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local MAX_NUM_DIALOGS = 1
local NUM_DIALOG_BUTTONS = 2
local RELEASED_FROM_BUTTON_PRESS = true
local BUTTON_SPACING = 20
-- This used to be a table of displayed dialogs, but more than one hasn't been supported since 2013.
-- It has now been simplified to a single displayed dialog table (name and dialog object) but all of the existing
-- functions have been maintained for backward compatibility. Some functions might seem odd in this context
-- (i.e. ZO_Dialogs_FindDialog) but it's only to maintain that compatibility
local g_displayedDialog = nil
local g_dialogQueue = { }
local g_currencyPool = nil
local g_curInstanceId = 0
local QUEUED_DIALOG_INDEX_NAME = 1
local QUEUED_DIALOG_INDEX_DATA = 2
local QUEUED_DIALOG_INDEX_PARAMS = 3
return true
end
end
return false
end
-- If the dialog is already queued and can only be queued once, don't requeue it
return
end
end
end
params = params or { }
end
local i = 1
while i <= # g_dialogQueue do
local dialog = g_dialogQueue [ i ]
if name == dialog [ QUEUED_DIALOG_INDEX_NAME ] and ( not filterFunction or filterFunction ( dialog [ QUEUED_DIALOG_INDEX_DATA ] ) ) then
else
i = i + 1
end
end
end
local i = 1
while i <= # g_dialogQueue do
local dialog = g_dialogQueue [ i ]
else
i = i + 1
end
end
end
return g_displayedDialog and g_displayedDialog . dialog or nil
end
return g_displayedDialog ~= nil
end
if g_displayedDialog then
else
return g_displayedDialog . dialog == nameOrDialog
end
end
return false
end
if ZO_Dialogs_IsShowing ( nameOrDialog ) and ( not filterFunction or filterFunction ( g_displayedDialog . dialog . data ) ) then
return g_displayedDialog . dialog
end
return nil
end
return dialog and dialog . hiding
end
if dialog then
local instanceId = dialog . instanceId
end
--Make sure the dialog wasn't released and then reshown
if clickedButton . m_noReleaseOnClick == nil and dialog . instanceId == instanceId then
end
end
end
end
local dialogBaseName = "ZO_Dialog"
if isGamepad then
dialogBaseName = "ZO_DialogGamepad"
end
for i = 1 , MAX_NUM_DIALOGS do
return dialog
end
end
return nil
end
if params and # params > 0 then
end
else
end
end
if not textTable then
return
end
local timer = textTable . timer
local timerParam = params [ timer ]
if textTable . verboseTimer then
else
timerParam = ZO_FormatTimeMilliseconds ( timerParam , TIME_FORMAT_STYLE_DESCRIPTIVE_SHORT_SHOW_ZERO_SECS )
end
params [ timer ] = timerParam
end
local finalText
else
end
return formattedText
end
if not textControl or not formattedText then
return
end
if textTable . align then
end
end
local shouldShowLoadingIcon = false
local iconAnchor
if showType == "boolean" then
shouldShowLoadingIcon = showLoadingIconData
elseif showType == "table" then
shouldShowLoadingIcon = true
iconAnchor = showLoadingIconData
end
if shouldShowLoadingIcon then
if not iconAnchor then
if horizontalAlignment == TEXT_ALIGN_LEFT then
elseif horizontalAlignment == TEXT_ALIGN_RIGHT then
else
end
else
end
else
end
end
if ( not dialog ) then
return
end
local dialogNumber = dialog . id
if isGamepad then
if ( dialogNumber == 1 ) then
end
else
if dialogNumber == 1 then
elseif dialogNumber == 2 then
elseif dialogNumber == 3 then
elseif dialogNumber == 4 then
end
end
end
local dialogInfo = dialog . info
if index <= dialog . numButtons then
if dialog . buttonControls then
return dialog . buttonControls [ index ]
end
end
end
end
local dialogFn = IsInGamepadPreferredMode ( ) and ZO_Dialogs_ShowGamepadDialog or ZO_Dialogs_ShowDialog
end
if not textParams then
textParams = { }
end
local textControl
local isGamepadDialog = dialog . isGamepad and dialogInfo . gamepadInfo and dialogInfo . gamepadInfo . dialogType -- There is a legacy gamepad dialog still in use (for now).
if isGamepadDialog then
else
if textControl then
else
end
else
end
else
end
end
end
end
return
end
end
end
-- To show a gamepad style sidebar dialog, call this function.
