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local NUM_RECENT_ACHIEVEMENTS_TO_SHOW = 6
-- NOTE: If any chain is added which gets larger than this, design will need to
-- come up with a layout that works with the additional number, or can dynamically
-- adjust the number.
local MAX_CHAIN_SIZE = 5
local CHECKED_ICON = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local UNCHECKED_ICON = nil
local NO_ACHIEVEMENT_ICON = "EsoUI/Art/Achievements/Gamepad/Achievement_EmptyIcon.dds"
local SUMMARY_ICON = "EsoUI/Art/TreeIcons/gamepad/achievement_categoryIcon_Summary.dds"
if chainId == 0 then
return false
elseif chainId ~= achievementId then
return true
end
return nextId ~= 0
end
if firstAchievementId ~= 0 then
achievementLineId = firstAchievementId
end
while achievementLineId ~= 0 do
if achievementLineId == achievementId then
return true
end
end
return false
end
-- If the user is selecting from the recent achievements list, there
-- will not be an open category id, so attempt to get the category
-- from the achievement.
if categoryId then
return categoryId
end
-- Some achievements cannot find their category id properly, so try
-- walking the achievement chain and look for one that has a category
-- id.
while tryAchievementId ~= 0 do
if categoryId then
return categoryId
end
end
-- We were unable to determine the correct category id.
return nil
end
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , nil , ACHIEVEMENTS_GAMEPAD_SCENE )
self . characterFrameBorderControlPool = ZO_ControlPool : New ( "ZO_Gamepad_Achievement_IconCharacterFrameBorder" , ZO_Gamepad_Achievements , "IconFrameBorder" )
{
}
end
function ZO_Gamepad_Achivement_Entry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
local isCharacterPersistent = persistenceLevel == ACHIEVEMENT_PERSISTENCE_CHARACTER
if isCharacterPersistent then
local characterPersistentColor = selected and ZO_SECOND_SELECTED_TEXT or ZO_SECOND_NORMAL_TEXT
local NO_TINT = nil
control . statusIndicator : AddIcon ( "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds" , NO_TINT , GetString ( SI_SCREEN_NARRATION_ACHIEVEMENT_EARNED_ICON_NARRATION ) )
end
control . statusIndicator : AddIcon ( "EsoUI/Art/Miscellaneous/Gamepad/gp_charNameIcon.dds" , characterPersistentColor , GetString ( SI_GAMEPAD_ACHIEVEMENTS_CHARACTER_PERSISTENT ) )
local iconFrameBorder
else
local iconFrameBorderKey
end
else
end
end
end
list : AddDataTemplate ( "ZO_GamepadAchievementsEntryTemplate" , ZO_Gamepad_Achivement_Entry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadAchievementsEntryTemplate" , ZO_Gamepad_Achivement_Entry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadMenuEntryWithBarTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
local PADDING = 3
local newControl = CreateControlFromVirtual ( "$(parent)Entry" , parent , "ZO_Gamepad_Achievement_Entry" , index )
if previous then
else
end
newControl . index = index
return newControl
end
end
end
end
end
local controls = { }
local previous
for i = 1 , numEntries do
local focusEntry =
{
iconScaleAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_Gamepad_Achievement_FocusIconScaleAnimation" , control . icon ) ,
end ,
end ,
}
end
return focus , controls
end
self . recentAchievementFocus , self . recentAchievementControls = SetupAchievementList ( self . recentAchievementContainer : GetNamedChild ( "Centerer" ) , NUM_RECENT_ACHIEVEMENTS_TO_SHOW , { ZO_DI_LEFT_STICK , ZO_DI_DPAD } )
self . recentAchievementFocus : SetFocusChangedCallback ( function ( ... ) self : AchievementListSelectionChanged ( self . recentAchievementFocus , ... ) end )
self . chainFocus , self . chainControls = SetupAchievementList ( self . chainContainer , MAX_CHAIN_SIZE , { ZO_DI_LEFT_STICK } , CanFocusAchievement )
self . chainFocus : SetFocusChangedCallback ( function ( ... ) self : AchievementListSelectionChanged ( self . chainFocus , ... ) end )
end
if entry . achievementId == id then
end
end
end
end
end
if hidden then
-- In addition to hiding the container, we change its dimensions so the parameteric list
-- fills the space.
else
-- When the container is reshown, we need it to expand back to the size of its children
-- so the list does not clip into the container.
end
end
local NARRATE_HEADER = true
end
end
end
if entry then
if recentAchievementId then
else
end
local NARRATE_HEADER = true
else
end
end
end
for i = 1 , NUM_RECENT_ACHIEVEMENTS_TO_SHOW do
local achievementId = recentAchievements [ i ]
if achievementId then
else
-- Occurs if the user does not have enough recent acheivements.
end
end
end
end
end
end
end
-- Skip the update if there was nothing to do.
