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-- Base (For collections and reconstruction) --
ZO_GAMEPAD_ITEM_SET_COLLECTION_PIECE_GRID_ENTRY_DIMENSIONS = 87
ZO_ItemSetsBook_Gamepad_Base = ZO_Object . MultiSubclass ( ZO_ItemSetsBook_Shared , ZO_Gamepad_ParametricList_Screen )
end
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW )
end
control : SetText ( zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) ) )
return true
end
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
local currencyType = CURT_CHAOTIC_CREATIA
local IS_ENOUGH = false
local CURRENCY_OPTIONS =
{
}
ZO_CurrencyControl_SetSimpleCurrency ( control , currencyType , currentBalance , ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT , CURRENCY_SHOW_ALL , IS_ENOUGH , CURRENCY_OPTIONS )
return true
end
local CURRENCY_NARRATION_OPTIONS =
{
showCap = true ,
currencyLocation = currencyLocation ,
}
return ZO_Currency_FormatGamepad ( currencyType , currentBalance , ZO_CURRENCY_FORMAT_AMOUNT_ICON , CURRENCY_NARRATION_OPTIONS )
end
local IS_PLURAL = false
{
data2HeaderText = currencyName ,
}
end
end
end
if currentList then
for entryIndex = 1 , numEntries do
local numCategoryUnlockedPieces , numCategoryPieces = entryData : GetDataSource ( ) : GetNumUnlockedAndTotalPieces ( )
local MIN_PIECES = 0
end
end
local numUnlockedPieces , numPieces = 0 , 0
local categoryName
-- Summary progress
numUnlockedPieces , numPieces = ITEM_SET_COLLECTIONS_SUMMARY_CATEGORY_DATA : GetNumUnlockedAndTotalPieces ( )
if categoryData then
-- Category progress
end
end
local footerControl = ZO_ItemSetsBook_Gamepad_Footer
local MIN_POINTS = 0
end
if statusControl == nil then
return
end
data . isMarkedNew = not data . isEmptyCell and data : IsNew ( ) -- So we don't need to keep calling into C to run the check
end
end
if previousData and previousData . isMarkedNew then
end
if newData and not newData . isEmptyCell then
local HIDE_TRAIT = true
GAMEPAD_TOOLTIPS : LayoutItemSetCollectionPieceLink ( GAMEPAD_RIGHT_TOOLTIP , newData : GetItemLink ( ) , HIDE_TRAIT )
end
end
if not parentCategoryData then
if not parentCategoryData then
end
end
-- Add the category entries
for subcategoryIndex , subcategoryData in parentCategoryData : SubcategoryIterator ( self . categoryFilters ) do
local MIN_PIECES = 0
end
subcategoryListDescriptor . lastParentCategoryData = parentCategoryData
end
if internalassert ( itemSetCollectionCategoryData : IsTopLevel ( ) , "Attempting to select a subcategory with the SelectTopLevelCategory function" ) then
local index = self . categoryListDescriptor . list : GetIndexForData ( "ZO_GamepadItemEntryTemplate" , itemSetCollectionCategoryData )
if index then
-- Not found, so reset to top
end
end
end
if internalassert ( itemSetCollectionCategoryData : IsSubcategory ( ) , "Attempting to select a top level category with the SelectSubcategory function" ) then
local index = self . subcategoryListDescriptor . list : GetIndexForData ( "ZO_GamepadItemEntryTemplate" , itemSetCollectionCategoryData )
if index then
-- Not found, so reset to top
end
end
end
do
local parentCategoryData = nil
local subcategoryData = nil
if itemSetCollectionCategoryData then
if parentCategoryData then
subcategoryData = itemSetCollectionCategoryData
else
parentCategoryData = itemSetCollectionCategoryData
end
end
return parentCategoryData , subcategoryData
end
-- Select the given category/subcategory in the lists, but don't change which list is being viewed
local parentCategoryData , subcategoryData = GetTopLevelCategoryAndSubcategory ( itemSetCollectionCategoryData )
if parentCategoryData then
end
if subcategoryData then
end
end
-- Opens up the provided category, or the current category if no itemSetCollectionCategoryData is provided.
