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local g_updateCooldownManager
--[[ Parametric Scroll List Screen Template
The functions PerformUpdate and InitializeKeybindStripDescriptors must be overridden by a sub-class.
The functions OnSelectionChanged, OnShow, OnShowing, OnHide, and SetupList are additionally
intended to be overriden by a sub-class, but they are not required to be.
Additionally, after Initialize is called, self.headerData should be setup for the screen's header.
After updating, a call to ZO_GamepadGenericHeader_Refresh(self.header, self.headerData) should be
made.
To trigger updates, self:Update() should be called, rather than directly self:PerformUpdate(). This will
delay the update until the screen is actually shown, if the screen is currently hidden.
Finally, self:OnStateChanged should be called as the primary state-changed callback of the screen.
]] --
--[[
Initialize the parametric list screen.
control should be the top-level-control derived from ZO_Gamepad_ParametricList_Screen.
createTabBar should be a boolean for whether the header should create the tab-bar. If true,
the header data used for updating the generic header may include tab data. If false, it
may only provide titleText.
activateOnShow specifies whether the screen should automatically activate its parameteric
list on show. If nil, defaults to true.
scene - An optional argument for passing in a scene to have that scene's OnStateChanged callback invoke the ZO_Gamepad_ParametricList_Screen's OnStateChanged function.
]]
local ALWAYS_ANIMATE = true
end
function ZO_Gamepad_ParametricList_Screen : SetListsUseTriggerKeybinds ( addListTriggerKeybinds , optionalHeaderComparator )
if not addListTriggerKeybinds then
end
end
---------------------
-- List Management --
---------------------
end
end
end
end
end
end
end
--Should be overridden if we want to narrate the footer
end
--Any screens that store the header data elsewhere should override this function
end
if not requestedByHeader then
end
end
else
end
end
end
end
end
end
if currentFragment then
end
end
end
if currentFragment then
end
end
end
end
end
end
end
end
end
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . listTriggerKeybinds , self . _currentList , self . listTriggerHeaderComparator )
end
end
end
end
-- AddList creates a parametric list which is stored on the class using the given name as a key.
-- If callbackParam is a function, CreateAndSetupList calls callbackParam, or SetupList if callbackParam is nil. If callbackParam is true but not a function, SetupList is not called.
-- The function can create a listClass list instead of creating a ZO_GamepadVerticalItemParametricScrollList. The additional ... arguments are the parameters accepted by listClass.
-- This function also creates a fragment for this list.
-- Note: "Main" is a reserved name and should not be passed in here.
local listContainer = CreateControlFromVirtual ( "$(parent)" .. name , self . control . container , "ZO_Gamepad_ParametricList_Screen_ListContainer" )
else
end
local CREATE_HIDDEN = true
end
else
end
end
end
end
-- Returns a list that was created using AddList.
end
-- Creates a fragment for a list that was created using AddList.
if hideControl ~= nil then
end
local ALWAYS_ANIMATE = true
return fragment
end
-- Make sure we don't register multiple callbacks
end
if scene then
end
end
end
-- Make sure we don't register multiple callbacks
end
if sceneGroup then
end
end
end
-- instead of associating this screen with a scene, you can instead associate
-- it with a fragment. This parent fragment will behave like the scene would;
-- you can hide it and show it to hide and show the list screen.
