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-------------------------------------
-- Gamepad Bank Inventory List
-------------------------------------
ZO_GamepadBankInventoryList = ZO_InitializingObject : MultiSubclass ( ZO_GamepadBankCommonInventoryList )
self . list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
local currenciesTransferEntryName = self : IsInWithdrawMode ( ) and GetString ( SI_BANK_WITHDRAW_CURRENCY ) or GetString ( SI_BANK_DEPOSIT_CURRENCY )
local currenciesTransferEntryIcon = self : IsInWithdrawMode ( ) and "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_currency_withdraw.dds" or "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_currency_deposit.dds"
entryData . isCurrenciesMenuEntry = true
end
--it will be handled when the full list is rebuilt on show
return
end
local currencyEntryIndex = self . list : GetIndexForData ( "ZO_GamepadMenuEntryTemplate" , self . currenciesTransferEntry )
local hasCurrencyEntry = currencyEntryIndex ~= nil
if hasCurrencyEntry ~= shouldHaveCurrencyEntry then
if shouldHaveCurrencyEntry then
else
end
end
end
do
-- No category selected, don't filter out anything.
return true
end
if filterCategories [ filterData ] then
return true
end
end
return false
end
end
--Getting the slot data can trigger a full inventory update callback which will try to refresh the list in the middle of refreshing the list which duplicates the entries. isRebuildingList protects against this.
return
end
end
end
-- Sort slots accordingly before constructing list, necessary to prevent duplicate headers
end
local currentBestCategoryName = nil
local passesTextFilter = TEXT_SEARCH_MANAGER : IsItemInSearchTextResults ( self . searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , itemData . bagId , itemData . slotIndex )
if passesTextFilter and passesCategoryFilter then
if self . currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and itemData . bestGamepadItemCategoryName ~= currentBestCategoryName then
currentBestCategoryName = itemData . bestGamepadItemCategoryName
else
end
end
end
end
end
end
end
-----------------------
-- Gamepad Banking
-----------------------
local GAMEPAD_BANKING_SCENE_NAME = "gamepad_banking"
GAMEPAD_BANKING_SCENE = ZO_InteractScene : New ( GAMEPAD_BANKING_SCENE_NAME , SCENE_MANAGER , BANKING_INTERACTION )
end
if bankBag == BAG_BANK then
else
end
--If we have already initialized then we've built the withdraw list already and need to update its backing bags.
--If we haven't initialized we will build the withdraw list after this and it will pickup the new banked bags.
local refreshedListAsAResultOfBankedBagsChanging = self . withdrawList : SetInventoryTypes ( self . bankedBags )
--We also need to update both of the lists because they include the deposit/withdraw entries which only appear on banks and not home storage
if not refreshedListAsAResultOfBankedBagsChanging then
end
end
end
end
end
end
end
end
end
end
end
else
end
else
end
end
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleUpdated" , function ( ... ) self : OnCollectibleUpdated ( ... ) end )
SHARED_INVENTORY : RegisterCallback ( "SingleSlotInventoryUpdate" , function ( bagId , slotIndex ) self : OnInventorySlotUpdated ( bagId , slotIndex ) end )
end
end
end
if bankingBag == BAG_BANK then
end
else
end
end
if bankingBag == BAG_BANK then
end
else
local nickname
if collectibleId ~= 0 then
if collectibleData then
end
end
if nickname and nickname ~= "" then
self . withdrawList : SetNoItemText ( zo_strformat ( SI_BANK_HOME_STORAGE_EMPTY_WITH_NICKNAME , interactName , nickname ) )
else
end
end
end
end
ZO_Inventory_BindSlot ( data , SLOT_TYPE_GAMEPAD_INVENTORY_ITEM , data . itemData . slotIndex , data . itemData . bagId )
end