-- Update the icons displayed in the options dialog.
else
end
end
-- Refresh the display list, if needed. We know the filter
-- only applies when viewing a specific category, and not
-- on the category list.
end
end
end
local newEntry = ZO_GamepadEntryData : New ( zo_strformat ( filterType ) , ( self . filterType == filterType ) and CHECKED_ICON or UNCHECKED_ICON )
end
return newEntry
end
ZO_LinkHandler_InsertLinkAndSubmit ( ZO_LinkHandler_CreateChatLink ( GetAchievementLink , achievement . achievementId ) )
end
end
return false
end
{
showAllAchievements ,
showEarnedAchievements ,
showUnearnedAchievements
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
title =
{
} ,
end ,
parametricList =
{
{
template = "ZO_GamepadMenuEntryTemplate" ,
entryData = showAllAchievements ,
} ,
{
template = "ZO_GamepadMenuEntryTemplate" ,
entryData = showEarnedAchievements ,
} ,
{
template = "ZO_GamepadMenuEntryTemplate" ,
entryData = showUnearnedAchievements ,
} ,
{
template = "ZO_GamepadMenuEntryTemplate" ,
entryData = linkAchievement ,
} ,
} ,
buttons =
{
{
end
end ,
} ,
{
} ,
}
} )
end
end
{
-- Back
--This screen seems to use the same list for both the top level and the subcategories. As a result, we need to manually tell it to re-narrate the header when switching between them
local NARRATE_HEADER = true
else
end
end ) ,
-- Select
{
--This screen seems to use the same list for both the top level and the subcategories. As a result, we need to manually tell it to re-narrate the header when switching between them
local NARRATE_HEADER = true
end ,
return false
else
return targetData and targetData . canEnter
end
end ,
} ,
-- Options
{
end ,
end ,
} ,
-- Navigate to Zone Guide
{
if targetData then
else
end
end
end ,
if zoneId ~= 0 then
else
end
end ,
return targetData and ( GetSkyshardAchievementZoneId ( targetData . achievementId ) ~= 0 or GetAchievementLinkedBookCollectionId ( targetData . achievementId ) ~= 0 )
end ,
} ,
}
end
-- Setup the tooltip contents.
-- Hide the chain list.
end
-- Setup the tooltip contents.
-- Hide the chain list.
end
-- Setup the tooltip contents.
end
end
local chainIndex = 1
local selectedChainIndex = nil
while chainId ~= 0 do
local iconDesaturation = completed and 0 or 1
chainControl . achievementId = chainId
if chainId == achievementId then
end
chainIndex = chainIndex + 1
end
for i = chainIndex , MAX_CHAIN_SIZE do
chainControl . achievementId = nil
end
-- NOTE: chainIndex can be 1 or 2 as sometimes GetFirstAchievementInLine will return 0 and sometimes it might
-- return achievementId for a non-chained achievement. The difference seems to be a 1-achievement chain vs no
-- chain, however we want to display both cases the same here.
if ( not selectedAchievementEntryControl ) or ( chainIndex <= 2 ) then
-- This achievement is not part of a chain, hide the chain list.
else
-- This achievement is part of a chain, show the chain list.
end
end
end
if selectedData and selectedData . achievementId then
elseif selectedData and selectedData . isSummary then
else
end
end
local MIN_POINTS = 0
-- Create summary "category".
entryData . canEnter = false
entryData . isSummary = true
-- Populate actual categories.
if totalPoints > 0 then
entryData . categoryIndex = categoryIndex
entryData . canEnter = true
end
end
end
function ZO_Achievements_Gamepad : AddAchievements ( categoryIndex , subCategoryIndex , subCategoryName , achievementIds )
local currentIndex = 0
for achievementIndex = 1 , # achievementIds do
local achievementId = achievementIds [ achievementIndex ]
currentIndex = currentIndex + 1
-- Achievement display names use gender switching
entryData . isEarnedAchievement = completed
entryData . categoryIndex = categoryIndex
entryData . subCategoryIndex = subCategoryIndex
entryData . achievementId = nextAchievementId
entryData . firstAchievementId = firstAchievementId
if points ~= ACHIEVEMENT_POINT_LEGENDARY_DEED then
end
entryData . canEnter = false
local template
if currentIndex == 1 then
template = "ZO_GamepadAchievementsEntryTemplateWithHeader"
else
template = "ZO_GamepadAchievementsEntryTemplate"
end
if self . achievementId and DoesAchievementLineContainAchievement ( achievementId , self . achievementId ) then
-- currentIndex is only in the current category. self.itemList:GetNumItems() has all current items.
end
end
end
end
local categoryName , numSubCategories , numAchievements , earnedPoints , totalPoints = GetAchievementCategoryInfo ( categoryIndex )
-- Handle "General"
self : AddAchievements ( categoryIndex , nil , GetString ( SI_JOURNAL_PROGRESS_CATEGORY_GENERAL ) , achievementIds )
-- Handle categories
for subCategoryIndex = 1 , numSubCategories do
local subCategoryName , subNumAchievements = GetAchievementSubCategoryInfo ( categoryIndex , subCategoryIndex )
end
end
--[[
Gets the currently selected achievement ID from the screen.
Returns a 2-tuple of (hasSelection, selectionId), with the following possible values:
false, nil - There is no valid selection.
true, true - The summary is selected.
true, nil - An achievement category is selected.
true, number - An achievement is selected, with selectionId being the achievementId.
]]
if targetData and targetData . achievementId then
-- The user has an entry in the main item list selected that is an achievement.
return true , targetData . achievementId
elseif targetData and targetData . isSummary then
-- The user has an entry in the main item list selected that is the summary.
return true , true
elseif targetData then
-- The user has an entry in the main item list selected that is an achievement category.
return false , nil
end
end
if selectedData then
end
if selectedData then
end
return false , nil
end
local selectedIndex
else
-- Determine the selected index AFTER PopulateAchievements because Populate will mark any specific self.achievementId requested.
end
if hasItems then
-- NOTE: This does not use self.itemList:SetSelectedIndexWithoutAnimation() as that function has additional side-effects
-- with the selected item and does not properly call the setup functions.
end
elseif hasSelection and selectedAchievementId then
elseif hasSelection then
else
end
end
--Overridden from base
local narrations = { }
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . footerBarEarnedPoints ) )
local progressNarration = ZO_GetProgressBarNarrationText ( 0 , self . footerBarTotalPoints , self . footerBarEarnedPoints )
if progressNarration then
end
return narrations
end
end |