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CHAT_SYSTEM = nil
--[[ Essentially there are three main types of controls
* Chat Container
This container holds all of the text buffers and tabs.
By default there is a single Chat Container, but players can create more by dragging a tab off of another Chat Container.
* Chat Window
This is the actual text buffer (and anything special like filters in the combat log) where chat messages are added to.
A chat container always contains at least one of these.
* Chat Tab
Each Chat Window has a tab. The tab is the primary place for mouse manipulation.
Dragging a tab pulls off a Chat Window and consequently create a new Chat Container.
Unless the tab is the first tab, then it drags the entire Chat Container.
When the tab is clicked the associated Chat Window is shown.
Lastly, there is the chat system that coordinates dragging across containers, pooling, and so on
]] --
--Named constants
local DONT_FREE = true
local FREE = false
--Constants
local TAB_STARTING_X = 16
local TAB_STARTING_Y = 4
local FADE_ANIMATION_DURATION = 350
local FADE_ANIMATION_DELAY = 3000
local NUM_COMMAND_HISTORY_TO_SAVE = 50
local TAB_ALERT_TEXT_COLOR = ZO_SECOND_CONTRAST_TEXT
local MultiLevelEventToCategoryMappings , SimpleEventToCategoryMappings = ZO_ChatSystem_GetEventCategoryMappings ( )
local channelInfo = ChannelInfo [ channelId ]
if channelInfo then
end
end
--[[ ChannelTarget ]] --
return target
end
end
end
end
-- Always save this off as the last target, we just got a tell from it.
end
end
return target
end
end
return target
end
--[[ Text Entry ]] --
local MAX_AUTO_COMPLETION_RESULTS = 10
return entry
end
local TEXT_ENTRY_DURATION = 500
local TEXT_ENTRY_MIN_ALPHA = 0.25
local TEXT_ENTRY_MAX_ALPHA = 1.0
-- The target autocomplete object handles completions for things like whisper names
self . targetAutoComplete = ZO_AutoComplete : New ( self . editControl , { AUTO_COMPLETE_FLAG_ALL } , { AUTO_COMPLETE_FLAG_GUILD_NAMES } , AUTO_COMPLETION_ONLINE_ONLY , MAX_AUTO_COMPLETION_RESULTS , AUTO_COMPLETION_MANUAL_MODE )
end
self . targetAutoComplete : RegisterCallback ( ZO_AutoComplete . ON_ENTRY_SELECTED , OnAutoCompleteEntrySelected )
-- The slash command autocomplete is automatically triggered to display all available slash commands/switches
local NO_INCLUDE_FLAGS = nil
local NO_EXCLUDE_FLAGS = nil
local DEFAULT_ONLINE_ONLY = nil
local MAX_RESULTS = 8
self . slashCommandAutoComplete = SlashCommandAutoComplete : New ( self . editControl , NO_INCLUDE_FLAGS , NO_EXCLUDE_FLAGS , DEFAULT_ONLINE_ONLY , MAX_RESULTS , AUTO_COMPLETION_AUTOMATIC_MODE , AUTO_COMPLETION_DONT_USE_ARROWS )
end
end
end
if command then
end
end
end
end
end
end
end
end
end
end
end
end
end
if not keepText then
end
end
end
end
end
end
end
end
end
if target then
end
self . channelLabel : SetText ( zo_strformat ( SI_CHAT_ENTRY_TARGET_FORMAT , GetChannelName ( channelData . id ) , target ) )
else
self . channelLabel : SetText ( zo_strformat ( SI_CHAT_ENTRY_GENERAL_FORMAT , GetChannelName ( channelData . id ) ) )
end
end
end
-- As a convenience, this function always starts chat input when trying to link an item.
-- Except on consoles.
