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-- Control types used in the settings panels
OPTIONS_DROPDOWN = 1
OPTIONS_CHECKBOX = 2
OPTIONS_SECTION_TITLE = 3
OPTIONS_SLIDER = 4
OPTIONS_CUSTOM = 5
OPTIONS_HORIZONTAL_SCROLL_LIST = 6
OPTIONS_FINITE_LIST = 7
OPTIONS_INVOKE_CALLBACK = 8
OPTIONS_COLOR = 9
OPTIONS_CHAT_COLOR = 10
end
end
end
end
local formattedValueString
else
end
else
formattedValueString = shownValue
end
end
end
end
end
end
SAVE_CURRENT_VALUES = 1
DONT_SAVE_CURRENT_VALUES = 2
local ENABLED_STATE = 1
local DISABLED_STATE = 0.5
end
local activateOptionControl =
{
end ,
end ,
end ,
end ,
end ,
end ,
}
local deactivateOptionControl =
{
end ,
end ,
end ,
end ,
end ,
end ,
}
end
if nameControl then
if stateType == ENABLED_STATE then
else
end
end
if boxControl then
-- the checkbox could be in the off state even though we now want it enabled
-- so we have to override that color with the appropriate color
if currentState ~= BSTATE_PRESSED and stateType == ENABLED_STATE then
end
end
end
if oldValue ~= currentValue then
end
end
--ZO_Options_SetOptionActive/Inactive are keyboard only functions. The gamepad manages active state through
--the gamepadIsEnabledCallback. Using ZO_Options_SetOptionActive/Inactive with gamepad controls will set them
--to the keyboard colors and also doesn't handle the parametric list's selected state's impact.
end
end
else
end
end
UpdateOptionControlState ( control , active and activateOptionControl or deactivateOptionControl , active and ENABLED_STATE or DISABLED_STATE )
end
else
end
end
end
end
end
if not hideWarning then
end
end
local shouldHideWarning = texturePath == nil or texturePath == ""
if not shouldHideWarning then
end
end
for i = 1 , # valid do
if valid [ i ] == currentChoice then
return i
end
end
return - 1
end
if oldData ~= nil and reselectingDuringRebuild ~= true then
if optionsData . mustPushApply then
end
end
end
if optionsData . gamepadHasEnabledDependencies then
end
end
end
end
--gamepadValidStringOverrides exists in case the enum used here has PC specific localization. If so, we create the strings in ClientGamepadStrings.xml and add them
--to the data table's gamepadValidStringOverrides in the same order.
local hasGamepadStrings = control . optionsManager : IsGamepadOptions ( ) and ( data . gamepadValidStringOverrides ~= nil )
if hasGamepadStrings then
else
end
end
local DEFAULT_SLIDER_VALUE_STEP_PERCENT = 6.66
local updateControlFromSettings =
{
dropdown : SetSelectedItemText ( data . itemText [ GetValidIndexFromCurrentChoice ( data . valid , currentChoice ) ] )
dropdown : SetSelectedItemText ( GetValueString ( data . valueStrings [ GetValidIndexFromCurrentChoice ( data . valid , currentChoice ) ] ) )
else
end
return currentChoice
end ,
local index = 0
index = i
break
end
end
else
end
local ALLOW_EVEN_IF_DISABLED = true
local NO_ANIMATION = true
return currentChoice
end ,
end
else
end
if currentChoice then
else
end
else
else
end
local selected = checkBoxControl . selected
end
return currentChoice
end ,
--We remove the OnValueChanged handler while we set up the slider because
--SetMinMax, SetValue, and SetValueStep can all potentially fire the OnValueChanged event
--which fires a callback that will actually set whatever setting the slider is attached too.
local stepValue = ( data . maxValue - data . minValue ) * ( ( data . gamepadValueStepPercent or DEFAULT_SLIDER_VALUE_STEP_PERCENT ) / 100 )
end
end
return currentChoice
end ,
end
--Gamepad has to setup controls out of a pool so it needs to update enabled state all the time instead
--of just once like keyboard. This should probably be done as a call to setting the activated state in
--the gamepad code instead as part of the option update in gamepad only.
end
end ,
--Gamepad has to setup controls out of a pool so it needs to update enabled state all the time instead
--of just once like keyboard. This should probably be done as a call to setting the activated state in
--the gamepad code instead as part of the option update in gamepad only.
end
end ,
}
local currentChoice
-- Determine the activation state from control's enabled setting before getting the current save state.
-- The functionality for managing state is only used on Keyboard and does not have defined behavour on Gamepad
end
end
end
-- If the control is inactive, activate it temporarily
end
end
-- Restore the control's state
end
-- Fire events
if currentChoice ~= previousChoice then
end
end
return currentChoice
end
-- Change the actual settings as they are changed...they are reverted if the player chooses not to save
-- If this control needs to be applied, update the dropdown with the local value, because the setting hasn't been changed yet.
else
end
end
else
end
end
end
if boxIsChecked then
else
end
end
end
else
end
end
end
end
return oldValueString , formattedValueString , formattedValue
end
-- NOTE: Sliders do not support value-based events
else
end
local formattedShowValueString , min , max = ZO_Options_GetFormattedSliderValues ( data , formattedValue )
end
end
end
end
if oldValueString ~= formattedValueString then
end
end
end
end
end
-- Sliders need a min/max value so verify that they are set here
if selected ~= nil then
slider : SetActive ( selected and control . data . enabled ~= false ) --TODO: Added Gamepad Slider Disabled state colors, needs design
end
local defaultMarkerControl = CreateControlFromVirtual ( "$(parent)DefaultMarker" , slider , "ZO_Options_DefaultMarker" )
local offsetX = zo_clampedPercentBetween ( data . minValue , data . maxValue , data . defaultMarker ) * slider : GetWidth ( )
end )
end
end
dropdown . m_sortOrder = false -- Add the valid items in the order they are added in the xml file (don't sort them)
local optionString , optionLine
else
end
optionLine = ZO_ComboBox : CreateItemEntry ( optionString , function ( ) OptionsDropdown_SelectChoice ( control , index ) end )
end
end
end
end
local entryData =
{
}
end
control . horizontalListObject : SetOnSelectedDataChangedCallback ( nil ) -- don't set the callback til after we update the menu to the right setting
control . horizontalListObject : SetActive ( selected and control . data . enabled ~= false ) --TODO: Added Gamepad Slider Disabled state colors, needs design
end
end
end
if checkBoxControl and nameControl then
if currentState == BSTATE_NORMAL then
end
checkBoxControl : SetPressedFontColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_HIGHLIGHT ) )
checkBoxControl : SetNormalFontColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_HIGHLIGHT ) )
end
end
if checkBoxControl and nameControl then
if currentState == BSTATE_NORMAL then
end
checkBoxControl : SetPressedFontColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_NORMAL ) )
checkBoxControl : SetNormalFontColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_NORMAL ) )
end
end
end
end
end
end
end
do
local categoryChildren =
{
[ CHAT_CATEGORY_MONSTER_SAY ] = { CHAT_CATEGORY_MONSTER_YELL , CHAT_CATEGORY_MONSTER_WHISPER , CHAT_CATEGORY_MONSTER_EMOTE }
}
if children then
for i = 1 , # children do
end
end
end
end
end
end
end
end
if sharedHighlight then
end
end
if sharedHighlight then
end
end
if upInside then
end
end
if upInside then
end
end
else
end )
end
end
if tooltipTextType == "number" then
elseif tooltipTextType == "function" then
end
return
end
end
end
end
end
end |