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--------------------------------------------
--Battleground Scoreboard End Of Game Scene
--------------------------------------------
local LEAVE_BATTLEGROUND_KEYBIND_COOLDOWN_MS = 2000
local KEYBIND_BUTTON_SPACING_X = 10
return scoreboard
end
BATTLEGROUND_SCOREBOARD_END_OF_GAME_SCENE = ZO_Scene : New ( "battleground_scoreboard_end_of_game" , SCENE_MANAGER )
BATTLEGROUND_SCOREBOARD_END_OF_GAME_SCENE : RegisterCallback ( "StateChange" , function ( oldState , newState )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end )
-- the loot history fragments may not exist depending on the platform
if GAMEPAD_LOOT_HISTORY_FRAGMENT then
end
if KEYBOARD_LOOT_HISTORY_FRAGMENT then
end
-- End game doesn't close the UI when gamepad mode switches, but it shares the same fragment is in game,
-- so only in end game do we want to make sure that the match info gets refreshed on switching fragments
end
-- prevent people from accidentally leaving the BG because they are fighting to the bitter end
end
end
EVENT_MANAGER : RegisterForEvent ( "BattlegroundScoreboardEndOfGame" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , OnGamepadModeChanged )
EVENT_MANAGER : RegisterForEvent ( "BattlegroundScoreboardEndOfGame" , EVENT_BATTLEGROUND_STATE_CHANGED , OnBattlegroundStateChanged )
SYSTEMS : RegisterKeyboardRootScene ( "battleground_scoreboard_end_of_game" , BATTLEGROUND_SCOREBOARD_END_OF_GAME_SCENE )
SYSTEMS : RegisterGamepadRootScene ( "battleground_scoreboard_end_of_game" , BATTLEGROUND_SCOREBOARD_END_OF_GAME_SCENE )
SCENE_MANAGER : SetSceneRestoresBaseSceneOnGameMenuToggle ( "battleground_scoreboard_end_of_game" , true )
end
local keybindButtonIndex = 1
local previousKeybindControl
-- Make and anchor the button
local keybindControl = CreateControlFromVirtual ( "$(parent)KeybindButton" .. keybindButtonIndex , keybindContainer , "ZO_KeybindButton" )
if previousKeybindControl then
else
end
-- Keep track of the control for gamepad switching
-- Keep track of the keybind mapping to handle the key being pressed
keybindButtonIndex = keybindButtonIndex + 1
previousKeybindControl = keybindControl
return keybindControl
end
self . playerOptionsButton = CreateKeybindButton ( "BATTLEGROUND_SCOREBOARD_PLAYER_OPTIONS" , function ( ) BATTLEGROUND_SCOREBOARD_FRAGMENT : ShowGamepadPlayerMenu ( ) end , GetString ( SI_BATTLEGROUND_SCOREBOARD_PLAYER_OPTIONS_KEYBIND ) )
self . leaveBattlegroundKeybind = CreateKeybindButton ( "LEAVE_BATTLEGROUND" , function ( ) self : OnLeaveBattlegroundPressed ( ) end , GetString ( SI_BATTLEGROUND_SCOREBOARD_END_OF_GAME_LEAVE_KEYBIND ) )
self . previousPlayerButton = CreateKeybindButton ( "BATTLEGROUND_SCOREBOARD_PREVIOUS" , function ( ) BATTLEGROUND_SCOREBOARD_FRAGMENT : SelectPreviousPlayerData ( ) end , GetString ( SI_BATTLEGROUND_SCOREBOARD_PREVIOUS_PLAYER_KEYBIND ) )
self . nextPlayerButton = CreateKeybindButton ( "BATTLEGROUND_SCOREBOARD_NEXT" , function ( ) BATTLEGROUND_SCOREBOARD_FRAGMENT : SelectNextPlayerData ( ) end , GetString ( SI_BATTLEGROUND_SCOREBOARD_NEXT_PLAYER_KEYBIND ) )
end
local narrationData = { }
if playerOptionsNarrationData then
end
local leaveBattlegroundNarrationData = self . leaveBattlegroundKeybind : GetKeybindButtonNarrationData ( )
if leaveBattlegroundNarrationData then
end
if previousPlayerNarrationData then
end
if nextPlayerNarrationData then
end
return narrationData
end
do
local KEYBOARD_PLATFORM_STYLE =
{
timerFont = "ZoFontWinH2" ,
keybindButtonTemplate = "ZO_KeybindButton_Keyboard_Template" ,
hasPlayerOptionsButton = false ,
}
local GAMEPAD_PLATFORM_STYLE =
{
timerFont = "ZoFontGamepad42" ,
keybindButtonTemplate = "ZO_KeybindButton_Gamepad_Template" ,
hasPlayerOptionsButton = true ,
}
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_PLATFORM_STYLE , GAMEPAD_PLATFORM_STYLE )
end
end
-- We need this because of modifyTextType
end
if style . hasPlayerOptionsButton then
self . leaveBattlegroundKeybind : SetAnchor ( LEFT , self . playerOptionsButton , RIGHT , KEYBIND_BUTTON_SPACING_X , 0 )
else
end
end
end
end
local timeLeft = ZO_FormatTimeAsDecimalWhenBelowThreshold ( GetCurrentBattlegroundStateTimeRemaining ( ) / 1000 )
-- Store time text for narration
self . closingTimerLabelText = zo_strformat ( SI_BATTLEGROUND_SCOREBOARD_END_OF_GAME_CLOSING_TIME , timeLeft )
end
local groupToAdd , groupToRemove
groupToAdd = FRAGMENT_GROUP . BATTLEGROUND_MATCH_INFO_GAMEPAD_GROUP
groupToRemove = FRAGMENT_GROUP . BATTLEGROUND_MATCH_INFO_KEYBOARD_GROUP
else
groupToAdd = FRAGMENT_GROUP . BATTLEGROUND_MATCH_INFO_KEYBOARD_GROUP
groupToRemove = FRAGMENT_GROUP . BATTLEGROUND_MATCH_INFO_GAMEPAD_GROUP
end
end
end
end
return true
end
end
return false
end
--[[ xml functions ]] --
end |