ZO_GAMEPAD_HEADER_TABBAR_CREATE = true ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE = false ZO_GAMEPAD_HEADER_LAYOUTS = { --[[ The key/value pairs are arranged beneath the title row as follows: Screen Header (left pane): data1Header data1 data2Header data2 data3Header data3 data4Header data4 Content Header (right pane): data1Header data1 data3Header data3 data2Header data2 data4Header data4 --]] DATA_PAIRS_SEPARATE = 1, --[[ The key/value pairs are arranged beneath the title row as follows: Screen Header (left pane): data1Header data1 data2Header data2 data3Header data3 data4Header data4 Content Header (right pane): data1Header data1 data2Header data2 data3Header data3 data4Header data4 --]] DATA_PAIRS_TOGETHER = 2, --[[ The key/value pairs are arranged beneath the title row as follows: Screen Header (left pane): Not defined. Don't use this - it's a special case for the content header. Content Header (right pane): data1Header data1 data2Header data2 data3Header data3 data4Header data4 If a data section is not provided, it will be disregarded when it comes to anchoring (data1 will anchor to data3 if there's no data2, etc.) --]] CONTENT_HEADER_DATA_PAIRS_LINKED = 3, } ZO_GAMEPAD_HEADER_CONTROLS = { TABBAR = 1, TITLE = 2, CENTER_BASELINE = 3, TITLE_BASELINE = 4, DIVIDER_SIMPLE = 5, DIVIDER_PIPPED = 6, DATA1 = 7, DATA1HEADER = 8, DATA2 = 9, DATA2HEADER = 10, DATA3 = 11, DATA3HEADER = 12, DATA4 = 13, DATA4HEADER = 14, MESSAGE = 15, SUBTITLE = 16, } -- Alias the control names to make the code less verbose and more readable. local TABBAR = ZO_GAMEPAD_HEADER_CONTROLS.TABBAR local TITLE = ZO_GAMEPAD_HEADER_CONTROLS.TITLE local SUBTITLE = ZO_GAMEPAD_HEADER_CONTROLS.SUBTITLE local CENTER_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS.CENTER_BASELINE local TITLE_BASELINE = ZO_GAMEPAD_HEADER_CONTROLS.TITLE_BASELINE local DIVIDER_SIMPLE = ZO_GAMEPAD_HEADER_CONTROLS.DIVIDER_SIMPLE local DIVIDER_PIPPED = ZO_GAMEPAD_HEADER_CONTROLS.DIVIDER_PIPPED local DATA1 = ZO_GAMEPAD_HEADER_CONTROLS.DATA1 local DATA1HEADER = ZO_GAMEPAD_HEADER_CONTROLS.DATA1HEADER local DATA2 = ZO_GAMEPAD_HEADER_CONTROLS.DATA2 local DATA2HEADER = ZO_GAMEPAD_HEADER_CONTROLS.DATA2HEADER local DATA3 = ZO_GAMEPAD_HEADER_CONTROLS.DATA3 local DATA3HEADER = ZO_GAMEPAD_HEADER_CONTROLS.DATA3HEADER local DATA4 = ZO_GAMEPAD_HEADER_CONTROLS.DATA4 local DATA4HEADER = ZO_GAMEPAD_HEADER_CONTROLS.DATA4HEADER local MESSAGE = ZO_GAMEPAD_HEADER_CONTROLS.MESSAGE local DEFAULT_LAYOUT = ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE local FIRST_DATA_CONTROL = DATA1 local LAST_DATA_CONTROL = MESSAGE -- Because these consts are created before the xml is loaded, we don't have an effecient way to track the anticipated height of the info labels -- We need to track the disparity to line up the bottoms, so we just grabbed these numbers ahead of time -- TODO: Revisit this and come up with a better way to anchor dynamically local GENERIC_HEADER_INFO_LABEL_HEIGHT = 33 local GENERIC_HEADER_INFO_DATA_HEIGHT = 50 local GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY = 4 -- This is used to align the baselines of the headers and their texts; will need to update if fonts change local ROW_OFFSET_Y = GENERIC_HEADER_INFO_LABEL_HEIGHT + 10 local DATA_OFFSET_X = 5 local HEADER_OFFSET_X = 29 ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y = ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y + GENERIC_HEADER_INFO_LABEL_HEIGHT -- The Anchor class simply wraps a ZO_Anchor object with a target id, which we can later resolve into an actual control. -- This allows us to specify all anchor data at file scope and resolve the target controls only when