-- See comments about ZO_Dialogs_ShowDialog for more information
local IS_GAMEPAD = true
elseif dialog . gamepadInfo and dialog . gamepadInfo . allowShowOnNextScene and SCENE_MANAGER : GetNextScene ( ) then
-- if we are waiting for the scene to change and ask to show the same dialog multiple times, only use the latest call's data
end
if newState == SCENE_SHOWN then
end
end
else
end
end
end
-- To show a dialog, call this function.
-- The first parameter should be the name of the dialog (as definied in either InGameDialogs or PreGameDialogs).
-- The second parameter should be an array table, containing any data that will be needed in the callback functions in the dialog
-- you want to display.
-- The third parameter is a table, which contains parameters used when filling out the strings in your dialog.
--
-- If the main text in the dialog has 2 parameters (e.g "Hello <<1>> <<2>>"), then the 3rd parameter should contain a subtable called
-- mainTextParams which itself contains 2 members, the first will go into the <<1>> and the second will go into the <<2>>. The 3rd parameter
-- in ZO_Dialogs_ShowDialog can also contain a titleParams subtable which is used to fill in the parameters in the title, if needed.
--
-- If the sub text in the dialog has 2 parameters (e.g "Hello <<1>> <<2>>"), then the 3rd parameter should contain a subtable called
-- subTextParams which itself contains 2 members, the first will go into the <<1>> and the second will go into the <<2>>.
--
-- So as an example, let's say you had defined a dialog in InGameDialogs called "TEST_DIALOG" with
-- title = { text = "Dialog <<1>>" } and mainText = { text = "Main <<1>> Text <<2>>" } and subText = { text = "Sub <<1>> Text <<2>>" }
-- And you called
-- ZO_Dialogs_ShowDialog("TEST_DIALOG", {5}, {titleParams={"Test1"}, mainTextParams={"Test2", "Test3"}, subTextParams={"Test4", "Test5"}})
-- The resulting dialog would have a title that read "Dialog Test1" and a main text field that read "Main Test2 Text Test3" and a sub text field that read "Sub Test4 Text Test5".
-- The 5 passed in the second parameter could be used by the callback functions to perform various tasks based on this value.
-- Dialogs themselves (see InGameDialogs.lua, etc.) must contain at least a "mainText" table, with at least the "text" member.
-- mainText.text is filled in using the mainTextParams subtable of the table passed in the 3rd parameter to ZO_Dialogs_ShowDialog.
-- The mainText table can also optionally contain:
-- An "align" member to set the alignment of the text (TEXT_ALIGN_LEFT, TEXT_ALIGN_RIGHT, or TEXT_ALIGN_CENTER....left is default).
-- A "timer" field, which indicates that a certain parameter should be treated as a sceonds in a timer, and converted to time format
-- (so if mainText contains "timer = 1", the 1st parameter in mainText.text is converted to time format before being placed
-- in the string).
--
-- subText should just not be shown if not set and will not be shown if no mainText exists
--
-- Dialogs can also optionally contain:
--
-- A "title" table, which works the same way as "mainText" ("text", "align" and "title" fields are allowed), no title is shown if "title" is not set.
-- A "noChoiceCallback" field, which is executed when the dialog is closed without making a choice first.
-- A "hideSound" field, which is a sound id to be played when the dialog is closed without selecting an option
-- An "updateFn" field, which should be a function. If present, this function is called on each update when this dialog is showing.
-- An "editBox" field, which adds an edit box to the dialog. It can specify:
-- textType = The type of input the edit box accepts.
-- To get the value in the editbox, use ZO_Dialogs_GetEditBoxText.
-- A "warning" table, which works the same way as "mainText", which shows some red text at the bottom of the dialog to call attention to the specific action that is occuring
-- Finally, the is a "buttons" table, in which each member corresponds to a button. Dialogs support a maximum of 2 buttons.
-- If the buttons table is present, each of it's members in turn MUST contain a "text" field. Also, each button can optionally contain:
-- A "callback" function field (whose first parameter should always be "dialog"....use "dialog.data[i]" to reference the ith data member passed in).
-- A "clickSound" field that defines what sound to play when the button is clicked.
-- An option to show an animated loading icon near the main text, called "showLoadingIcon"
--
-- See the "DESTROY_AUGMENT_PROMPT" and "DEATH_PROMPT" dialogs in InGameDialogs.lua for examples of dialogs that use these various fields.