end
else
end
end
local SETUP_LIST_LOCALLY = true
local NO_ON_SELECTED_DATA_CHANGED_CALLBACK = nil
local withdrawList = self : AddList ( "withdraw" , SETUP_LIST_LOCALLY , ZO_GamepadBankInventoryList , BANKING_GAMEPAD_MODE_WITHDRAW , self . bankedBags , SLOT_TYPE_BANK_ITEM , NO_ON_SELECTED_DATA_CHANGED_CALLBACK , OnWithdrawEntryDataCreatedCallback , nil , nil , nil , nil , ItemSetupTemplate )
if newState == SCENE_FRAGMENT_SHOWING then
-- Context changes on show depending on if it's the player bank or a house bank
elseif newState == SCENE_FRAGMENT_SHOWN then
--The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
--selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
end
end )
local depositList = self : AddList ( "deposit" , SETUP_LIST_LOCALLY , ZO_GamepadBankInventoryList , BANKING_GAMEPAD_MODE_DEPOSIT , self . carriedBag , SLOT_TYPE_ITEM , NO_ON_SELECTED_DATA_CHANGED_CALLBACK , OnDepositEntryDataCreatedCallback , nil , nil , nil , nil , ItemSetupTemplate )
if newState == SCENE_FRAGMENT_SHOWING then
-- Context changes on show depending on if it's the player bank or a house bank
elseif newState == SCENE_FRAGMENT_SHOWN then
--The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
--selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
end
end )
list : AddDataTemplate ( "ZO_GamepadBankCurrencySelectorTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
if newState == SCENE_FRAGMENT_SHOWING then
--The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
--selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
elseif newState == SCENE_FRAGMENT_HIDING then
end
end )
for currencyType = CURT_ITERATION_BEGIN , CURT_ITERATION_END do
local IS_PLURAL = false
local IS_UPPER = false
local entryData = ZO_GamepadEntryData : New ( GetCurrencyName ( currencyType , IS_PLURAL , IS_UPPER ) , ZO_Currency_GetGamepadCurrencyIcon ( currencyType ) )
entryData . currencyType = currencyType
end
end
local DEFAULT_RESELECT = nil
local BLOCK_SELECTION_CHANGED_CALLBACK = true
end
local currencyType = entryData . currencyType
enabled = GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER ) and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_BANK ) ~= 0
enabled = GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_BANK ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_BANK ) and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= 0
end
end
end
end
function ZO_GamepadBanking : SetupItem ( control , data , selected , selectedDuringRebuild , enabled , activated )
if selected then
end
end
end
return entryData and ( entryData . isCurrenciesMenuEntry or entryData . currencyType )
end
-- since SetInventorySlot also adds/removes keybinds, the order which we call these 2 functions is important
-- based on whether we are looking at an item or a faux-item
else
end
else
end
end
end
if inventoryData and inventoryData . isCurrenciesMenuEntry then
end
end
end
end
{
if targetData . isCurrenciesMenuEntry then
else
return self : IsInWithdrawMode ( ) and GetString ( SI_BANK_WITHDRAW_BIND ) or GetString ( SI_BANK_DEPOSIT_BIND )
end
end ,
if targetData then
end
return false
end ,
end ,
if targetData . isCurrenciesMenuEntry then
else
end
end
}
{
{
return zo_strformat ( SI_BANK_UPGRADE_TEXT , ZO_Currency_FormatGamepad ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_AMOUNT_ICON ) )
end
return zo_strformat ( SI_BANK_UPGRADE_TEXT , ZO_Currency_FormatGamepad ( CURT_MONEY , cost , ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON ) )
end ,
return zo_strformat ( SI_BANK_UPGRADE_TEXT , ZO_Currency_FormatGamepad ( CURT_MONEY , GetNextBankUpgradePrice ( ) , ZO_CURRENCY_FORMAT_AMOUNT_NAME ) )
end ,
end ,
end ,
else
end
end
} ,
{
end ,
if collectibleId ~= 0 then
if collectibleData then