needed. local Anchor = ZO_Object:Subclass() function Anchor:New(pointOnMe, targetId, pointOnTarget, offsetX, offsetY) local object = ZO_Object.New(self) object.targetId = targetId object.anchor = ZO_Anchor:New(pointOnMe, nil, pointOnTarget, offsetX, offsetY) return object end local SCREEN_HEADER_ANCHORS = { [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] = { [DATA1HEADER] = { Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y), Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y) }, [DATA1] = { Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2HEADER] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y) }, [DATA2] = { Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA3HEADER] = { Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y) }, [DATA3] = { Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4HEADER] = { Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y) }, [DATA4] = { Anchor:New(BOTTOMRIGHT, DATA4HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [MESSAGE] = { Anchor:New(TOPLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y), Anchor:New(TOPRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y) }, }, [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] = { [DATA1HEADER] = { Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y) }, [DATA1] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2] = { Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2HEADER] = { Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA3HEADER] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y) }, [DATA3] = { Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4] = { Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMRIGHT, 0, ROW_OFFSET_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4HEADER] = { Anchor:New(BOTTOMRIGHT, DATA4, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [MESSAGE] = { Anchor:New(TOPLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y), Anchor:New(TOPRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y) }, }, } -- The overlap anchors are used instead of the normal anchors in cases where the data label's text overlaps its corresponding header label. local DATA_OVERLAP_ROW_OFFSET_Y = 40 local HEADER_OVERLAP_ROW_OFFSET_Y = 31 local SCREEN_HEADER_OVERLAP_ANCHORS = { -- Anchors header content as -- DATA[N]HEADER -- DATA[N] -- DATA[N+1]HEADER... -- if DATA[N]HEADER and DATA[N] overlap each other [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] = { [DATA1] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y) }, [DATA2HEADER] = { Anchor:New(BOTTOMLEFT, DATA1, BOTTOMLEFT, 0, HEADER_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA1, BOTTOMRIGHT, 0, HEADER_OVERLAP_ROW_OFFSET_Y) }, [DATA2] = { Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y) }, [DATA3HEADER] = { Anchor:New(BOTTOMLEFT, DATA2, BOTTOMLEFT, 0, HEADER_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMRIGHT, 0, HEADER_OVERLAP_ROW_OFFSET_Y) }, [DATA3] = { Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y) }, [DATA4HEADER] = { Anchor:New(BOTTOMLEFT, DATA3, BOTTOMLEFT, 0, HEADER_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA3, BOTTOMRIGHT, 0, HEADER_OVERLAP_ROW_OFFSET_Y) }, [DATA4] = { Anchor:New(BOTTOMLEFT, DATA4HEADER, BOTTOMLEFT, 0, DATA_OVERLAP_ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA4HEADER, BOTTOMRIGHT, 0, DATA_OVERLAP_ROW_OFFSET_Y) }, }, } local CONTENT_HEADER_ANCHORS = { [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] = { [DATA1HEADER] = { Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y), Anchor:New(BOTTOMRIGHT, CENTER_BASELINE, BOTTOMLEFT) }, [DATA1] = { Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2HEADER] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA1HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y) }, [DATA2] = { Anchor:New(BOTTOMRIGHT, DATA2HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA3HEADER] = { Anchor:New(BOTTOMLEFT, CENTER_BASELINE, BOTTOMRIGHT), Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y) }, [DATA3] = { Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4HEADER] = { Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMLEFT, 0, ROW_OFFSET_Y), Anchor:New(BOTTOMRIGHT, DATA3HEADER, BOTTOMRIGHT, 0, ROW_OFFSET_Y) }, [DATA4] = { Anchor:New(BOTTOMRIGHT, DATA4HEADER, BOTTOMRIGHT, 0, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, }, [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] = { [DATA1HEADER] = { Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y) }, [DATA1] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2] = { Anchor:New(BOTTOMRIGHT, CENTER_BASELINE, BOTTOMLEFT, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2HEADER] = { Anchor:New(BOTTOMRIGHT, DATA2, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA3HEADER] = { Anchor:New(BOTTOMLEFT, CENTER_BASELINE, BOTTOMRIGHT) }, [DATA3] = { Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4] = { Anchor:New(BOTTOMRIGHT, DIVIDER_SIMPLE, BOTTOMRIGHT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y + GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4HEADER] = { Anchor:New(BOTTOMRIGHT, DATA4, BOTTOMLEFT, -DATA_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, }, [ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED] = { [DATA1HEADER] = { Anchor:New(BOTTOMLEFT, DIVIDER_SIMPLE, BOTTOMLEFT, 0, ZO_GAMEPAD_CONTENT_HEADER_DIVIDER_INFO_BOTTOM_PADDING_Y) }, [DATA1] = { Anchor:New(BOTTOMLEFT, DATA1HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2HEADER] = { Anchor:New(BOTTOMLEFT, DATA1, BOTTOMRIGHT, HEADER_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA2] = { Anchor:New(BOTTOMLEFT, DATA2HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA3HEADER] = { Anchor:New(BOTTOMLEFT, DATA2, BOTTOMRIGHT, HEADER_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA3] = { Anchor:New(BOTTOMLEFT, DATA3HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4HEADER] = { Anchor:New(BOTTOMLEFT, DATA3, BOTTOMRIGHT, HEADER_OFFSET_X, -GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY) }, [DATA4] = { Anchor:New(BOTTOMLEFT, DATA4HEADER, BOTTOMRIGHT, DATA_OFFSET_X, GENERIC_HEADER_INFO_FONT_HEIGHT_DISPARITY)}, }, } -- These targets are only applicable for the SCREEN header. local MESSAGE_ANCHOR_TARGETS = { [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] = { {DATA1HEADER, DATA1}, {DATA2HEADER, DATA2}, {DATA3HEADER, DATA3}, {DATA4HEADER, DATA4}, }, [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER] = { {DATA1HEADER, DATA1, DATA2HEADER, DATA2}, {DATA3HEADER, DATA3, DATA4HEADER, DATA4}, } } local function TabBar_Setup(control, data, selected, selectedDuringRebuild, enabled, activated) -- TODO: Switch the following code over to use ZO_SharedGamepadEntry_OnSetup. if data.canSelect == nil then data.canSelect = true end ZO_GamepadMenuHeaderTemplate_Setup(control, data, selected, selectedDuringRebuild, enabled, activated) SetDefaultColorOnLabel(control.text, selected) end function ZO_GamepadGenericHeader_Initialize(control, createTabBar, layout) control.controls = { [TABBAR] = control:GetNamedChild("TabBar"), [TITLE] = control:GetNamedChild("TitleContainer"):GetNamedChild("Title"), [SUBTITLE] = control:GetNamedChild("TitleContainer"):GetNamedChild("SubTitle"), [CENTER_BASELINE] = control:GetNamedChild("CenterAnchor"), [TITLE_BASELINE] = control:GetNamedChild("TitleContainer"), [DIVIDER_SIMPLE] = control:GetNamedChild("DividerSimple"), [DIVIDER_PIPPED] = control:GetNamedChild("DividerPipped"), [DATA1] = control:GetNamedChild("Data1"), [DATA1HEADER] = control:GetNamedChild("Data1Header"), [DATA2] = control:GetNamedChild("Data2"), [DATA2HEADER] = control:GetNamedChild("Data2Header"), [DATA3] = control:GetNamedChild("Data3"), [DATA3HEADER] = control:GetNamedChild("Data3Header"), [DATA4] = control:GetNamedChild("Data4"), [DATA4HEADER] = control:GetNamedChild("Data4Header"), [MESSAGE] = control:GetNamedChild("Message"), } if createTabBar == ZO_GAMEPAD_HEADER_TABBAR_CREATE then local tabBarControl = control.controls[TABBAR] local dividerSimpleControl = control.controls[DIVIDER_SIMPLE] local dividerPippedControl = control.controls[DIVIDER_PIPPED] tabBarControl:SetHidden(false) dividerPippedControl:SetHidden(false) dividerSimpleControl:SetHidden(true) control.tabBar = ZO_GamepadTabBarScrollList:New(tabBarControl, dividerPippedControl:GetNamedChild("LeftIcon"), dividerPippedControl:GetNamedChild("RightIcon")) control.tabBar:AddDataTemplate("ZO_GamepadTabBarTemplate", TabBar_Setup, ZO_GamepadMenuEntryTemplateParametricListFunction) end ZO_GamepadGenericHeader_SetDataLayout(control, layout or DEFAULT_LAYOUT) end function ZO_GamepadGenericHeader_AddTabBarTemplate(control, template) if control.tabBar then control.tabBar:AddDataTemplate(template, TabBar_Setup, ZO_GamepadMenuEntryTemplateParametricListFunction) end end function ZO_GamepadGenericHeader_GetChildControl(control, controlId) return control.controls[controlId] end function ZO_GamepadGenericHeader_SetHeaderFocusControl(control, headerFocusControl, headerFocus) control.headerFocusControl = headerFocusControl control.headerFocus = headerFocus end local function ApplyAnchorToControl(control, anchor, targets) local target = anchor.targetId and targets[anchor.targetId] or nil anchor.anchor:SetTarget(target) anchor.anchor:AddToControl(control) end local function IsScreenHeader(controls) return not controls[CENTER_BASELINE] end local function ApplyAnchorSetToControl(dataControl, anchorSet, controls) dataControl:ClearAnchors() ApplyAnchorToControl(dataControl, anchorSet[1], controls) if anchorSet[2] then ApplyAnchorToControl(dataControl, anchorSet[2], controls) end end -- Note: ZO_GamepadGenericHeader_RefreshData must be called after changing the layout. function ZO_GamepadGenericHeader_SetDataLayout(control, layout) if control.layout == layout then return end local controls = control.controls local anchorSets = IsScreenHeader(controls) and SCREEN_HEADER_ANCHORS[layout] or CONTENT_HEADER_ANCHORS[layout] assert(anchorSets ~= nil) for k, anchors in pairs(anchorSets) do local dataControl = controls[k] ApplyAnchorSetToControl(dataControl, anchors, controls) end control.layout = layout end local g_useHeaderOverlapAnchors = false local function ReflowScreenHeaderDataPairSeparateIfNecessary(parentControl, dataControlIndex, dataHeaderControlIndex) local overlapAnchors = SCREEN_HEADER_OVERLAP_ANCHORS[parentControl.layout] if not overlapAnchors then return end local controls = parentControl.controls local dataControl = controls[dataControlIndex] local dataHeaderControl = controls[dataHeaderControlIndex] if g_useHeaderOverlapAnchors then if dataHeaderControl then local anchorSet = overlapAnchors[dataHeaderControlIndex] if anchorSet then ApplyAnchorSetToControl(dataHeaderControl, anchorSet, controls) end end g_useHeaderOverlapAnchors = false end if dataControl and dataHeaderControl then if dataControl:GetLeft() < dataHeaderControl:GetLeft() + dataHeaderControl:GetTextWidth() then local anchorSet = overlapAnchors[dataControlIndex] if anchorSet then