LIST_SORT_TYPE_STACK_COUNT ] = "stackCount" ,
[ ITEM_LIST_SORT_TYPE_VALUE ] = "sellPrice" ,
}
local BANK_SEARCH_FILTERS =
{
ITEMFILTERTYPE_WEAPONS ,
ITEMFILTERTYPE_ARMOR ,
ITEMFILTERTYPE_JEWELRY ,
ITEMFILTERTYPE_CONSUMABLE ,
ITEMFILTERTYPE_CRAFTING ,
ITEMFILTERTYPE_FURNISHING ,
ITEMFILTERTYPE_MISCELLANEOUS ,
}
ZO_ICON_SORT_ARROW_UP = "EsoUI/Art/Miscellaneous/list_sortUp.dds"
ZO_ICON_SORT_ARROW_DOWN = "EsoUI/Art/Miscellaneous/list_sortDown.dds"
-------------------------------------
-- Gamepad Guild Bank Inventory List
-------------------------------------
self . list : AddDataTemplate ( "ZO_GamepadBankCurrencySelectorTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
end
end
end
end
--[[
-- ZO_BankingCommon_Gamepad
--]]
local DONT_ACTIVATE_LIST_ON_SHOW = false
ZO_Gamepad_ParametricList_BagsSearch_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_CREATE , DONT_ACTIVATE_LIST_ON_SHOW , bankScene )
end
local SORT_OPTIONS =
{
bestGamepadItemCategoryName = { tiebreaker = "name" } ,
displayQuality = { tiebreaker = "name" , tieBreakerSortOrder = ZO_SORT_ORDER_UP } ,
stackCount = { tiebreaker = "name" , tieBreakerSortOrder = ZO_SORT_ORDER_UP } ,
sellPrice = { tiebreaker = "name" , tieBreakerSortOrder = ZO_SORT_ORDER_UP } ,
requiredLevel = { tiebreaker = "requiredChampionPoints" , isNumeric = true } ,
requiredChampionPoints = { tiebreaker = "iconFile" , isNumeric = true } ,
iconFile = { tiebreaker = "uniqueId" } ,
uniqueId = { isId64 = true } ,
}
return BANK_SEARCH_SORT_PRIMARY_KEY [ self . withdrawList . currentSortType ] , SORT_OPTIONS , self . withdrawList . currentSortOrder
end
if dialog . dropdowns then
end
end
dialog . dropdowns = nil
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
ZO_GenericGamepadDialog_RefreshText ( dialog , GetString ( SI_GAMEPAD_GUILD_BROWSER_FILTERS_DIALOG_HEADER ) )
dialog . dropdowns = { }
dialog . selectedSortType = dialog . selectedSortType or ITEM_LIST_SORT_TYPE_ITERATION_BEGIN
local DONT_LIMIT_NUM_ENTRIES = nil
end ,
parametricList =
{
{
template = "ZO_GamepadDropdownItem" ,
templateData =
{
local withdrawList = dialogData . bankObject and dialogData . bankObject . withdrawList
withdrawList . currentSortType = entry . sortType
end
for i = ITEM_LIST_SORT_TYPE_ITERATION_BEGIN , ITEM_LIST_SORT_TYPE_ITERATION_END do
local entryText = ZO_CachedStrFormat ( SI_GAMEPAD_BANK_FILTER_ENTRY_FORMATTER , GetString ( "SI_ITEMLISTSORTTYPE" , i ) )
newEntry . sortType = i
end
end ,
end ,
} ,
} ,
{
template = "ZO_GamepadDropdownItem" ,
templateData =
{
local withdrawList = dialogData . bankObject and dialogData . bankObject . withdrawList
withdrawList . currentSortOrder = entry . sortOrder
withdrawList . currentSortOrderIndex = entry . index
end
local sortUpEntry = control . dropdown : CreateItemEntry ( GetString ( SI_GAMEPAD_BANK_SORT_ORDER_UP_TEXT ) , OnSelectedCallback )
sortUpEntry . sortOrder = ZO_SORT_ORDER_UP
sortUpEntry . index = 1
local sortDownEntry = control . dropdown : CreateItemEntry ( GetString ( SI_GAMEPAD_BANK_SORT_ORDER_DOWN_TEXT ) , OnSelectedCallback )
sortDownEntry . sortOrder = ZO_SORT_ORDER_DOWN
sortDownEntry . index = 2
end ,
end ,
} ,
} ,
{
template = "ZO_GamepadMultiSelectionDropdownItem" ,
templateData =
{
local withdrawList = dialogData . bankObject and dialogData . bankObject . withdrawList
local newEntry = ZO_ComboBox_Base : CreateItemEntry ( ZO_CachedStrFormat ( SI_GAMEPAD_BANK_FILTER_ENTRY_FORMATTER , GetString ( "SI_ITEMFILTERTYPE" , filterType ) ) )
if isSelected then
withdrawList . filterCategories [ item . category ] = item . category
else
withdrawList . filterCategories [ item . category ] = nil
end
end
end
end
end ,
end ,
} ,
} ,
} ,