--Only pre-fill the edit text if it's different from the default nickname
if nickname ~= defaultNickname then
end
ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE" , { collectibleId = collectibleId , name = initialEditText , defaultName = defaultNickname } )
end
end
end
} ,
{
end ,
end ,
} ,
{
local sortIconPath = self . withdrawList . currentSortOrder == ZO_SORT_ORDER_UP and ZO_ICON_SORT_ARROW_UP or ZO_ICON_SORT_ARROW_DOWN
return zo_strformat ( GetString ( SI_GAMEPAD_BANK_FILTER_KEYBIND ) , GetString ( "SI_ITEMLISTSORTTYPE" , self . withdrawList . currentSortType ) , sortIconText )
else
return zo_strformat ( GetString ( SI_GAMEPAD_BANK_FILTER_SORT_DROPDOWN_TEXT ) , NonContiguousCount ( self . withdrawList . filterCategories ) , GetString ( "SI_ITEMLISTSORTTYPE" , self . withdrawList . currentSortType ) , sortIconText )
end
end
return ""
end ,
end ,
end
end
} ,
{
else
end
end ,
} ,
}
end
end
--Always narrate the header when changing selection in the currencies list
local NARRATE_HEADER = true
end
end
end
end
return ZO_BANKING_CURRENCY_LABEL_OPTIONS
end
return false
end
end
end
end
end
end
end
local TRIGGER_CALLBACK = true
end
end
local alertString
local amount
local IS_GAMEPAD = true
local DONT_USE_SHORT_FORMAT = false
if reason == CURRENCY_CHANGE_REASON_BANK_DEPOSIT then
amount = oldCurrency - currentCurrency
alertString = zo_strformat ( SI_GAMEPAD_BANK_GOLD_AMOUNT_DEPOSITED , ZO_CurrencyControl_FormatCurrencyAndAppendIcon ( amount , DONT_USE_SHORT_FORMAT , currencyType , IS_GAMEPAD ) )
elseif reason == CURRENCY_CHANGE_REASON_BANK_WITHDRAWAL then
amount = currentCurrency - oldCurrency
alertString = zo_strformat ( SI_GAMEPAD_BANK_GOLD_AMOUNT_WITHDRAWN , ZO_CurrencyControl_FormatCurrencyAndAppendIcon ( amount , DONT_USE_SHORT_FORMAT , currencyType , IS_GAMEPAD ) )
end
if alertString then
end
end
end
end
end
end
{
}
end
if inventoryData then
local currencyType = inventoryData . currencyType
if currencyType then
if GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_BANK ) ~= 0 and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER ) then
return true
else
if GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) == GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER ) then
end
end
if GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_BANK ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_BANK ) and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= 0 then
return true
else
if GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_BANK ) == GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_BANK ) then
end
end
end
end
end
return false
end
if inventoryData . currencyType then
self : SetMaxInputFunction ( function ( currencyType ) return GetMaxCurrencyTransfer ( currencyType , CURRENCY_LOCATION_BANK , CURRENCY_LOCATION_CHARACTER ) end )
self : SetMaxInputFunction ( function ( currencyType ) return GetMaxCurrencyTransfer ( currencyType , CURRENCY_LOCATION_CHARACTER , CURRENCY_LOCATION_BANK ) end )
end
end
end
local dialogData =
{
-- make sure to update the item actions after we close the dialog
-- since the underlying data may have changed (lock state for instance)
}
end
end
-- XML Handlers
end
-----------------------
-- Buy Bank Space
-----------------------
GAMEPAD_BUY_BANK_SPACE_SCENE_NAME = "gamepad_buy_bank_space"
return object
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
} ,
{
return zo_strformat ( SI_GAMEPAD_BANK_UPGRADE_ACCEPT , costString , ZO_Currency_GetGamepadFormattedCurrencyIcon ( CURT_MONEY ) )
end ,
end ,
}
}
} )
GAMEPAD_BUY_BANK_SPACE_SCENE = ZO_InteractScene : New ( GAMEPAD_BUY_BANK_SPACE_SCENE_NAME , SCENE_MANAGER , BANKING_INTERACTION )
if newState == SCENE_SHOWN then
end
end
end
end
end
end |