end
return true
end
ZO_EditContainerSizer . ForceRefreshSize ( self . editBg , self . chatEditBufferTop , self . chatEditBufferBottom )
end
end
end
--[[ Chat Container ]] --
container . system = chatSystem
return container
end
end
end
end
end
end
local tabIndex = window . tab . index
end
if window and window . combatLog and window . combatLog : AreTimestampsEnabled ( ) ~= areTimestampsEnabled then
end
end
if window and window . combatLog then
end
end
if window and window . locked ~= locked then
window . locked = locked
end
end
if window then
return window . locked
end
end
end
end
end
else
end
end
end
end
end
end
end
if isInteractive then
end
if window and window . combatLog then
end
end
if window then
end
end
local foundWidth = 0
repeat
idealPosition = idealPosition - 1
until idealPosition <= 2 or foundWidth >= tabWidth
end
end
end
end
end
if window then
end
end
end
end
if window and fontSize ~= window . fontSize then
window . fontSize = fontSize
end
end
return window and window . combatLog ~= nil
end
end
if window . buffer then
end
end
end
if window then
end
end
end
else
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
return
end
end
end
return
end
end
end
end
local OVER_FLOW_TAB_SIZE = 40
local NEW_WINDOW_TAB_SIZE = 40
local ADDITIONAL_TABS_TOTAL_SIZE = OVER_FLOW_TAB_SIZE + NEW_WINDOW_TAB_SIZE
--Lays out tabs and optionally leaves additional spacing at an index for tab dropping
local widthSum = TAB_STARTING_X
for i = 1 , numWindows do
local overflowSize = i == numWindows and 0 or ADDITIONAL_TABS_TOTAL_SIZE
if widthSum + tabWidth + offset + overflowSize > containerWidth or i > self . hiddenTabStartIndex then
--this tab can't fit
end
else
end
end
end
do
if window and window . tab then
end
return 0
end
local width = GetTabWidth ( self . windows [ 1 ] ) + ( secondWidth or GetTabWidth ( self . windows [ 2 ] ) ) + ADDITIONAL_TABS_TOTAL_SIZE
self . control : SetDimensionConstraints ( minWidth , self . system . minContainerHeight , maxWidth , self . system . maxContainerHeight )
end
end
else
end
end
local clickedIndex = tab . index
end
end
if currentWindow . markedForNotification then
currentWindow . markedForNotification = false
end
end
if not tab then
local key
tab . key = key
end
tab . index = index
end
--Only relayout if the window has actually completed being added
end
end
end
return tab
end
do
local function SetAnchor ( control , additionalXOffset , valid , point , relativeTo , relativePoint , offsetX , offsetY )
if valid then
end
end
end
end
--This container was just created due to dragging from another container
else
--This container already existed and this window is being dropped into it
end
return window . tab . index
end
end
if insertIndex then
else
end
window . tab = tab
tab . window = window
end
--Must delay this until the tab is fully transferred to this container and its settings are available
end
return window
end
end
end
end
end
end
end
else
end
end
end
end
if scrollCurrent < scrollMax then
return true
else
return false
end
end
end
end
end
if window . buffer then
end
end
-- Handle callout colors and flashes as needed
if category == CHAT_CATEGORY_WHISPER_INCOMING then
end
else
end
else
if category == CHAT_CATEGORY_WHISPER_INCOMING then
window . markedForNotification = true
end
end
end
end
end
window . key = key
return window
end
local combatWindow = CreateControlFromVirtual ( self . windowContainer : GetName ( ) , self . windowContainer , combatLog : GetWindowTemplate ( ) , "Combat" )
local isCombatLog = true
combatWindow . combatLog = combatLog
return combatWindow , combatLog
end
end
end
end
end
end
if window then
end
if freeOption == nil or freeOption == FREE then
else
end
else
return window
end
end
end
if window then
end
end
end
return
end
--this is the primary tab, just start moving it
end
else
--this tab is being pulled off of the chat container
end
end
do
return i
end
end
end
return left <= x
and x < right
and top <= y
and y < bottom
end
end
--peform a layout with extra space for the potential tab
--reset the layout
end
end
end
end
end
end
end
end
--[[ Scroll bar handling ]] --
end
end
end
end
end
end
end
end
end
end
end
if disabled then
return BSTATE_DISABLED , disabled
end
if currentState == BSTATE_DISABLED or currentState == BSTATE_DISABLED_PRESSED then
return BSTATE_NORMAL , disabled
end
return currentState , disabled
end
--force the scroll bar to look like its at the bottom
end
end
local shadowStyle = "soft-shadow-thick"
if fontSize <= 14 then
shadowStyle = "soft-shadow-thin"
end
end
-- Should be overridden
end
--
--[[ Chat System ]] --
--
end
self . textEntry = TextEntry : New ( self , control : GetNamedChild ( "TextEntry" ) , platformSettings . chatEditBufferTop , platformSettings . chatEditBufferBottom )
end
function SharedChatSystem : InitializeSharedControlManagement ( control , newContainerFn , chatWindowTemplateName , chatWindowTabName )
end
local NO_PARENT = nil
return window
end
end
local containerControl = ZO_ObjectPool_CreateNamedControl ( self . control : GetName ( ) .. "ZO_ChatContainerTemplate" , "ZO_ChatContainerTemplate" , objectPool , GuiRoot )
end
self . containerPool = ZO_ObjectPool : New ( CreateContainer , function ( container ) container : OnDestroy ( ) end )
end
-- override me
end
local savedVariablesReady = false
local playerActivated = false
end
end
savedVariablesReady = true
end
end
playerActivated = true
end
end
end
-- Chat events
local function OnFormattedChatMessage ( message , category , targetChannel , fromDisplayName , rawMessageText , narrationMessage )
self : OnFormattedChatMessage ( message , category , targetChannel , fromDisplayName , rawMessageText , narrationMessage )
end
end
end
-- Special events (dialogs etc)
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_GUILD_DATA_LOADED , function ( ) self : ValidateChatChannel ( ) end )
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_GUILD_RANK_CHANGED , function ( ) self : ValidateChatChannel ( ) end )
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_GUILD_RANKS_CHANGED , function ( ) self : ValidateChatChannel ( ) end )
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_GUILD_MEMBER_RANK_CHANGED , function ( ) self : ValidateChatChannel ( ) end )
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_MAIL_NUM_UNREAD_CHANGED , function ( _ , numUnread ) self : OnNumUnreadMailChanged ( numUnread ) end )
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , OnGamepadPreferredModeChanged )
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_CHAT_CATEGORY_COLOR_CHANGED , OnChatCategoryColorChanged )
-- If the chat window is hidden and we try to start text entry, the edit control will not be able to be focused
-- and it will become stuck in an open state. So make sure the visibility is refreshed.
