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--[[
Server selectors abstract out the platform specific details of deciding which platform to connect to, they should implement:
OnDeferredInitialize()
OnShowing()
GetServerEntries() -> list of EntryData objects
GetCurrentlySelectedEntry() -> EntryData object
OnPlayButtonPressed()
OnSelectedFromInitialList(entryData)
OnSelected(entryData)
]] --
-- PC server select lists all platforms from platforms.xml directly.
end
local entries = { }
entryData . platformName = platformName
entryData . platformIndex = platformIndex
end
end
end
end
return entry
end
end
return nil
end
-- do nothing, we already saved/applied our choice
end
-- Called when selecting a server for the first time
end
CREATE_LINK_LOADING_SCREEN_GAMEPAD : Show ( "AccountLogin" , RequestAnnouncements , GetString ( SI_GAMEPAD_PREGAME_LOADING ) )
end
end
-- Console server select pulls a platform list from console title storage, and picks the first platform from that list. A different platform list will be loaded depending on whether you pick NA or EU.
end
local entries = { }
for choice = CONSOLE_SERVER_ITERATION_BEGIN , CONSOLE_SERVER_ITERATION_END do
entryData . serverChoice = choice
end
end
EVENT_MANAGER : RegisterForEvent ( "ConsoleServerSelector" , EVENT_PLATFORMS_LIST_LOADED , OnPlatformsListLoaded )
end
end
end
end
return entry
end
end
return nil
end
end
end
-- Called when selecting a server for the first time
CREATE_LINK_LOADING_SCREEN_GAMEPAD : Show ( "AccountLogin" , function ( ) LoadPlatformsList ( self . selectedServerChoice ) end , GetString ( SI_GAMEPAD_PREGAME_LOADING ) )
end
-- if user already backed out to IIS we don't have an active profile anymore, so don't kick off a platforms list load
if self . owner . canCancelOrLoadPlatforms == true and self . selectedServerChoice ~= entryData . serverChoice then
CREATE_LINK_LOADING_SCREEN_GAMEPAD : Show ( "AccountLogin" , function ( ) LoadPlatformsList ( entryData . serverChoice ) end , GetString ( SI_GAMEPAD_PREGAME_LOADING ) )
end
end
--Set the platform to the last logged in platform.
if lastPlatform ~= nil then
if platformName == lastPlatform then
end
end
end
end
-- if we've already exited this state or backed out to IIS, don't do anything
end
end
----
-- ZO_GameStartup_Gamepad
----
local ENTRY_TYPE =
{
PLAY_BUTTON = "PlayButton" ,
EDIT_BOX = "EditBox" ,
SETTINGS = "Settings" ,
ANNOUNCEMENTS = "Announcements" ,
CREDITS = "Credits" ,
QUIT = "Quit" ,
}
end
if newState == SCENE_SHOWING then
--[[ The player needs to purchase the game, no need to wait on RequestAnnouncements to get something that we're going to overwrite anyway ]] --
else
--[[ if we don't have an MOTD, kick off RequestAnnouncements and show a loading animation. The loading animation is dismissed in OnAnnouncementsResult() below ]] --
CREATE_LINK_LOADING_SCREEN_GAMEPAD : Show ( "AccountLogin" , RequestAnnouncements , GetString ( SI_GAMEPAD_PREGAME_LOADING ) )
else
end
end
elseif newState == SCENE_HIDDEN then
KEYBIND_STRIP : RemoveKeybindButtonGroup ( self . psnFreeTrialEnded and self . freeTrialEndKeybindDescriptor or self . mainKeybindStripDescriptor )
end
end )
GAME_STARTUP_INITIAL_SERVER_SELECT_GAMEPAD_SCENE = ZO_Scene : New ( "InitialGameStartup" , SCENE_MANAGER )
GAME_STARTUP_INITIAL_SERVER_SELECT_GAMEPAD_SCENE : RegisterCallback ( "StateChange" , function ( oldState , newState )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end
end
end
ZO_GamepadGenericHeader_Initialize ( self . header , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_SEPARATE )
ZO_GamepadGenericHeader_Initialize ( self . contentHeader , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED )
{
}
self . announcement = GameStartup_GamepadMiddlePane : GetNamedChild ( "Container" ) : GetNamedChild ( "ContentScrollChildText" )
end
local accountName
-- PC UI will not show account name in the header since we need to specify a username and password
