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ZO_GAMEPAD_PROVISIONER_INGREDIENTS_BAR_OFFSET_X = ( ZO_GAMEPAD_QUADRANT_1_RIGHT_OFFSET + ZO_GAMEPAD_UI_REFERENCE_WIDTH ) / 2
local GAMEPAD_PROVISIONER_ROOT_SCENE_NAME = "gamepad_provisioner_root"
local GAMEPAD_PROVISIONER_FILLET_SCENE_NAME = "gamepad_provisioner_fillet"
local GAMEPAD_PROVISIONER_CREATION_SCENE_NAME = "gamepad_provisioner_creation"
PROVISIONER_MODE_ROOT = 0
PROVISIONER_MODE_FILLET = 1
PROVISIONER_MODE_CREATION = 2
local GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS = 1
local GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS = 2
local GAMEPAD_PROVISIONER_OPTION_FILTER_QUESTS = 3
local optionFilterIngredients =
{
}
local optionFilterSkills =
{
}
local optionFilterQuests =
{
}
-- TODO: Determine if any action is needed here
end )
return scene
end
GAMEPAD_PROVISIONER_ROOT_SCENE = MakeScene ( GAMEPAD_PROVISIONER_ROOT_SCENE_NAME , PROVISIONER_MODE_ROOT )
GAMEPAD_PROVISIONER_FILLET_SCENE = MakeScene ( GAMEPAD_PROVISIONER_FILLET_SCENE_NAME , PROVISIONER_MODE_FILLET )
GAMEPAD_PROVISIONER_CREATION_SCENE = MakeScene ( GAMEPAD_PROVISIONER_CREATION_SCENE_NAME , PROVISIONER_MODE_CREATION )
if newState == SCENE_SHOWING then
end
local NARRATE_HEADER = true
elseif newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
ZO_Skills_TieSkillInfoHeaderToCraftingSkill ( self . control : GetNamedChild ( "SkillInfo" ) , GetCraftingInteractionType ( ) )
end
-- Reset provisioning heading within provisioning station
end
-- refresh the recipe details on show, since they were cleared/hidden when the scene hid
-- and we may not have had a change in our list to trigger a refresh
elseif newState == SCENE_HIDDEN then
-- refresh the recipe details passing nil in to appropriately hide/clear the tooltip and ingredient list
local NO_RECIPE = nil
end
end )
self . filletPanel = ZO_FishFillet_Gamepad : New ( maskControl : GetNamedChild ( "Fillet" ) , control : GetNamedChild ( "Fillet" ) , self , GAMEPAD_PROVISIONER_FILLET_SCENE )
end
end
end
end )
end
end )
end
end
--Settings
ZO_GamepadProvisioner . PROVISIONING_SETTINGS = { }
ZO_GamepadProvisioner . EMBEDDED_SETTINGS = { }
return {
local NARRATE_HEADER = true
end ,
}
end
local provisioningSettings = ZO_GamepadProvisioner . PROVISIONING_SETTINGS
provisioningSettings . tabs = { foodTab , drinkTab , furnishingsTab }
local embeddedSettings = ZO_GamepadProvisioner . EMBEDDED_SETTINGS
embeddedSettings . tabs = { furnishingsTab }
end
end
if mode == PROVISIONER_MODE_CREATION then
else
end
end
-- Always refresh the audio to handle scene state changes.
