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if newState == SCENE_FRAGMENT_SHOWING then
end
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
end )
-- Rather than having every piece sort for every player, we'll only sort the ones we look at, as an optimization since the system is so big
end
-- Shared search for tribute patrons
local filterTargetDescriptor =
{
[ BACKGROUND_LIST_FILTER_TARGET_ITEM_SET_ID ] =
{
searchFilterList =
{
BACKGROUND_LIST_FILTER_TYPE_NAME ,
BACKGROUND_LIST_FILTER_TYPE_SEARCH_KEYWORDS ,
} ,
local itemSetCollectionIdList = { }
end
return itemSetCollectionIdList
end ,
} ,
}
end
end
end
end
end
-- Can be overridden
end
-- Categories refresh group
local categoriesRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
-- Summary category refresh group
local refreshGroupOptions =
{
end ,
}
end
-- Category content refresh group
local categoryContentRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
end )
self . gridListPanelList = gridScrollListTemplate : New ( self . gridListPanelControl , ZO_GRID_SCROLL_LIST_AUTOFILL )
end
-- API supports multiple currency options, but UI design only supports 1 for now, so hardcode to 1 for now
local reconstructionCurrencyType , reconstructionCurrencyCost = itemSetHeaderData : GetReconstructionCurrencyOptionInfo ( 1 )
local obfuscateAmount = false
if not reconstructionCurrencyCost then
obfuscateAmount = true
reconstructionCurrencyCost = 0
end
local CURRENCY_OPTIONS =
{
useShortFormat = false ,
iconSide = RIGHT ,
}
local SHOW_ALL = true
local HAS_ENOUGH_CURRENCY = false
ZO_CurrencyControl_SetSimpleCurrency ( control . costLabel , reconstructionCurrencyType , reconstructionCurrencyCost , CURRENCY_OPTIONS , SHOW_ALL , HAS_ENOUGH_CURRENCY , { obfuscateAmount = obfuscateAmount } )
control . progressBar : SetValue ( itemSetHeaderData : GetNumUnlockedPieces ( ) / itemSetHeaderData : GetNumPieces ( ) )
end
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "CollectionsUpdated" , function ( ... ) self : OnItemSetCollectionsUpdated ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "PieceLinksDirty" , function ( ... ) self : OnPieceLinksDirty ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "PieceNewStatusCleared" , function ( ... ) self : OnPieceNewStatusCleared ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "CollectionNewStatusCleared" , function ( ... ) self : OnCollectionNewStatusCleared ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "CategoryNewStatusCleared" , function ( ... ) self : OnCategoryNewStatusCleared ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "ShowLockedChanged" , function ( ... ) self : OnShowLockedOptionUpdated ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "EquipmentFilterTypesChanged" , function ( ... ) self : OnEquipmentFilterTypesChanged ( ... ) end )
end
-- Lock state changes result in a re-sorting, so the list needs to be rebuilt
break
end
end
else
end
end
end
local itemSetCollectionCategoryData = itemSetCollectionPieceData : GetItemSetCollectionData ( ) : GetCategoryData ( )
end
end
end
end
end
-- Overrides ZO_TextSearchObject
end
end
end
end
end
end
end
end
end
-- Can be overridden
return false
end
-- Can be overridden
return false
end
end
-- Can be overridden
return false
end
-- Can be overriden
return false
end
end
-- Can be overridden
end
-- Can be overridden
end
-- Can be overridden
end
end
end
end
end
end
if # equipmentFilterTypes > 0 then
end
end
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("List")
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("Visible")
end
-- Do not call this directly, instead call self.categoryContentRefreshGroup:MarkDirty("All")
-- May be overridden if there's more than just a list being shown for a category
end
-- Do not call this directly, instead call self.categoryContentRefreshGroup:MarkDirty("List")
if itemSetCollectionCategoryData then
for _ , itemSetCollectionData in itemSetCollectionCategoryData : CollectionIterator ( self . setFilters ) do
headerEntryData . headerNarrationFunction = function ( ... ) return self : GetItemSetHeaderNarrationText ( ... ) end
entryData . gridHeaderData = headerEntryData
else
end
end
-- All unlocked go before all locked
end
end
end
end
end
-- Do not call this directly, instead call self.categoryContentRefreshGroup:MarkDirty("Visible")
end
-- Force a refresh of the categories when switching between collection and
-- reconstruction mode to display the appropriate categories contextually.
end
end
end
end
end |