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end
-- only skip if the cvar is set, _and_ the player has seen the videos at least once
end
ZO_PREGAME_CHARACTER_COUNT = 0
ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = false
ZO_PREGAME_CHARACTER_LIST_RECEIVED = false
ZO_PREGAME_HAD_GLOBAL_ERROR = false
local QUEUE_VIDEO = false
local g_currentStateName = nil
local g_currentStateData = nil
local g_previousState = nil
local g_loadingUpdates = false
-- We don't want to show the video or the chapter upsell when we're logging out, only when we're logging in
local shouldTryToPlayOpeningCinematic = false
local shouldTryToShowChapterInterstitial = false
end
if acctName ~= "" and acctPwd ~= "" then
end
end
end
if not ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY and IsPregameCharacterConstructionReady ( ) and ZO_PREGAME_CHARACTER_LIST_RECEIVED then
ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = true
end
end
ZO_PlayVideoAndAdvance ( PlayVideoById , videoDataId , QUEUE_VIDEO , VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP )
end
ZO_PlayVideoAndReturn ( PlayVideoById , videoDataId , QUEUE_VIDEO , VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP )
end
local g_sharedPregameStates =
{
[ "CharacterSelect_FromIngame" ] =
{
-- Let the character list receipt determine the state to go to.
end ,
end
} ,
[ "PlayOpeningCinematic" ] =
{
return false
end ,
end ,
return "WaitForGameDataLoaded"
end ,
end ,
} ,
[ "WaitForGameDataLoaded" ] =
{
end ,
-- Make sure we aren't showing a scene here if we
-- didn't show the cinematic before switching to this scene
end ,
end ,
return "ChapterUpgradeInterstitial"
end
} ,
[ "CharacterCreateFadeIn" ] =
{
return false
end ,
end ,
return "CharacterCreate"
end ,
end ,
} ,
[ "CharacterCreate" ] =
{
else
end
else
end
end
end ,
end
} ,
[ "CharacterCreate_Barbershop" ] =
{
else
end
end ,
end
} ,
[ "ChapterUpgrade" ] =
{
return false
end ,
else
end
end ,
return "CharacterSelect"
end ,
end ,
} ,
[ "ChapterUpgradeInterstitial" ] =
{
if not shouldTryToShowChapterInterstitial then
return true
end
end ,
else
end
end ,
return "WaitForCharacterDataLoaded"
end ,
end ,
} ,
[ "WaitForCharacterDataLoaded" ] =
{
end ,
end ,
if ZO_PREGAME_CHARACTER_COUNT > 0 then
return "CharacterSelect"
else
return "CharacterCreateFadeIn"
end
end ,
end ,
} ,
[ "BeginLoadingIntoWorld" ] =
{
else
end
end ,
end
} ,
[ "PlayIntroMovies" ] =
{
end ,
-- If you haven't played the videos, you can't skip them until they finish...
local skipMode = ZO_Pregame_CanSkipVideos ( ) and VIDEO_SKIP_MODE_ALLOW_SKIP or VIDEO_SKIP_MODE_NO_SKIP
-- TODO: Determine if these videos need localization or subtitles...
end ,
return "ShowHavokSplashScreen"
end ,
end ,
} ,
[ "ShowHavokSplashScreen" ] =
{
end ,
end ,
return "ShowDMMVideo"
end ,
end ,
} ,
[ "ShowDMMVideo" ] =
{
end ,
local skipMode = ZO_Pregame_CanSkipVideos ( ) and VIDEO_SKIP_MODE_ALLOW_SKIP or VIDEO_SKIP_MODE_NO_SKIP
end ,
return "ShowLegalSplashScreen"
end ,
end ,
} ,
[ "ShowLegalSplashScreen" ] =
{
end ,
end ,
return "AccountLoginEntryPoint"
else
return "ShowAccessibilityModePrompt"
end
end ,
end ,
} ,
[ "ShowAccessibilityModePrompt" ] =
{
end ,
end ,
-- Do nothing
end ,
return "FirstTimeAccessibilitySettings"
end ,
} ,
[ "FirstTimeAccessibilitySettings" ] =
{
local accessibilityModeEnabled = IsConsoleUI ( ) or GetSetting_Bool ( SETTING_TYPE_ACCESSIBILITY , ACCESSIBILITY_SETTING_ACCESSIBILITY_MODE )
end ,
end
GAMEPAD_OPTIONS : ReplaceBackKeybind ( BackButtonCallback , GetString ( SI_ACCESSIBILITY_SETTINGS_CONTINUE_KEYBIND ) )
end ,
end ,
return "ScreenAdjustIntro"
end ,
} ,
[ "ScreenAdjustIntro" ] =
{
end ,
end ,
end ,
return "GammaAdjust"
end ,
} ,
[ "GammaAdjust" ] =
{
end ,
end ,
end ,
return "ShowEULA"
else
return "AccountLoginEntryPoint"
end
end ,
} ,
[ "Disconnect" ] =
{
end ,
end ,
}
}
local g_keyboardPregameStates = { }
end
end
local g_gamepadPregameStates = { }
end
end
local state
state = g_gamepadPregameStates [ stateName ]
else
state = g_keyboardPregameStates [ stateName ]
end
if not state then
state = g_sharedPregameStates [ stateName ]
end
return state
end
local stateArgs = { ... }
-- Because GetTransitionData returns the next state as the first argument, insert state name into this table.