end
if mode == PROVISIONER_MODE_CREATION then
local soundId = recipeData and recipeData . createSound or nil
elseif mode == PROVISIONER_MODE_FILLET then
end
end
if enable then
else
end
end
end
end
self . modeList = ZO_GamepadVerticalItemParametricScrollList : New ( self . control : GetNamedChild ( "MaskContainerList" ) )
self . modeList : AddDataTemplate ( "ZO_GamepadItemEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . filletModeEntry = self : CreateModeEntry ( SI_GAMEPAD_PROVISIONING_TAB_FILLET , PROVISIONER_MODE_FILLET , "EsoUI/Art/Crafting/Gamepad/gp_crafting_menuIcon_fillet.dds" )
local narrationInfo =
{
end ,
end ,
local narrations = { }
return narrations
end ,
}
end
end
return SCENE_MANAGER : IsShowing ( GAMEPAD_PROVISIONER_ROOT_SCENE_NAME ) or SCENE_MANAGER : IsShowing ( GAMEPAD_PROVISIONER_FILLET_SCENE_NAME ) or SCENE_MANAGER : IsShowing ( GAMEPAD_PROVISIONER_CREATION_SCENE_NAME )
end
local recipeCraftingSystemNameStringId = _G [ "SI_RECIPECRAFTINGSYSTEM" .. recipeCraftingSystem ]
local recipeModeEntry = self : CreateModeEntry ( recipeCraftingSystemNameStringId , PROVISIONER_MODE_CREATION , ZO_GetGamepadRecipeCraftingSystemMenuTextures ( recipeCraftingSystem ) )
end
end
end
end
--Set the provisioner interact scenes to have the interaction of the current crafting station so it doesn't terminate the crafting interaction
--when we go into the provisioning UI
end
-- back descriptors for screen / options screen
local startButton =
{
--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 ,
}
local backButton =
{
else
end
end ,
end ,
}
-- recipe list keybinds
{
-- Perform craft
{
local cost = 0
if recipeData then
end
end ,
gamepadOrder = 1000 ,
end ,
end ,
} ,
-- Craft multiple
{
gamepadOrder = 1010 ,
end ,
end ,
} ,
-- Options (filtering)
{
gamepadOrder = 1020 ,
end ,
end ,
} ,
--Toggle Preview
{
else
end
end ,
gamepadOrder = 1030 ,
end ,
if recipeData then
else
return false
end
end ,
} ,
}
ZO_GamepadCraftingUtils_AddListTriggerKeybindDescriptors ( self . mainKeybindStripDescriptor , self . recipeList )
{
-- Select mode
{
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
-- Needs to be overridden
end
local dialogData =
{
filters =
{
[ GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS ] = optionFilterIngredients ,
[ GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS ] = optionFilterSkills ,
[ GAMEPAD_PROVISIONER_OPTION_FILTER_QUESTS ] = optionFilterQuests ,
} ,
end
}
end
end
local defaults =
{
haveIngredientsChecked = false ,
haveSkillsChecked = false ,
questsOnlyChecked = false ,
}
end
self . recipeList = ZO_GamepadVerticalItemParametricScrollList : New ( listContainer : GetNamedChild ( "List" ) )
return left . recipeListIndex == right . recipeListIndex and left . recipeIndex == right . recipeIndex and left . name == right . name
end
local function MenuEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
self . recipeList : AddDataTemplate ( "ZO_Provisioner_GamepadItemSubEntryTemplate" , MenuEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality )
self . recipeList : AddDataTemplateWithHeader ( "ZO_Provisioner_GamepadItemSubEntryTemplate" , MenuEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality , "ZO_GamepadMenuEntryHeaderTemplate" )
end )
local narrationInfo =
{
end ,
end ,
local narrations = { }
local skillInfoNarration = ZO_Skills_GetSkillInfoHeaderNarrationText ( self . control : GetNamedChild ( "SkillInfo" ) )
return narrations
end ,
}
if self . mode == PROVISIONER_MODE_CREATION or self . settings == ZO_GamepadProvisioner . EMBEDDED_SETTINGS then
else
end
end
end )
end
if filterChanged then
end
end
local PROVISIONER_INGREDIENT_SLOT_SPACING = 211
self . ingredientsBar = ZO_GamepadCraftingIngredientBar : New ( self . control : GetNamedChild ( "IngredientsBar" ) , PROVISIONER_INGREDIENT_SLOT_SPACING )
self . ingredientsBar : AddDataTemplate ( "ZO_ProvisionerIngredientBarSlotTemplate" , ZO_ProvisionerIngredientBarSlotTemplateSetup , ZO_ProvisionerIngredientBarSlotTemplateGetNarration )
--Narration info for the tooltip for the item we are crafting
local tooltipNarrationInfo =
{
end ,
end ,
}
--Order matters. We register this BEFORE we register narration for the ingredients, so this gets narrated first.
--Narration info for the ingredients for the item we are crafting
local ingredientsNarrationInfo =
{
-- We don't use the visibility of ingredients bar here, as it seems to sometimes rely on the visibility of parent controls.
