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 |
--------------
--Initialize--
--------------
local ARMORY_BUILD_SKILLS_HEADER_DATA = 1
local ARMORY_BUILD_SKILLS_DATA = 2
end
ZO_ScrollList_AddDataType ( self . list , ARMORY_BUILD_SKILLS_DATA , "ZO_ArmoryBuildSkills_Gamepad_SkillRow" , 55 , function ( ... ) self : GamepadSingleLineAbilityEntryTemplateSetup ( ... ) end )
ZO_ScrollList_AddDataType ( self . list , ARMORY_BUILD_SKILLS_HEADER_DATA , "ZO_ArmoryBuildSkills_Gamepad_MenuEntryHeader" , 40 , function ( ... ) self : ArmoryBuildSkillsTextDisplayTemplateSetup ( ... ) end )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
end
end
end
end
{
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end
end
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end
end
} ,
}
--Because the main build details list remains activated while we are in this one, we need to manually tell it to re-narrate when we leave
local NARRATE_HEADER = true
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
end
if selectedData and not selectedData . isHeader and not selectedData . isEntryEmpty then
local SHOW_RANK_NEEDED_LINE = true
GAMEPAD_TOOLTIPS : LayoutSkillProgression ( GAMEPAD_RIGHT_TOOLTIP , selectedData . skillProgressionData , SHOW_RANK_NEEDED_LINE )
return
end
end
end
end
local previouslySelectedSkillProgressionData = previouslySelectedData and previouslySelectedData . skillProgressionData
local reselectData = nil
if hotbarCategory == HOTBAR_CATEGORY_BACKUP and GetUnitLevel ( "player" ) < GetWeaponSwapUnlockedLevel ( ) then
-- Backup hotbar is locked for current player
-- Add backup hotbar header
-- Add info text about locked hotbar
entryData . isEntryEmpty = true
entryData . showLock = true
entryData . headerText = zo_strformat ( SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER , GetString ( "SI_HOTBARCATEGORY" , hotbarCategory ) )
else
local skillsAdded = 0
for slotIndex = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
local headerText = nil
if abilityId == 0 then
if skillsAdded == 0 then
headerText = zo_strformat ( SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER , GetString ( "SI_HOTBARCATEGORY" , hotbarCategory ) )
end
entryData . isEntryEmpty = true
entryData . headerText = headerText
skillsAdded = skillsAdded + 1
else
if skillProgressionData then
if skillsAdded == 0 then
headerText = zo_strformat ( SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER , GetString ( "SI_HOTBARCATEGORY" , hotbarCategory ) )
end
entryData . hotbarCategory = hotbarCategory
entryData . slotIndex = slotIndex
entryData . skillProgressionData = skillProgressionData
entryData . headerText = headerText
skillsAdded = skillsAdded + 1
end
end
end
end
end
if reselectData then
end
end
local headerText = zo_strformat ( SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER , GetString ( "SI_HOTBARCATEGORY" , hotbarCategory ) )
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( ARMORY_BUILD_SKILLS_HEADER_DATA , headerData ) )
end
function ZO_ArmoryBuildSkills_Gamepad : GamepadSingleLineAbilityEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
ZO_GamepadArmorySkillEntryTemplate_Setup ( control , data . skillProgressionData , data . slotIndex , data . hotbarCategory )
-- Empty entry
else
-- Unlock at level
end
end
function ZO_ArmoryBuildSkills_Gamepad : ArmoryBuildSkillsTextDisplayTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
do
local DEFAULT_SHOW_AS_HOLD = nil
--Overridden from base
local narrations = { }
if selectedData and not selectedData . isHeader then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( selectedData . headerText ) )
if not selectedData . isEntryEmpty then
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( selectedData . slotIndex , selectedData . hotbarCategory )
local bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions ( keyboardActionName , gamepadActionName , DEFAULT_SHOW_AS_HOLD ) or NOT_BOUND_ACTION_STRING
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( bindingTextNarration ) )
elseif selectedData . showLock then
else
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_ARMORY_EMPTY_ENTRY_NARRATION ) ) )
end
end
return narrations
end
end
-----------------------------
-- XML Functions
-----------------------------
end
end
end |