end
EVENT_MANAGER : RegisterForEvent ( eventKey , EVENT_GAMEPAD_USE_KEYBOARD_CHAT_CHANGED , OnGamepadUseKeyboardChatChanged )
end
end
-- Overridden if applicable
end
self . primaryContainer = self : CreateChatContainer ( newContainerFn ( self , self . control , self . windowPool , self . tabPool ) )
end
end
-- Overridden if applicable
end
-- Grab the second container, the first is always the primary
-- move all tabs to the primary container
for j = 1 , # container . windows do
end
end
end
end
-- Overridden if applicable
end
end
end
end
end
end
self . newChatFadeAnim : PingPong ( platformSettings . initialFadeAlpha , platformSettings . finalFadeAlpha , platformSettings . fadeTransitionTime , platformSettings . numBlinks )
end
if categories then
if categories [ container ] then
if categories [ container ] == 1 then
categories [ container ] = nil
else
categories [ container ] = categories [ container ] - 1
end
end
end
end
end
end
end
function SharedChatSystem : OnFormattedChatMessage ( message , category , targetChannel , fromDisplayName , rawMessageText , narrationMessage )
if containers then
end
end
end
end
end
--invalid state, can't destroy a container with windows
--invalid state, primary containers should never be destroyed
end
end
-- Overridden if applicable
end
local tabIndex = window . tab . index
end
end
end
end
end
end
end
return false
end
end
if container ~= initiator then
end
end
end
local tabDropContainer
if container ~= initiator then
tabDropContainer = container
end
end
end
if tabDropContainer then
--It's always the first window since that's the only draggable tab
end
end
end
end
if not container then
local key
container . key = key
end
container . id = id
end
return container
end
-- Should be overridden
end
end
end
--Check the requirement again, just incase something has changed since the switch was activated
--if it isn't valid, try to revert to the last valid channel
else
--if that doesn't work, just revert to say
end
end
end
return false
else
--even if the chat channel is still valid, its name may have changed
if channelData then
--if it did change, don't send this
return false
end
end
end
return true --appears to be valid
end
if switch and valid then
if deferredError then
-- Validate immediately to run the custom error
else
end
else
else
end
end
end
else
end
end
end
end
end
end
end
if switch then
if switch . target then
-- Either get the arguments from the text or from an channel target
local switchArg
local finalSpace
if switch . target == true then
if not firstSpaceStart then
-- No space means we can't have a target specified
return false
end
--No channel, just a target requirement
local doAutoComplete = true
local secondWordStart = firstSpaceStart + 1
if inferTargetEnd then
-- Don't look for a second space if the target begins with a display name flag char
if isDisplayName then
if secondSpaceStart and secondSpaceStart > 1 then
finalSpace = secondSpaceStart
doAutoComplete = false
end
end
else
-- Look for the comma as the final delimiter (character names can have multiple spaces)
if commaStart and commaStart > 1 then
finalSpace = commaEnd
doAutoComplete = false
end
end
else
if potentialSwitchArg ~= "" then
potentialSwitchArg = nil
end
if potentialSwitchArg ~= nil then
switchArg = potentialSwitchArg
doAutoComplete = false
end
end
end
if doAutoComplete then
end
--Channel target
end
if switchArg and switchArg ~= "" then
--Valid, Channel Argument, No errors, Override the beginning of the switch
return true , switchArg , false , finalSpace
end
--Valid, no args, no errors
return true
else
--Only valid if the requirement is getting deferred, no args, deferred if the channel defers the error
return switch . deferRequirement , nil , switch . deferRequirement
end
else
--No requirements to meet, the switch is valid
return true
end
end
--No valid switch
return false
end
local isValid = false
local switchArg = nil
local deferredError = nil
local spaceStart = nil
if not switch then