ApplyAnchorSetToControl(dataControl, anchorSet, controls) g_useHeaderOverlapAnchors = true end end end end local function ScreenHeaderDataPairsSeparateReflow(control) control.layout = nil ZO_GamepadGenericHeader_SetDataLayout(control, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE) g_useHeaderOverlapAnchors = false ReflowScreenHeaderDataPairSeparateIfNecessary(control, DATA1, DATA1HEADER) ReflowScreenHeaderDataPairSeparateIfNecessary(control, DATA2, DATA2HEADER) ReflowScreenHeaderDataPairSeparateIfNecessary(control, DATA3, DATA3HEADER) ReflowScreenHeaderDataPairSeparateIfNecessary(control, DATA4, DATA4HEADER) end local g_currentBottomLeftHeader = DATA1HEADER local function ReflowContentHeaderDataPairIfNecessary(parentControl, dataControlIndex, dataHeaderControlIndex) local controls = parentControl.controls local dataControl = controls[dataControlIndex] if dataControl and dataControl:GetRight() > parentControl:GetRight() then local dataHeaderControl = controls[dataHeaderControlIndex] dataHeaderControl:ClearAnchors() dataHeaderControl:SetAnchor(BOTTOMLEFT, controls[g_currentBottomLeftHeader], BOTTOMLEFT, 0, ROW_OFFSET_Y) g_currentBottomLeftHeader = dataHeaderControlIndex end end local function ContentHeaderDataPairsLinkedReflow(control) control.layout = nil ZO_GamepadGenericHeader_SetDataLayout(control, ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED) g_currentBottomLeftHeader = DATA1HEADER -- Reset the bottom left header value ReflowContentHeaderDataPairIfNecessary(control, DATA2, DATA2HEADER) ReflowContentHeaderDataPairIfNecessary(control, DATA3, DATA3HEADER) ReflowContentHeaderDataPairIfNecessary(control, DATA4, DATA4HEADER) end local SCREEN_HEADER_REFLOW_FUNCS = { [ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_SEPARATE] = ScreenHeaderDataPairsSeparateReflow, } local CONTENT_HEADER_REFLOW_FUNCS = { [ZO_GAMEPAD_HEADER_LAYOUTS.CONTENT_HEADER_DATA_PAIRS_LINKED] = ContentHeaderDataPairsLinkedReflow, } local function ReflowLayout(control) local reflowFunc = IsScreenHeader(control.controls) and SCREEN_HEADER_REFLOW_FUNCS[control.layout] or CONTENT_HEADER_REFLOW_FUNCS[control.layout] if reflowFunc then reflowFunc(control) end end local function ProcessData(control, data) if control == nil then return false end if type(data) == "function" then data = data(control) end if type(data) == "string" or type(data) == "number" then control:SetText(data) end control:SetHidden(not data) return data ~= nil end local function GetProcessedNarrationText(control, data) if control == nil or data == nil then return "" end if type(data) == "function" then data = data(control) if data == nil then return "" end end if type(data) == "string" then return data elseif type(data) == "number" then return tostring(data) else internalassert(false, "Unsupported data type. A custom narration function will need to be set for this control that returns a string or number.") end return "" end local function SetAnchorOffsetY(control, index, offsetY) local isValid, point, relTo, relPoint, offsetX = control:GetAnchor(index) if isValid then control:SetAnchor(point, relTo, relPoint, offsetX, offsetY) end end local function AdjustHeaderFocusControlAnchors(control, refreshResults) if control.headerFocusControl then -- Test each anchor target set to see if any one of the controls in that set is in use. -- The idea here is to anchor the message control to the last label/data row that is in use. local anchorTargetSets = MESSAGE_ANCHOR_TARGETS[control.layout] local previousTarget for _, anchorTargets in ipairs(anchorTargetSets) do for _, target in ipairs(anchorTargets) do if refreshResults[target] ~= false then previousTarget = target break