accountName = ""
else
end
{
}
if accountName ~= "" then
end
end
-- Select Control
{
disabledDuringSceneHiding = true ,
if username == "" then
local dialogData =
{
}
return
elseif password == "" then
local dialogData =
{
}
return
end
end
PregameStateManager_AdvanceStateFromState ( "GameStartup" ) -- only advance state from startup state (button spam protection)
end
end
end ,
elseif data . entryType == ENTRY_TYPE . EDIT_BOX or data . entryType == ENTRY_TYPE . SETTINGS or data . entryType == ENTRY_TYPE . CREDITS or data . entryType == ENTRY_TYPE . QUIT then
return true
end
return false
end ,
} ,
-- Toggle Password
{
end ,
end ,
end ,
} ,
-- Change Profile
{
end ,
disabledDuringSceneHiding = true ,
-- pick a new profile
end ,
end ,
} ,
--Back
-- if we just kicked off a platforms list load request, wait for that to finish before we let the player got back to IIS
end
end )
}
-- Select Control
{
disabledDuringSceneHiding = true ,
end ,
} ,
--Back
end )
}
-- Purchase control
{
disabledDuringSceneHiding = true ,
end ,
} ,
-- Back
end ) ,
}
end
-- if we've already exited this state or backed out to IIS, don't do anything
local message
if success then
else
end
-- dismiss the loading animation and show the GameStartup screen now that we have MOTD
end
end
end
EVENT_MANAGER : RegisterForEvent ( "GameStartup" , EVENT_SAVE_DATA_START , function ( ) OnProfileAccess ( true ) end )
EVENT_MANAGER : RegisterForEvent ( "GameStartup" , EVENT_SAVE_DATA_COMPLETE , function ( ) OnProfileAccess ( false ) end )
EVENT_MANAGER : RegisterForEvent ( "GameStartup" , EVENT_DURANGO_ACCOUNT_PICKER_RETURNED , function ( eventCode ) self . isWaitingForDurangoAccountSelection = false end )
end
end
end
local function ServerSelectListSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
--needs to be cached before Commit potentially changes it
end
local allowEvenIfDisabled = true
local noAnimation = true
end
end
list : AddDataTemplate ( "GameStartupLabelEntry" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplate ( "ZO_GamepadHorizontalListRow" , ServerSelectListSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
local function SetupTextFieldListEntry ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
local DEFAULT_EQUALITY_FUNCTION = nil
list : AddDataTemplateWithHeader ( "ZO_GamepadTextFieldItem" , SetupTextFieldListEntry , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryFullWidthHeaderTemplate" )
end
list : AddDataTemplate ( "GameStartupLabelEntry" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
end
else
usernameEntryData . entryType = ENTRY_TYPE . EDIT_BOX
usernameEntryData . maxInputChars = MAX_EMAIL_LENGTH
end
passwordEntryData . entryType = ENTRY_TYPE . EDIT_BOX
passwordEntryData . maxInputChars = MAX_PASSWORD_LENGTH
passwordEntryData . isPassword = true
end
end
end
playEntryData . entryType = ENTRY_TYPE . PLAY_BUTTON
settingsEntryData . entryType = ENTRY_TYPE . SETTINGS
announcementEntryData . entryType = ENTRY_TYPE . ANNOUNCEMENTS
creditsEntryData . entryType = ENTRY_TYPE . CREDITS
quitEntryData . entryType = ENTRY_TYPE . QUIT
end
end
end
if ( selectedData and selectedData . entryType ~= ENTRY_TYPE . ANNOUNCEMENTS ) and not GAME_STARTUP_SERVERALERT_GAMEPAD . serverAlert : IsControlHidden ( ) then
else
end
end
end
end
-- force a rebuild of the list
end
end
if psnFreeTrialEnded then
internalassert ( ZO_IsPlaystationPlatform ( ) , "ingame free trial ended dialog only supported for playstation" )
end
end
end
end
local password = ""
return username , password
end
----
-- ZO_GameStartup_ServerAlert_Gamepad
----
if serverAlertMessage and serverAlertMessage ~= "" then
else
if serverNoticeMessage and serverNoticeMessage ~= "" then
else
end
end
end
EVENT_MANAGER : RegisterForEvent ( "GameStartup_Gamepad" , EVENT_ANNOUNCEMENTS_RESULT , OnAnnouncementsResult )
end
---------------
-- Global XML
---------------
end
end |