-- Instead, we use the result tooltip, as it should always be visible if the ingredients are
end ,
return { GetString ( SI_GAMEPAD_PROVISIONER_INGREDIENT_BAR_HEADER_NARRATION ) , self . ingredientsBar : GetNarrationText ( ) }
end ,
}
end
end
end
end
end
end
end
-- This function is called from inventory update events, which is when we need to update the header with the player's current and total inventory slots
-- first construct the full table of filtered recipes
local recipeDataEntries = { }
local hasKnownRecipesInCurrentFilter = false
if recipe . requiredCraftingStationType == craftingInteractionType and self . filterType == recipe . specialIngredientType then
hasKnownRecipesInCurrentFilter = true
if self : DoesRecipePassFilter ( recipe . specialIngredientType , requireIngredients , recipe . maxIterationsForIngredients , requireSkills , recipe . tradeskillsLevelReqs , recipe . qualityReq , craftingInteractionType , recipe . requiredCraftingStationType , requireQuests , recipe . resultItemId ) then
local dataEntry = ZO_GamepadEntryData : New ( zo_strformat ( SI_PROVISIONER_RECIPE_NAME_COUNT_NONE , recipe . name ) , recipe . iconFile , recipe . iconFile )
-- recipe.quality is deprecated, included here for addon backwards compatibility
if not recipe . passesTradeskillLevelReqs or not recipe . passesQualityLevelReq or recipe . maxIterationsForIngredients == 0 then
end
if not recipe . passesTradeskillLevelReqs then
dataEntry : AddSubLabel ( zo_strformat ( SI_RECIPE_REQUIRES_LEVEL_PASSIVE , levelPassiveAbilityName , levelReq ) )
end
end
end
--Only items that require only provisioning have a quality check
if not recipe . passesQualityLevelReq then
end
end
end
end
end
-- now iterate through the table so we can properly identify header breaks
local lastRecipeListName = ""
if hasKnownRecipesInCurrentFilter then
else
end
local nextRecipeData = recipeDataEntries [ i + 1 ]
local isNextEntryAHeader = nextRecipeData and nextRecipeData . recipeListName ~= recipeData . recipeListName
local postSelectedOffsetAdditionalPadding = 0
if isNextEntryAHeader then
postSelectedOffsetAdditionalPadding = GAMEPAD_HEADER_SELECTED_PADDING
end
if recipeData . recipeListName ~= lastRecipeListName then
lastRecipeListName = recipeData . recipeListName
self . recipeList : AddEntry ( "ZO_Provisioner_GamepadItemSubEntryTemplateWithHeader" , recipeData , nil , isNextEntryAHeader and GAMEPAD_HEADER_DEFAULT_PADDING , GAMEPAD_HEADER_SELECTED_PADDING , postSelectedOffsetAdditionalPadding )
else
self . recipeList : AddEntry ( "ZO_Provisioner_GamepadItemSubEntryTemplate" , recipeData , nil , isNextEntryAHeader and GAMEPAD_HEADER_DEFAULT_PADDING , nil , postSelectedOffsetAdditionalPadding )
end
end
end
ITEM_PREVIEW_GAMEPAD : ToggleInteractionCameraPreview ( FRAME_TARGET_CRAFTING_GAMEPAD_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , GAMEPAD_NAV_QUADRANT_2_3_4_FURNITURE_ITEM_PREVIEW_OPTIONS_FRAGMENT )
elseif self . settings == ZO_GamepadProvisioner . PROVISIONING_SETTINGS and self . mode ~= PROVISIONER_MODE_CREATION then
else
end
end
if selectedData then
if self . mode == PROVISIONER_MODE_CREATION or self . settings == ZO_GamepadProvisioner . EMBEDDED_SETTINGS then
end
else
end
else
end
--update recipe tooltip
local recipeListIndex , recipeIndex = selectedData . recipeListIndex , selectedData . recipeIndex
-- populate ingredients bar
local numIngredients = selectedData . numIngredients
for i = 1 , numIngredients do
local newData =
{
recipeListIndex = recipeListIndex ,
recipeIndex = recipeIndex ,
ingredientIndex = i ,
}
end
else
end
end
end
--Overridden from base
end
end
--[[ Provision Templates ]] --
local DIVIDER_THICKNESS = 2
control . countFractionDisplay = ZO_FractionDisplay : New ( control . countControl , "ZoFontGamepad27" , DIVIDER_THICKNESS )
end
local name , icon , requiredQuantity , _ , displayQuality = GetRecipeIngredientItemInfo ( data . recipeListIndex , data . recipeIndex , data . ingredientIndex )
local ingredientCount = GetCurrentRecipeIngredientCount ( data . recipeListIndex , data . recipeIndex , data . ingredientIndex )
local NOT_LOCKED = false
ZO_ItemSlot_SetupIconUsableAndLockedColor ( control . countLabel , ingredientCount >= requiredQuantity , NOT_LOCKED )
ZO_ItemSlot_SetupIconUsableAndLockedColor ( control . iconControl , ingredientCount >= requiredQuantity , NOT_LOCKED )
ZO_ItemSlot_SetupIconUsableAndLockedColor ( control . nameLabel , ingredientCount >= requiredQuantity , NOT_LOCKED )
end
local name , _ , requiredQuantity = GetRecipeIngredientItemInfo ( data . recipeListIndex , data . recipeIndex , data . ingredientIndex )
local ingredientCount = GetCurrentRecipeIngredientCount ( data . recipeListIndex , data . recipeIndex , data . ingredientIndex )
return zo_strformat ( SI_GAMEPAD_PROVISIONER_INGREDIENT_BAR_SLOT_NARRATION , requiredQuantity , ingredientCount , name )
end |