-- The actual arguments passed to OnEnter will be adjusted to account for it.
if g_currentStateData then
end
g_previousState = g_currentStateName
local foundState = false
while not foundState do
g_currentStateName = stateName
if shouldAdvance then
stateName = stateArgs [ 1 ]
else
foundState = true
end
else
foundState = true
end
end
WriteToInterfaceLog ( string . format ( "PregameStateManager_SetState - from: %s, to: %s" , tostring ( g_previousState ) , tostring ( g_currentStateName ) ) )
g_currentStateData = newPregameState
end
else
end
end
else
-- If there are no transition data, then we're not going anywhere...we'll be locked in the current state.
-- Do not call this if you're not on a state with transition data
end
end
-- this will only advance the state if we are currently in the state passed in
if g_currentStateName == state then
end
end
return g_currentStateName
end
return g_previousState
end
local function OnCharacterListReceived ( _ , characterCount , maxCharacters , mostRecentlyPlayedCharacterId )
ZO_PREGAME_CHARACTER_LIST_RECEIVED = true
ZO_PREGAME_CHARACTER_COUNT = characterCount
local isPlayingVideo = false
if shouldTryToPlayOpeningCinematic then
if not openingCinematicSeen then
-- Play intro movie
isPlayingVideo = true
end
end
if not isPlayingVideo then
-- Go to character create/select as necessary after we have our data
-- If we are already at CharacterSelect when we get the character list, then we don't need to move
-- This could happen when we rename or delete a character
-- If the data isn't fully loaded make sure we're registered for loading updates for things
-- that depend on the "PregameFullyLoaded" callback.
-- This can happen when we are returning to character select after being disconnected from the server
end
elseif characterCount == 0 then
-- However, if we delete our last character then we need to switch to CharacterCreate
-- so we can create a new character. We also want to avoid CharacterCreateFadeIn since
-- that won't transition very nicely between CharacterSelect and CharacterCreate
-- We are also assuming here that we already have character data since we were at character select
end
end
-- if this hasn't been fired yet, then fire it (could have been a reload or coming from in-game)
-- re-enabled when the character list is loaded
end
end
-- Debugging utility...you must be at character select already to use this.
return "CharacterSelect"
-- Return an invalid state, allow the character list receipt to figure out what state to advance to
end
local initialStateOverrideFn --= SetupUIReloadAfterLogin -- normally this is nil, it can be set to a custom function to allow the reload to drop into a desired state
if g_loadingUpdates then
g_loadingUpdates = false
end
end
end
end
end
end
end
end
end
end
end
end
if not isComplete then
return
end
if subSystem == LOADING_SYSTEM_GAME_DATA or subSystem == LOADING_SYSTEM_SHARED_CHARACTER_OBJECT then
-- LOADING_SYSTEM_GAME_DATA loads before LOADING_SYSTEM_SHARED_CHARACTER_OBJECT so if we hit either
-- of those then the game data is loaded
if subSystem == LOADING_SYSTEM_GAME_DATA then
elseif subSystem == LOADING_SYSTEM_SHARED_CHARACTER_OBJECT then
end
end
end
end
end
-- Errors triggered during a loading screen will prevent some loading
-- subsystems from completing, so the loading screen will never go away unless
-- we do something. Let's immediately disconnect and bail back to the initial
-- screen to handle this. We're calling lua code to handle errors in lua code,
-- so we may still end up in the situation where our error recovery code never
-- gets called, but the list of places where that could happen are very low;
-- basically just this function.