-- Get the dialog info from the ESO_Dialogs table
return nil
end
if dialogInfo . canQueue then
end
return nil
end
--Acquire Dialog Control
------------------------------
local dialog
local isGamepadDialog = isGamepad and dialogInfo . gamepadInfo and dialogInfo . gamepadInfo . dialogType -- There is a legacy gamepad dialog still in use (for now).
local isGenericGamepadDialog = isGamepadDialog and dialogInfo . gamepadInfo . dialogType ~= GAMEPAD_DIALOGS . CUSTOM
if isGenericGamepadDialog then
if not dialog then
return nil
end
else
end
if not dialog then
return nil
end
else
if not dialog then
-- Dialog can't be created right now, so place it in a queue to be created later
return nil
end
end
dialog . isGamepad = isGamepad
--Shared Init
------------------
--Clear focus in case the dialog came up when we had an edit control focused.
dialog . info = dialogInfo
dialog . textParams = textParams
--Title
local title = dialogInfo . title
if not textParams then
textParams = { }
end
if title then
elseif titleControl and isGamepad then
end
-- Warning Text
local warning = dialogInfo . warning
if warning then
elseif warningLabel and isGamepad then
end
--Buttons
local buttonInfos = dialogInfo . buttons
local numButtonInfos = buttonInfos and # buttonInfos or 0
dialog . numButtons = numButtonInfos
if numButtonInfos > 0 and not isGamepadDialog then
for i = 1 , numButtonInfos do
local buttonInfo = buttonInfos [ i ]
else
end
end
else
if textParams and textParams . buttonTextOverrides and textParams . buttonTextOverrides [ i ] then
else
end
local hasKeybind = true
else
end
if i == 1 then
else
end
else
hasKeybind = false
end
local isButtonEnabled
else
end
end
if isButtonEnabled ~= nil then
else
end
else
else
end
end
if buttonInfo . requiresTextInput then
end
end
end
end
--Custom Init
end
else
return nil
end
if modalUnderlay then
if dialogInfo . modal == nil or dialogInfo . modal then
else
end
end
local controlAbove = textControl
if dialogInfo . editBox then
local editBoxInfo = dialogInfo . editBox
if editBoxInfo . textType then
if editBoxInfo . specialCharacters then
end
else
end
else
end
if editBoxInfo . maxInputCharacters then
else
end
local defaultText = textParams . editBoxDefaultText or editBoxInfo . defaultText
if defaultText then
end
else
end
end
if editBoxInfo . autoComplete then
if editControl . autoComplete then
else
end
else
if editControl . autoComplete then
end
end
if editBoxInfo . instructions and # editBoxInfo . instructions > 0 then
if editControl . instructions then
else
local DEFAULT_TEMPLATE = nil
editControl . instructions = ZO_ValidNameInstructions : New ( editContainer : GetNamedChild ( "Instructions" ) , DEFAULT_TEMPLATE , editBoxInfo . instructions )
end
elseif editControl . instructions then
end
else
end
if editBoxInfo . matchingString then
end
if editBoxInfo . selectAll then
end
controlAbove = editControl
end
if dialogInfo . radioButtons then
local prev
for i = 1 , # dialogInfo . radioButtons do
local buttonInfo = dialogInfo . radioButtons [ i ]
if i == 1 then
else
end
prev = radioButton
end
controlAbove = radioButtonContainer
end
if dialogInfo . warning then
controlAbove = warningLabel
end
-- Handle button centering
if numButtonInfos == 0 then -- Hide both buttons
elseif numButtonInfos == 1 then -- Only show one
if isGamepad then
else
end
elseif numButtonInfos == 2 then -- Show both
if isGamepad then
else
end
end
-- Pass in the id of the dialog being shown for this purpose.
-- It can (eventually) be used to track this particular dialog instance.