blockDialogReleaseOnPress = true ,
buttons =
{
{
end
end ,
} ,
{
local withdrawList = dialogData . bankObject and dialogData . bankObject . withdrawList
end ,
} ,
{
end ,
end ,
} ,
} ,
} )
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end
do
local ENTRY_ORDER_CURRENCY = 1
local ENTRY_ORDER_OTHER = 2
local leftOrder = ENTRY_ORDER_OTHER
if left . isCurrenciesMenuEntry or left . currencyType then
leftOrder = ENTRY_ORDER_CURRENCY
end
local rightOrder = ENTRY_ORDER_OTHER
if right . isCurrenciesMenuEntry or right . currencyType then
rightOrder = ENTRY_ORDER_CURRENCY
end
if leftOrder < rightOrder then
return true
elseif leftOrder > rightOrder then
return false
elseif leftOrder == ENTRY_ORDER_OTHER then
else
return false
end
end )
end
end
-- create tabs
local withdrawTabData = self : CreateModeData ( SI_BANK_WITHDRAW , BANKING_GAMEPAD_MODE_WITHDRAW , self . withdrawList , self . withdrawKeybindStripDescriptor )
local depositTabData = self : CreateModeData ( SI_BANK_DEPOSIT , BANKING_GAMEPAD_MODE_DEPOSIT , self . depositList , self . depositKeybindStripDescriptor )
{
{
} ,
{
} ,
}
-- create header
{
}
end
end
end
self . selector : RegisterCallback ( "OnValueChanged" , function ( ) self : UpdateInput ( self . selector : GetValue ( ) ) end )
end
{
{
end
end ,
end ,
end
end ,
} ,
{
end ,
} ,
}
end
end
KEYBIND_STRIP : UpdateKeybindButtonGroup ( self . selectorKeybindStripDescriptor ) -- The keybindings need visible to check for self.hasEnough
end
local selector = selectedData . selectorContainer
if selector then
selectedData . selectorContainer = nil
end
end
if targetControl then
else
--if the targetControl doesn't exist because of trigger scrolling, wait til selection changed to hide control
if targetData then
end
end
end
end
end
end
end
end
end
end
end
end
end
-- set the bag(s) that will be banked from, banked is a word.
else
end
end
-- set the bag that the player is carrying, probably always backpack
end
end
end
end
end
end
return {
mode = mode ,
itemList = itemList ,
}
end
else
else
end
end
end
end
self : SetSimpleCurrency ( control , moneyAmount , self . currencyType , BANKING_GAMEPAD_MODE_DEPOSIT , ZO_BANKING_CURRENCY_LABEL_OPTIONS )
-- must return a non-nil value so that the control isn't auto-hidden
return true
end
self : SetSimpleCurrency ( control , moneyAmount , self . currencyType , BANKING_GAMEPAD_MODE_WITHDRAW , currencyOptions , obfuscateAmount )
-- must return a non-nil value so that the control isn't auto-hidden
return true
end
end
-- private functions
function ZO_BankingCommon_Gamepad : SetSimpleCurrency ( control , amount , currencyType , colorMinValueForMode , options , obfuscateAmount )
if ( colorMinValueForMode == self . mode and amount == 0 ) or ( colorMinValueForMode ~= self . mode and amount == self : GetMaxBankedFunds ( currencyType ) ) then
end
if ( colorMinValueForMode == self . mode and amount == 0 ) or ( colorMinValueForMode ~= self . mode and amount == GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER ) ) then
end
end
local displayOptions =
{
obfuscateAmount = obfuscateAmount ,
}
ZO_CurrencyControl_SetSimpleCurrency ( control , currencyType , amount , options , CURRENCY_SHOW_ALL , CURRENCY_IGNORE_HAS_ENOUGH , displayOptions )
end
end
end
local usedSlots = 0
local bagSize = 0
end
end
end
end
end
if inventoryData and inventoryData . bagId then
ZO_LayoutBagItemEquippedComparison ( GAMEPAD_RIGHT_TOOLTIP , inventoryData . bagId , inventoryData . slotIndex )
end
end
if currentList then
end
end
end
end
end
end
-- functions that must be overwritten
end
end
end
end
end
end
end
end
end
end
-- optional functions for subclasses
end
end
end
end
local TRIGGER_CALLBACK = true
end
end
end
end
end
end
end |