ZO_PREGAME_HAD_GLOBAL_ERROR = true
end
if not g_loadingUpdates then
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_SUBSYSTEM_LOAD_STATE_CHANGED , OnSubsystemLoadStateChanged )
g_loadingUpdates = true
end
end
end
if desiredState and desiredState ~= "" then
end
end
else --We will need to revisit this once the tutorial gate is integrated into the build
end
end
do
local g_currentVideoPregameState = nil
if not ZO_PREGAME_HAD_GLOBAL_ERROR then
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayVideoAndAdvance" , EVENT_VIDEO_PLAYBACK_COMPLETE , OnVideoPlaybackComplete )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayVideoAndAdvance" , EVENT_VIDEO_PLAYBACK_ERROR , OnVideoPlaybackComplete )
end
end
do
local g_wasVideoStartedInGamepadPreferredMode = false
-- The gamepad preferred mode changed event is supressed during while the video is playing, let's bring it back now
end
end
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayVideoAndReturn" , EVENT_VIDEO_PLAYBACK_COMPLETE , OnVideoPlaybackComplete )
EVENT_MANAGER : RegisterForEvent ( "ZO_PlayVideoAndReturn" , EVENT_VIDEO_PLAYBACK_ERROR , OnVideoPlaybackComplete )
end
end
ZO_PREGAME_HAD_GLOBAL_ERROR = false
end
shouldTryToPlayOpeningCinematic = true
shouldTryToShowChapterInterstitial = true
end
return
end
ZO_PREGAME_HAD_GLOBAL_ERROR = true
local errorString
local errorStringFormat
if logoutError ~= LOGOUT_ERROR_NO_ERROR and logoutError ~= LOGOUT_ERROR_UNKNOWN_ERROR and logoutError ~= LOGOUT_ERROR_TRANSFER_FAILED then
if errorStringFormat ~= "" then
end
elseif globalErrorCode ~= GLOBAL_ERROR_CODE_NO_ERROR then
-- if the error code is not in LogoutReason then it is probably in the GlobalErrorCode enum
if errorStringFormat ~= "" then
end
end
if errorString == nil or errorString == "" then
else
end
end
local shouldReenterLoginState = true
if logoutError == LOGOUT_ERROR_TRANSFER_FAILED then
shouldReenterLoginState = false
end
if shouldReenterLoginState then
-- Showing the error here also sets the state to AccountLogin
end
else
if shouldReenterLoginState then
end
end
end
local NUM_FLASHES_BEFORE_SOLID = 7
end
local IS_WORLD_SELECT_STATE = ZO_CreateSetFromArguments ( "WorldSelect_Requested" , "WorldSelect_ShowList" , "WorldSelect" )
if currentState == nil then
-- The initial state has not been set up yet, let's wait for that
return
end
-- Allow the video to finish. All states that play a video should be
-- able to be used in either keyboard or gamepad flows, to properly
-- shuffle the player on to the next state
return
end
if currentState == "GammaAdjust" then
-- switching between kb/gamepad will be handled by platform style
-- TODO: for ingame scenes, we can use the
-- SetHandleGamepadPreferredModeChangedCallback to preempt any UI mode
-- switching. ideally we could do the same for pregame scenes, so we could
-- share code between the two
return
end
local FORCE_CLOSE = true
if currentState == "ShowAccessibilityModePrompt" then
elseif currentState == "FirstTimeAccessibilitySettings" then
elseif not IsAccountLoggedIn ( ) or IS_WORLD_SELECT_STATE [ currentState ] then -- While in world select, we're logged in but haven't yet started the character loading process
else
if wasLoadingIntoWorld then
-- pop up the loading dialog.
-- this needs to happen as a transition from character select so the input-appropriate version of that scene is visible in the background
end
end
end
local savedVars = ZO_SavedVars : NewAccountWide ( "ZO_Pregame_SavedVariables" , version , systemName , defaults )
end
end
end
end
-- Every time we log in, we need a new saved vars for that account
end
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_CHARACTER_LIST_RECEIVED , OnCharacterListReceived )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_SHOW_PREGAME_GUI_IN_STATE , OnShowPregameGuiInState )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_CHARACTER_SELECTED_FOR_PLAY , OnCharacterSelected )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , ZO_Pregame_OnGamepadPreferredModeChanged )
EVENT_MANAGER : RegisterForEvent ( "PregameStateManager" , EVENT_DISCONNECTED_FROM_SERVER , OnDisconnectedFromServer ) |