-- Make sure we don't register multiple callbacks
end
if parentFragment then
end
end
end
return isSceneShowing or isParentFragmentShowing or isSceneGroupShowing
end
-- Header functions --
function ZO_Gamepad_ParametricList_Screen : AddSearch ( textSearchKeybindStripDescriptor , onTextSearchTextChangedCallback )
self . textSearchHeaderControl = CreateControlFromVirtual ( "$(parent)SearchContainer" , self . header , "ZO_Gamepad_TextSearch_HeaderEditbox" )
self . textSearchHeaderFocus = ZO_TextSearch_Header_Gamepad : New ( self . textSearchHeaderControl , onTextSearchTextChangedCallback )
--Register the text search header for narration
local textSearchHeaderNarrationInfo =
{
end ,
local narrations = { }
if currentList then
--If current list is not a parametric list, ask it to give us the parametric list
end
--If the list is empty, include the empty text as part of the results narration
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( currentList : GetNoItemText ( ) ) )
end
end
return narrations
end ,
}
SCREEN_NARRATION_MANAGER : RegisterTextSearchHeader ( self . textSearchHeaderFocus , textSearchHeaderNarrationInfo )
end
end
return true
end
end
end
-- Only perform if we have a text search and the text search is active
end
end
end
end
end
return
end
return
end
local REQUESTED_BY_HEADER = true
end
end
return
end
local REQUESTED_BY_HEADER = true
end
end
return
end
end
return true -- override function for implementation specific functionality
end
return not self . _currentList or self . _currentList : GetNumItems ( ) > 0 -- override function for implementation specific functionality
end
-- override function for implementation specific functionality
-- Swap keybinds to text search keybinds if there is a text search
end
end
end
end
-- override function for implementation specific functionality
-- Swap keybinds from text search keybinds if there is a text search
end
end
end
end
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
end
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
else
end
end
end
-- A function which should be called as the StateChanged callback for the scene.
if newState == SCENE_SHOWING or newState == SCENE_GROUP_SHOWING or newState == SCENE_FRAGMENT_SHOWING then
end
end
elseif newState == SCENE_SHOWN or newState == SCENE_GROUP_SHOWN or newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_HIDING or newState == SCENE_GROUP_HIDING or newState == SCENE_FRAGMENT_HIDING then
end
elseif newState == SCENE_HIDDEN or newState == SCENE_GROUP_HIDDEN or newState == SCENE_FRAGMENT_HIDDEN then
end
end
end
end
end
end
end
end
-- A function that can be called from (or as) the header's tabBar callback.
end
if selectedData . fragment then
end
end
if selectedData . fragment then
end
end
-- A function, which may be overridden in a sub-class, which should setup the Parametric list (passed in)
-- to the needed specifications. The default implementation will set the list's offset and add some common templates.
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
-- A function, which must be overridden in a sub-class, which should add items to the list(s) as well as any other
-- updates which are needed, such as updating the header or keybindstrip. In all cases, this should set self.dirty
-- to false.
end
-- A function, which must be overridden in a sub-class, which should setup a keybind descriptor table and assign it to
-- self.keybindStripDescriptor.
end
-- A function, which may be overridden in a sub-class, and is called whenever the item list's select is changed.
local REQUESTED_BY_HEADER = true
end
end
-- A function, which may be overridden in a sub-class, and is called whenever the item list's target data is changed.
function ZO_Gamepad_ParametricList_Screen : OnTargetChanged ( list , targetData , oldTargetData , reachedTarget , targetSelectedIndex )
end
end
end
end
end
-- A helper function for updating the screen. This should be called when an update is requested, as it will delay
-- the update if the screen is not currently visible.
else
else
else
end
end
end
end
-- A helper function that should be called rather than OnDeferredInitialize when the deferred initialziation of
-- the scene needs to be completed. This is called automatically before OnShowing().
end
end
-- A function, which may be overridden in a sub-class, and is called on the first showing of the screen.
end
-- A function called when the screen is being shown. This should call self:PerformUpdate() if self.dirty.
end
end
end
-- A function called when the screen is fully shown. This may be overridden in a sub-class.
end
-- A function called when the screen is being hidden. This may be overridden in a sub-class.
end
-- A function called when the screen is fully hidden. This may be overridden in a sub-class.
end
end
--[[ ----------- ]]
--[[ PRIVATE API ]]
--[[ ----------- ]]
function ZO_Gamepad_ParametricList_Screen : CreateAndSetupList ( control , callbackParam , listClass , ... )
if listClass then
else
end
list : SetAlignToScreenCenter ( true ) -- by default, parametric list screens will center to screen space
end
else
end
end
end
end
end
end
-- In the normal case (1 screen == 1 scene), the scene will
-- automatically hide all temporary fragments for us. If we are
-- parented to a fragment instead; we don't get that behavior for free, so
-- instead we'll manually remove fragments here.
end
if currentListFragment then
end
end
end
--Update Cooldown Manger
return obj
end
EVENT_MANAGER : RegisterForUpdate ( "ZO_GamepadParametricList_Screen_UpdateCooldown" , 100 , function ( ... ) self : Update ( ... ) end )
end
end
break
end
end
end
end
end
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