end end end local anchorToControl if previousTarget then anchorToControl = control.controls[previousTarget] elseif control.tabBar and control.tabBar.control then anchorToControl = control.tabBar.control end control.headerFocusControl:ClearAnchors() if anchorToControl then control.headerFocusControl:SetAnchor(TOPLEFT, anchorToControl, BOTTOMLEFT, 0, 0) end end end local function AdjustMessageAnchors(control, refreshResults) if refreshResults[MESSAGE] then -- Test each anchor target set to see if any one of the controls in that set is in use. If so, then increase the running offset by a set amount. -- The idea here is to anchor the message control to the last label/data row that is in use. local additionalOffsetY = 0 local anchorTargetSets = MESSAGE_ANCHOR_TARGETS[control.layout] for _, anchorTargets in ipairs(anchorTargetSets) do for _, target in ipairs(anchorTargets) do if refreshResults[target] ~= false then additionalOffsetY = additionalOffsetY + ROW_OFFSET_Y break end end end -- If there is a head control anchor it under the last data element. if control.headerFocusControl then additionalOffsetY = additionalOffsetY + ROW_OFFSET_Y end -- Apply the offset calculated above to the message control's anchors. local message = control.controls[MESSAGE] for i = 0, MAX_ANCHORS - 1 do SetAnchorOffsetY(message, i, ZO_GAMEPAD_CONTENT_DIVIDER_INFO_PADDING_Y + additionalOffsetY) end end end local g_refreshResults = {} local function SetAlignment(control, alignment, defaultAlignment) if control == nil then return end if alignment == nil then alignment = defaultAlignment end control:SetHorizontalAlignment(alignment) end function ZO_GamepadGenericHeader_RefreshData(control, data) local controls = control.controls ProcessData(controls[TITLE], data.titleText) ProcessData(controls[SUBTITLE], data.subtitleText) SetAlignment(controls[TITLE], data.titleTextAlignment, IsScreenHeader(control.controls) and TEXT_ALIGN_CENTER or TEXT_ALIGN_LEFT) g_refreshResults[DATA1HEADER] = ProcessData(controls[DATA1HEADER], data.data1HeaderText) g_refreshResults[DATA1] = ProcessData(controls[DATA1], data.data1Text) g_refreshResults[DATA2HEADER] = ProcessData(controls[DATA2HEADER], data.data2HeaderText) g_refreshResults[DATA2] = ProcessData(controls[DATA2], data.data2Text) g_refreshResults[DATA3HEADER] = ProcessData(controls[DATA3HEADER], data.data3HeaderText) g_refreshResults[DATA3] = ProcessData(controls[DATA3], data.data3Text) g_refreshResults[DATA4HEADER] = ProcessData(controls[DATA4HEADER], data.data4HeaderText) g_refreshResults[DATA4] = ProcessData(controls[DATA4], data.data4Text) g_refreshResults[MESSAGE] = ProcessData(controls[MESSAGE], data.messageText) SetAlignment(controls[MESSAGE], data.messageTextAlignment, TEXT_ALIGN_CENTER) ReflowLayout(control) AdjustHeaderFocusControlAnchors(control, g_refreshResults) AdjustMessageAnchors(control, g_refreshResults) end function ZO_GamepadGenericHeader_GetNarrationText(control, data) local narration = SCREEN_NARRATION_MANAGER:CreateNarratableObject() local controls = control.controls if control.tabBar then local selectedTabData = control.tabBar:GetSelectedData() if selectedTabData then local text = selectedTabData.text or "" if type(text) == "function" then text = text(selectedTabData) end narration:AddNarrationText(text) end end narration:AddNarrationText(GetProcessedNarrationText(controls[TITLE], data.titleTextNarration or data.titleText)) narration:AddNarrationText(GetProcessedNarrationText(controls[SUBTITLE], data.subtitleTextNarration or data.subtitleText)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA1HEADER], data.data1HeaderTextNarration or