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-- Battleground Scoreboard round winners summary.
local KEYBOARD_BG_IMAGE_SMALL_WIDTH = 512
local GAMEPAD_AGGREGATE_TEXTURES =
{
}
local KEYBOARD_AGGREGATE_TEXTURES =
{
mouseOver = "EsoUI/Art/Journal/journal_tabIcon_leaderboard_over.dds" ,
disabled = "EsoUI/Art/Journal/journal_tabIcon_leaderboard_disabled.dds" ,
}
-- Single round with a round number and the winner's flag.
end
function ZO_BattlegroundScoreboardRoundIndicatorRound : SetDetails ( roundNumber , color , winnerIcon , tintIcon )
if winnerIcon ~= nil then
if tintIcon == true then
end
else
end
end
do
local KEYBOARD_STYLE =
{
indicatorTemplate = "ZO_BattlegroundScoreboardRoundIndicatorRound_Keyboard_Template" ,
}
local GAMEPAD_STYLE =
{
indicatorTemplate = "ZO_BattlegroundScoreboardRoundIndicatorRound_Gamepad_Template" ,
}
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_STYLE , GAMEPAD_STYLE )
end
end
end
-- Round winners summary widget for Battleground Scoreboard.
local KEYBOARD_STYLE =
{
roundMarker = "EsoUI/Art/Battlegrounds/battleground_roundselector.dds" ,
isKeyboard = true ,
}
local GAMEPAD_STYLE =
{
roundMarker = "EsoUI/Art/Battlegrounds/battleground_roundselector_gp.dds" ,
isKeyboard = false ,
}
local buttonTextures = IsInGamepadPreferredMode ( ) and GAMEPAD_AGGREGATE_TEXTURES or KEYBOARD_AGGREGATE_TEXTURES
end
end
-- Params:
-- numRounds: (number) Total rounds in this match.
-- viewedRound: (number) Current round number.
function ZO_BattlegroundScoreboardRoundIndicator : SetDetails ( numRounds , viewedRound , showAggregatedScores )
if numRounds <= 1 or viewedRound == nil then
return
else
end
self . showAggregateButton = DoesBattlegroundHaveRounds ( GetCurrentBattlegroundId ( ) ) and ( GetCurrentBattlegroundRoundIndex ( ) == GetBattlegroundNumRounds ( GetCurrentBattlegroundId ( ) ) or HasTeamWonBattlegroundEarly ( ) ) and GetCurrentBattlegroundState ( ) > BATTLEGROUND_STATE_RUNNING
local canMoveNext = viewedRound < self . currentRound or ( not showAggregatedScores and self . showAggregateButton ) -- Moving next from the last valid round will enter the Aggregate.
local canMovePrevious = viewedRound > 1
-- From various team scores, calculate the single winner of each round.
local roundWinners = { }
for roundIndex = 1 , numRounds do
local bestScore = 0
local bestTeams = { } -- Maybe tied
if roundIndex <= currentRound then
for teamId = BATTLEGROUND_TEAM_ITERATION_BEGIN , BATTLEGROUND_TEAM_ITERATION_END do
if DoesBattlegroundHaveTeam ( currentBattlegroundId , teamId ) and DidCurrentBattlegroundTeamWinOrTieRound ( teamId , roundIndex ) then
end
end
end
roundWinners [ roundIndex ] = bestTeams
end
local previousControl = nil
for roundNumber = 1 , numRounds do
if # roundWinners [ roundNumber ] > 0 and ( roundNumber < currentRound or ( roundNumber == currentRound and GetCurrentBattlegroundState ( ) > BATTLEGROUND_STATE_RUNNING ) ) then
-- If there was a tie, then roundWinners[idx] have more than 1 entry.
if # roundWinners [ roundNumber ] == 1 then
local winnningTeam = roundWinners [ roundNumber ] [ 1 ]
else
local tie_image
local tiedTeams = roundWinners [ roundNumber ]
if # tiedTeams == 3 then
tie_image = "EsoUI/Art/Battlegrounds/battlegrounds_scoreIcon_tie_three_way.dds"
else
-- Sort ties in canonical team order.
if tiedTeams [ 1 ] == BATTLEGROUND_TEAM_FIRE_DRAKES then
if tiedTeams [ 2 ] == BATTLEGROUND_TEAM_PIT_DAEMONS then
tie_image = "EsoUI/Art/Battlegrounds/battlegrounds_scoreIcon_tie_orange_green.dds"
else
tie_image = "EsoUI/Art/Battlegrounds/battlegrounds_scoreIcon_tie_orange_purple.dds"
end
else
tie_image = "EsoUI/Art/Battlegrounds/battlegrounds_scoreIcon_tie_green_purple.dds"
end
end
local TINT_IMAGE = true
end
elseif roundNumber == currentRound then
local NO_ICON = nil
else
-- Future rounds.
local NO_ICON = nil
end
if roundNumber == 1 then
else
end
if roundNumber == viewedRound then
end
else
self . keyboardBackground : SetTexture ( "EsoUI/Art/Battlegrounds/battlegrounds_scoreboardBG_roundsLarge.dds" )
end
previousControl = roundControl
end
if previousControl then
else
end
if showAggregatedScores then
end
else
end
end
end
local narrations = { }
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( self . buttonPreviousRoundGP : GetKeybind ( ) ) ,
} )
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( self . buttonNextRoundGP : GetKeybind ( ) ) ,
} )
return narrations
end
local CLAMP_ROUND = true
if not self . parent : ShouldShowAggregateScores ( ) and self . parent : GetViewedRound ( ) == self . currentRound and deltaIndex > 0 then
return
return
end
end
end
end
end
local DONT_CLAMP_ROUND = false
end
end
end
--[[ xml functions ]] --
end
end
end
end
end
end
if upInside then
end
end
end
end
end |