local parentCategoryData , subcategoryData = GetTopLevelCategoryAndSubcategory ( itemSetCollectionCategoryData )
if itemSetCollectionCategoryData then
else
end
if not subcategoryData then
-- SelectCategory only builds the subcategory list if it's attempting to select a specific subcategory
end
else
-- There are no subcategories, so simply show the category view with the category selected
end
end
end
end
end
return
end
end
if listDescriptor then
end
end
end
end
end
end
end
end
end
end
end
local isSummaryCategory = categoryData and categoryData : IsInstanceOf ( ZO_ItemSetCollectionSummaryCategoryData ) or false
if isSummaryCategory then
else
end
end
end
end
end
-- Begin ZO_ItemSetsBook_Shared Overrides --
end
{
isCategoriesDescriptor = true ,
}
{
-- The title text will be updated to the name of the collections category
isCategoriesDescriptor = true ,
}
end
else
end
end
end
local HIDE_CALLBACK = nil
local RESET_CONTROL_FUNC = nil
local HEADER_HEIGHT = 70
local SPACING_X = 6
gridListPanelList : SetGridEntryTemplate ( "ZO_ItemSetCollectionPiece_GridEntry_Template_Gamepad" , ZO_GAMEPAD_ITEM_SET_COLLECTION_PIECE_GRID_ENTRY_DIMENSIONS , ZO_GAMEPAD_ITEM_SET_COLLECTION_PIECE_GRID_ENTRY_DIMENSIONS , ItemSetCollectionPieceGridEntrySetup , HIDE_CALLBACK , RESET_CONTROL_FUNC , SPACING_X , ZO_GRID_SCROLL_LIST_DEFAULT_SPACING_GAMEPAD )
end
gridListPanelList : SetHeaderTemplate ( "ZO_ItemSetsBook_Entry_Header_Gamepad" , HEADER_HEIGHT , HeaderSetup )
gridListPanelList : SetOnSelectedDataChangedCallback ( function ( previousData , newData ) self : OnGridListSelectedDataChanged ( previousData , newData ) end )
local ALWAYS_ANIMATE = true
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
end
end
return false
end
end
return nil
end
if categoryList then
end
end
end
end
local narrations = { }
--Narrate the name of the set
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( headerData : GetFormattedName ( ) ) )
--Narrate the percent completion of the set
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_PROGRESS_BAR_PERCENT_FORMATTER , percentage ) ) )
-- API supports multiple currency options, but UI design only supports 1 for now, so hardcode to 1 for now
local reconstructionCurrencyType , reconstructionCurrencyCost = headerData : GetReconstructionCurrencyOptionInfo ( 1 )
if reconstructionCurrencyCost then
--Narrate the cost to reconstruct if applicable
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_ITEM_RECONSTRUCTION_COST_HEADER ) ) )
local formattedCost = ZO_Currency_FormatGamepad ( reconstructionCurrencyType , reconstructionCurrencyCost , ZO_CURRENCY_FORMAT_AMOUNT_NAME )
end
return narrations
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("List")
local entryList = { }
local MIN_PIECES = 0
for _ , categoryData in ITEM_SET_COLLECTIONS_DATA_MANAGER : TopLevelItemSetCollectionCategoryIterator ( self . categoryFilters ) do
end
local categoryData = ITEM_SET_COLLECTIONS_SUMMARY_CATEGORY_DATA
end
end
end
end
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("Visible")
end
-- End ZO_ItemSetsBook_Shared Overrides --
-- Begin ZO_Gamepad_ParametricList_Screen Overrides --
local FILTERS_KEYBIND =
{
local selectedItemSetCollectionPieceData = nil
selectedItemSetCollectionPieceData = selectedData
end
ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_ITEM_SETS_BOOK_OPTIONS_DIALOG" , { selectedItemSetCollectionPieceData = selectedItemSetCollectionPieceData } )
end ,
}
-- Category Keybind
{
-- Select Category
{
else
end
end ,
-- A category won't exist if it doesn't have subcategories or collections
return categoryData ~= nil and not categoryData : IsInstanceOf ( ZO_ItemSetCollectionSummaryCategoryData )
end
return false
end ,
} ,
FILTERS_KEYBIND ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
-- Subcategory Keybind
{
-- Select Subcategory
{
end ,
return categoryData ~= nil
end ,
} ,
FILTERS_KEYBIND ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . subcategoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
-- Grid Keybind
{
FILTERS_KEYBIND ,
{
end ,
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . gridKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : ExitGridList ( ) end )
end
-- Must be overridden
end
end
end
end
elseif targetData : IsTopLevel ( ) and self : IsViewingSubcategories ( ) and not self . subcategoryListDescriptor . lastParentCategoryData : Equals ( targetData ) then
-- We're viewing the subcategory list but the selected category changed, so we should move back to the category list
end
end
end
local function CategoryEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" , ZO_ItemSetCollectionCategoryData . Equals )
list : AddDataTemplate ( "ZO_ItemSetsBook_Summary_Gamepad" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , ZO_ItemSetCollectionCategoryData . Equals , "Summary" )
end
-- End ZO_Gamepad_ParametricList_Screen Overrides --
-- ItemSetsBook (Collections) --
end
end
end
end
-- Begin ZO_ItemSetsBook_Shared Overrides --
return "gamepadItemSetsBook"
end
return false
end
-- End ZO_ItemSetsBook_Shared Overrides --
-- Begin ZO_ItemSetsBook_Gamepad_Base Overrides --
return false
end
-- End ZO_ItemSetsBook_Gamepad_Base Overrides --
--[[Global functions]] --
------------------------
end
end
end |