data.data1HeaderText)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA1], data.data1TextNarration or data.data1Text)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA2HEADER], data.data2HeaderTextNarration or data.data2HeaderText)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA2], data.data2TextNarration or data.data2Text)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA3HEADER], data.data3HeaderTextNarration or data.data3HeaderText)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA3], data.data3TextNarration or data.data3Text)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA4HEADER], data.data4HeaderTextNarration or data.data4HeaderText)) narration:AddNarrationText(GetProcessedNarrationText(controls[DATA4], data.data4TextNarration or data.data4Text)) narration:AddNarrationText(GetProcessedNarrationText(controls[MESSAGE], data.messageTextNarration or data.messageText)) return narration end local function TabBar_OnDataChanged(control, newData, oldData, reselectingDuringRebuild) -- Deactivate header ancestor of tabBar control that is passed in -- ei. apply to header at ZO_GamepadInventoryTopLevel from ZO_GamepadInventoryTopLevelMaskContainerHeaderContainerHeaderTabBar local parentControl = control.control repeat local ownerObject = parentControl.owner if ownerObject then if ownerObject:IsHeaderActive() then ownerObject:ExitHeader() end break end parentControl = parentControl:GetParent() until not parentControl:GetParent() if newData.callback then newData.callback() end end function ZO_GamepadGenericHeader_Refresh(control, data, blockTabBarCallbacks) ZO_GamepadGenericHeader_RefreshData(control, data) if control.tabBar then if blockTabBarCallbacks then control.tabBar:RemoveOnSelectedDataChangedCallback(TabBar_OnDataChanged) else control.tabBar:SetOnSelectedDataChangedCallback(TabBar_OnDataChanged) end if data.activatedCallback then control.tabBar:SetOnActivatedChangedFunction(data.activatedCallback) end local pipsEnabled = false local tabBarControl = control.controls[TABBAR] local dividerSimpleControl = control.controls[DIVIDER_SIMPLE] local dividerPippedControl = control.controls[DIVIDER_PIPPED] local pipsControl = nil local numEntries = 0 control.tabBar:Clear() if data.tabBarEntries then for i, tabData in ipairs(data.tabBarEntries) do local visible = tabData.visible if type(visible) == "function" then visible = visible() end if visible ~= false then if tabData.template then control.tabBar:AddEntry(tabData.template, tabData) else control.tabBar:AddEntry("ZO_GamepadTabBarTemplate", tabData) end numEntries = numEntries + 1 end end control.tabBar:Commit() pipsEnabled = numEntries > 1 pipsControl = dividerPippedControl:GetNamedChild("Pips") end tabBarControl:SetHidden(numEntries == 0) dividerPippedControl:SetHidden(not pipsEnabled) dividerSimpleControl:SetHidden(pipsEnabled) control.tabBar:SetPipsEnabled(pipsEnabled, pipsControl) if blockTabBarCallbacks then control.tabBar:SetOnSelectedDataChangedCallback(TabBar_OnDataChanged) end end end function ZO_GamepadGenericHeader_Activate(control) if control.tabBar then control.tabBar:Activate() end end function ZO_GamepadGenericHeader_Deactivate(control) if control.tabBar then control.tabBar:Deactivate() end end function ZO_GamepadGenericHeader_SetActiveTabIndex(control, tabIndex, allowEvenIfDisabled) if control.tabBar then control.tabBar:SetSelectedIndex(tabIndex, allowEvenIfDisabled) end end function ZO_GamepadGenericHeader_SetTabBarPlaySoundFunction(control, fn) if control.tabBar then control.tabBar:SetPlaySoundFunction(fn) end end function ZO_GamepadGenericHeader_SetPipsEnabled(control, enabled) if control.tabBar then control.tabBar:SetPipsEnabled(enabled) end end