end
end
if not isGamepad then
else
end
else
end
-- Append the keybind state index to the dialog so that it knows where its keybinds sit on the keybind stack
if not isGamepadDialog then
end
--edit controls cant take focus when hidden
if ( dialogInfo . editBox ) then
end
return dialog
end
self . radioButtonPool = ZO_ControlPool : New ( "ZO_DialogRadioButton" , self : GetNamedChild ( "RadioButtonContainer" ) , "RadioButton" )
end
if ( not g_currencyPool ) then
end
dialog . buttonCostKeys = { }
dialog . currencyKey = nil
dialog . instanceId = g_curInstanceId
g_curInstanceId = g_curInstanceId + 1
end
if dialog then
end
end
end
end
end
if dialog == nil then
-- This dialog is not currently visible
return false
end
if dialog . hiding then
return false
end
dialog . hiding = true
if dialog . isGamepad then
--Gamepad dialog will release when it's finished hiding
else
--Keyboard dialogs will hide instantly
else
end
end
return true
end
dialog . hiding = false
local dialogInfo = dialog . info
for i = 1 , NUM_DIALOG_BUTTONS do
if ( btn ) then
btn . m_noReleaseOnClick = nil
end
if ( dialog . buttonCostKeys and dialog . buttonCostKeys [ i ] ) then
dialog . buttonCostKeys [ i ] = nil
end
end
if ( dialog . currencyKey ) then
dialog . currencyKey = nil
end
end
g_displayedDialog = nil
end
end
if state == SCENE_HIDING or state == SCENE_HIDDEN or not state then
end
end
end
-- Show next dialog in queue
if queuedDialog then
else
end
end
end
local dialogInfo = ESO_Dialogs [ dialog [ QUEUED_DIALOG_INDEX_NAME ] ]
end
end
if dialog and ( forceAll or not dialog . info . mustChoose ) then
end
end
-- If textTable is nil, the default mainText table (defined in the ESO_Dialogs table) is used
if dialog then
if dialog . isGamepad then
if dialog . info and dialog . headerData then
ZO_GenericGamepadDialog_RefreshText ( dialog , dialog . headerData . titleText , mainText , dialog . warningTextControl : GetText ( ) , dialog . subTextControl : GetText ( ) )
end
end
else
if textTable then
end
end
end
end
if dialog then
if textTable then
dialog . title = textTable
end
end
end
if dialog then
if dialog . isGamepad then
if dialog . info and dialog . headerData then
textTable = textTable or dialog . info . warning
if warningText and warningText ~= "" then
ZO_GenericGamepadDialog_RefreshText ( dialog , dialog . headerData . titleText , dialog . mainTextControl : GetText ( ) , warningText , dialog . subTextControl : GetText ( ) )
end
end
else
if textTable then
dialog . warning = textTable
end
end
end
end
if ( dialog ) then
end
end
return nil
end
if ( clickedButton ) then
end
end
local buttonInfos = dialog . info . buttons
local numButtonInfos = buttonInfos and # buttonInfos or 0
dialog . numButtons = numButtonInfos
if numButtonInfos > 0 and not dialog . isGamepad then
for i = 1 , numButtonInfos do
local buttonInfo = buttonInfos [ i ]
else
end
end
else
local isButtonEnabled = true
else
end
end
end
end
end
end
-- Activate or deactivate a button...use BSTATE_NORMAL to activate and BSTATE_DISABLED to deactivate
if ( dialog and buttonNumber ) then
local lockButton = false
if ( buttonState == BSTATE_DISABLED ) then
lockButton = true
end
end
end
-- Update the text on a button itself
if ( dialog and buttonNumber ) then
end
end
end
end
-- Update the text underneath a button...if textTable is nil, this extra text control is hidden
if dialog and buttonNumber then
if textTable then
else
end
end
end
-- Update the currency control underneath a button
if dialog then
local buttonCostsShown = 0
for i = 1 , NUM_DIALOG_BUTTONS do
if dialog . buttonCostKeys [ i ] then
buttonCostsShown = buttonCostsShown + 1
end
end
if cost then
local currencyControl
local key = dialog . buttonCostKeys [ buttonNumber ]
if key then
else
dialog . buttonCostKeys [ buttonNumber ] = newCurrencyKey
currencyControl = newCurrencyControl
end
ZO_CurrencyControl_SetSimpleCurrency ( currencyControl , CURT_MONEY , cost , nil , CURRENCY_DONT_SHOW_ALL )
else
end
else
local key = dialog . buttonCostKeys [ buttonNumber ]
if key then
dialog . buttonCostKeys [ buttonNumber ] = nil
end
end
end
end
end
end
if dialog then
if not dialog . info . mustChoose then
end
if dialog . info . hideSound then
else
if not dialog . isGamepad then
end
end
if dialog . isGamepad then
end
end
end
end
local handledButton = false
for i = 1 , dialog . numButtons do
handledButton = true
break
end
end
return handledButton
end
if ( dialog ) then
if ( not dialog . info . blockDialogReleaseOnPress ) then
end
end
end
end
end
if ( dialog ) then
if ( not handledButton ) then
end
end
end
end
local maxButtonIndex
local maxButton
local customButtonIndex = child . customButtonIndex
if ( customButtonIndex ~= nil ) then
if ( maxButtonIndex == nil or customButtonIndex > maxButtonIndex ) then
maxButtonIndex = customButtonIndex
maxButton = child
end
end
end
if ( maxButton ) then
else
end
if ( maxButtonIndex ) then
else
end
end
end
local DEFAULT_ANCHOR_CONTROL = nil
else
end
end
end
local DEFAULT_ANCHOR_CONTROL = nil
end
end
end
if # violations == 0 then
end
end
end
end
end
end )
-- Catch-all to ensure the dialog action layer was correctly removed
-- in case the remove action layer failed due to being in the middle of loading
end
end ) |