if spaceStart and spaceStart > 1 then
end
end
if switch then
local spaceStartOverride = nil
isValid , switchArg , deferredError , spaceStartOverride = self : ValidateSwitch ( switch , text , spaceStart , inferTargetEnd )
spaceStart = spaceStartOverride or spaceStart
end
return switch , isValid , switchArg , deferredError , spaceStart
end
if spaceStart and spaceStart > 1 then
if switch and valid then
if deferredError then
else
end
end
else
else
end
end
end
if target and target ~= "" then
end
end
end
if target and target ~= "" then
end
end
end
STUB_SETTING_KEEP_MINIMIZED = false
ZO_CHAT_BLOCKING_SCENE_NAMES =
{
[ "codeRedemptionGamepad" ] = true ,
[ "gamepad_endeavor_seal_market_pre_scene" ] = true ,
[ "gamepad_market" ] = true ,
[ "gamepad_market_pre_scene" ] = true ,
[ "gamepad_market_preview" ] = true ,
}
local nextSceneName
if nextScene then
end
if ( currentSceneName and ZO_CHAT_BLOCKING_SCENE_NAMES [ currentSceneName ] ) or
( nextSceneName and ZO_CHAT_BLOCKING_SCENE_NAMES [ nextSceneName ] ) then
return true
end
return false
end
--Don't allow text entry to start if the ingame gui is hidden. This fixes an issue where users could no longer enter text if "]" or "/" were pressed while the ingame gui was hidden.
return
end
return
end
end
if not dontShowHUDWindow then
else
end
end
end
end
end
if target and target ~= "" then
end
end
end
end
end
else
end
end
newChannel = newChannel or CHAT_CHANNEL_SAY
--Check for trial limitations
end
end
end
end
if channelData then
end
end
if characterByte then
end
end
-- playerName is a decorated display name or a formatted character name
-- rawName is the unformatted/undecorated version of playerName
-- Add to/Remove from Group
if not localPlayerIsGrouped or ( localPlayerIsGroupLeader and not otherPlayerIsInPlayersGroup ) then
local SENT_FROM_CHAT = false
local DISPLAY_INVITED_MESSAGE = true
elseif otherPlayerIsInPlayersGroup and localPlayerIsGroupLeader then
AddMenuItem ( GetString ( SI_CHAT_PLAYER_CONTEXT_REMOVE_GROUP ) , function ( ) GroupKickByName ( rawName ) end )
end
end
-- Whisper
AddMenuItem ( GetString ( SI_CHAT_PLAYER_CONTEXT_WHISPER ) , function ( ) self : StartTextEntry ( nil , CHAT_CHANNEL_WHISPER , playerName ) end )
-- Ignore
end
end
-- Add Friend
AddMenuItem ( GetString ( SI_CHAT_PLAYER_CONTEXT_ADD_FRIEND ) , function ( ) ZO_Dialogs_ShowDialog ( "REQUEST_FRIEND" , { name = playerName } ) end )
end
-- Report player
end )
end
end
if linkType == CHARACTER_LINK_TYPE then
end
end
return true
elseif linkType == DISPLAY_NAME_LINK_TYPE then
local displayName = ...
end
end
return true
elseif linkType == CHANNEL_LINK_TYPE then
local channelName = ...
end
return true
end
end
end
end
-- Update text entry
local textEntryCategoryId = MultiLevelEventToCategoryMappings [ EVENT_CHAT_MESSAGE_CHANNEL ] [ self . currentChannel ]
if textEntryCategoryId == categoryId then
end
-- Update chat buffers
end
end
for tabIndex = 1 , # container . windows do
end
end
end
end
end
end
end
end
end
--Prepare switches for sorting
local switches = { }
if switch then
switches [ # switches + 1 ] = switch
end
end
--Display sorted switches
for i = 1 , # switches do
local switch = switches [ i ]
else
AddMenuItem ( switch , function ( ) self : StartTextEntry ( self . textEntry : GetText ( ) , data . id ) end , nil , nil , itemColor )
end
end
end
end
end
end
end
end
end
end
end
end
if options ~= "" then
end
end
-- Overridden if applicable
end
-- Overridden if applicable
end
-- Overridden if applicable
end
-- Should be overridden
end
-- Should be overridden
end
end
-- intended to be overriden in subclasses if necessary
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
end
-- Should be overridden
return false
end
-- Should be overridden
return true
end
end
end
end
end
end
end
end
end
end
end
local KEEP_TEXT = true
end
end
end
end
if shift then
elseif ctrl then
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
else
end
end
end
end
local KEEP_TEXT = true
end
else
end
end
end |