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local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS = 1local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE = 2local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS = 3local GAMEPAD_SMITHING_TOGGLE_TYPE_STYLE = 1local optionFilterMaterials ={}local optionFilterKnowledge ={}local optionFilterQuests ={}local GAMEPAD_SMITHING_CREATION_OPTION_ACTION_CROWN_STORE = 1local g_globalActions = {}ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y = 3--[[ SmithingHorizontalScrollList ]]--endendend--[[ ZO_GamepadSmithingCreation ]]--end if newState == SCENE_SHOWING then local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType()) local DONT_SHOW_CAPACITY = false ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, tabBarEntries, DONT_SHOW_CAPACITY) local NARRATE_HEADER = true elseif newState == SCENE_HIDDEN then end end) end end) -- only reactivate this right away if it's focused - selecting it will activate it otherwise end end local NARRATE_HEADER = true end end)end return end local scrollListControl = ZO_SmithingHorizontalScrollList_Gamepad local traitUnknownFont = "ZoFontGamepadCondensed34" local notEnoughInInventoryFont = "ZoFontGamepadCondensed34" local listSlotTemplate = "ZO_GamepadSmithingListSlot" self:InitializeTraitList(scrollListControl, traitUnknownFont, notEnoughInInventoryFont, listSlotTemplate) self:InitializeStyleList(scrollListControl, traitUnknownFont, notEnoughInInventoryFont, listSlotTemplate) local CHAMPION_POINT_RANGE_INHERITS_COLOR = true local DONT_COLOR_MATERIAL_NAME_WHITE = false self:InitializeMaterialList(scrollListControl, ZO_Spinner_Gamepad, listSlotTemplate, CHAMPION_POINT_RANGE_INHERITS_COLOR, DONT_COLOR_MATERIAL_NAME_WHITE) end local tooltipNarrationInfo = { end, end, }enddo local selectedColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_SELECTED)) local disabledColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_TEXT_COLORS, INTERFACE_TEXT_COLOR_DISABLED)) local COLOR_TABLE = { [true] = selectedColor, [false] = disabledColor, } end local NOT_ACTIVATED = false end endend local tabBarEntries = {} local entry = { local NARRATE_HEADER = true end, } end end return tabBarEntriesend if #tabBarEntries == 1 then else local filterFound = false if savedFilter == entry.mode then filterFound = true break end end if not filterFound then end endendend return true end else return false end end -- back descriptors for screen / options screen local startButton = { --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. keybind = "UI_SHORTCUT_EXIT", end, end, } local backButton = { keybind = "UI_SHORTCUT_NEGATIVE", end, end, } local toggleTypeButton = { keybind = "UI_SHORTCUT_PRIMARY", local universalStyleItemCountString = zo_strformat(GetString(SI_GAMEPAD_SMITHING_UNIVERSAL_STYLE_ITEM_COUNT), universalStyleItemCount) if universalStyleItemCount == 0 then end return zo_strformat(GetString(SI_GAMEPAD_SMITHING_TOGGLE_UNIVERSAL_STYLE), universalStyleItemCountString) end, end, self:OnFilterChanged(haveMaterialChecked, haveKnowledgeChecked, not self:GetIsUsingUniversalStyleItem(), questOnlyChecked) end, } -- Perform craft local craftButton = { keybind = "UI_SHORTCUT_SECONDARY", gamepadOrder = 1000, end, end, end } local multiCraftButton = { keybind = "UI_SHORTCUT_QUATERNARY", gamepadOrder = 1010, end, end, } local optionsButton = { keybind = "UI_SHORTCUT_TERTIARY", gamepadOrder = 1030, end, end }end else end end else endenddo local ACTIVE = true end end end end --The material quantity spinner uses a different class than the rest, so we need to check it differently end end return {} end local patternEntry = { --Despite its name, control is an object, not a control local narrations = {} table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_ITEM))) table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.patternList:GetNoItemText())) else --Generate the narration for the selected value table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_ITEM), zo_strformat(SI_SMITHING_SELECTED_PATTERN, data.patternName))) --Generate the narration for any extra info local extraInfoText if not meetsTraitRequirement then extraInfoText = zo_strformat(SI_SMITHING_SET_NOT_ENOUGH_TRAITS_ERROR, data.numTraitsRequired - data.numTraitsKnown) else end end end return narrations end, } local materialEntry = { --Despite its name, control is an object, not a control local narrations = {} table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_MATERIAL))) table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.materialList:GetNoItemText())) else --Generate the narration for the selected value local formatter = data.isChampionPoint and SI_GAMEPAD_SMITHING_MATERIAL_CHAMPION_POINT_RANGE_NARRATION or SI_SMITHING_MATERIAL_LEVEL_RANGE table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_MATERIAL), zo_strformat(formatter, materialNameText, data.minCreatesItemOfLevel, data.maxCreatesItemOfLevel))) --Generate the narration for the stack count table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION, stackCount))) --Generate the narration for any extra info if not meetsRankRequirement then table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_RANK_TOO_LOW, craftingRankAbilityName, data.rankRequirement))) else table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, combination.stack, materialNameText))) end end return narrations end, } local materialQuantityEntry = { --Despite its name, control is an object, not a control end, local narrations = {} --We should never get here, but handle it just in case return narrations end --Generate the narration for the selected value local NO_NAME = nil --Generate the narration for any extra info if not meetsRankRequirement then table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_RANK_TOO_LOW, craftingRankAbilityName, data.rankRequirement))) else table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, combination.stack, data.name))) end return narrations end } local styleEntry = { --Despite its name, control is an object, not a control local narrations = {} table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_STYLE))) table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.styleList:GetNoItemText())) else --Generate the narration for the selected value table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_STYLE), data.localizedName)) --If we are using a crown mimic stone, don't narrate stack count if not usesUniversalStyleItem then table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION, stackCount))) end --Generate the narration for any extra info if not isStyleKnown then table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_UNKNOWN_STYLE))) else local name = usesUniversalStyleItem and GetString(SI_SMITHING_UNIVERSAL_STYLE_ITEM_NAME) or data.name local NUM_MATERIAL_ITEMS_REQUIRED = "1" table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, NUM_MATERIAL_ITEMS_REQUIRED, name))) end end return narrations end, } local traitEntry = { --Despite its name, control is an object, not a control local narrations = {} table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_HEADER_TRAIT))) table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.traitList:GetNoItemText())) else --Generate the narration for the selected value table.insert(narrations, ZO_FormatSpinnerNarrationText(GetString(SI_SMITHING_HEADER_TRAIT), data.localizedName)) --Only narrate the stack count and extra info if the trait type is not none --Generate the narration for the stack count table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION, stackCount))) --Generate the narration for any extra info local isTraitKnown = patternIndex ~= nil and IsSmithingTraitKnownForPattern(patternIndex, data.traitType) if not isTraitKnown then table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SMITHING_TRAIT_MUST_BE_RESEARCHED))) else local NUM_MATERIAL_ITEMS_REQUIRED = "1" table.insert(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_SMITHING_MATERIAL_REQUIRED, NUM_MATERIAL_ITEMS_REQUIRED, data.name))) end end end return narrations end, } self.focusEntryData = { patternEntry, materialEntry, materialQuantityEntry, styleEntry, traitEntry } end self.focusEntryDataWithoutStyle = { patternEntry, materialEntry, materialQuantityEntry, traitEntry } --Re-narrate the current focus upon closing dialogs local NARRATE_HEADER = true end end) end local entries else end end if focusIndex then else end --Make sure the focus we set is valid end self.panelControl:GetNamedChild("ScrollContainerScroll"):SetHandler("OnScrollExtentsChanged", function(...) self:OnScrollExtentsChanged(...) end) end local lists else end end end traitListControl:SetAnchor(TOPLEFT, matListControl, BOTTOMLEFT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y) traitListControl:SetAnchor(TOPRIGHT, matListControl, BOTTOMRIGHT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y) else traitListControl:SetAnchor(TOPLEFT, styleListControl, BOTTOMLEFT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y) traitListControl:SetAnchor(TOPRIGHT, styleListControl, BOTTOMRIGHT, 0, ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y) end endendfunction ZO_GamepadSmithingCreation:OnScrollExtentsChanged(scroll, horizontalExtents, verticalExtents) -- rescroll visible area if necessary if verticalExtents > 0 then endenddo local SCROLL_PADDING_OFFSET = ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y * 2 if controlTop <= scrollTop then while controlTop <= scrollTop do end elseif controlBottom >= scrollBottom then while controlBottom >= scrollBottom do end end endendendend endend--TODO: Is this function even used? if selectedData then if selectedData.optionType == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE then GAMEPAD_TOOLTIPS:LayoutTitleAndDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, selectedData.text, GetString(SI_CRAFTING_HAVE_KNOWLEDGE_TOOLTIP)) elseif selectedData.optionType == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS then GAMEPAD_TOOLTIPS:LayoutTitleAndDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, selectedData.text, GetString(SI_CRAFTING_HAVE_MATERIALS_TOOLTIP)) end endend local defaults = { haveMaterialChecked = false, haveKnowledgeChecked = false, useUniversalStyleItemChecked = false, questsOnlyChecked = false, } self.savedVars = ZO_SavedVars:New("ZO_Ingame_SavedVariables", 3, "GamepadSmithingCreation", defaults) self:AddCheckedStateToOption(GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS, self.savedVars.haveMaterialChecked) self:AddCheckedStateToOption(GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE, self.savedVars.haveKnowledgeChecked) self:AddCheckedStateToOption(GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS, self.savedVars.questsOnlyChecked) endend if option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS then elseif option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE then elseif option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS then endend local dialogData = { filters = { [GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS] = optionFilterMaterials, [GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE] = optionFilterKnowledge, [GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS] = optionFilterQuests, }, globalActions = g_globalActions, end } endend if filterChanged then self:OnFilterChanged(haveMaterialChecked, haveKnowledgeChecked, self:GetIsUsingUniversalStyleItem(), questOnlyChecked) endendfunction ZO_GamepadSmithingCreation:SetupResultTooltip(selectedPatternIndex, selectedMaterialIndex, selectedMaterialQuantity, selectedStyleId, selectedTraitIndex) self.resultTooltip.tip:LayoutPendingSmithingItem(selectedPatternIndex, selectedMaterialIndex, selectedMaterialQuantity, selectedStyleId, selectedTraitIndex)end endend--Overridden from base if not selectedDuringRebuild then endend--Overridden from base if not selectedDuringRebuild then endend--Overridden from base --This should handle narrating when changing the selected style, trait, or material levelenddo local KEYBOARD_TO_GAMEPAD_LOOKUP = { [SI_SMITHING_SELECTED_PATTERN] = SI_GAMEPAD_SMITHING_SELECTED_PATTERN, [SI_SMITHING_MATERIAL_QUANTITY] = SI_GAMEPAD_SMITHING_MATERIAL_QUANTITY, [SI_SMITHING_STYLE_DESCRIPTION] = SI_GAMEPAD_SMITHING_STYLE_DESCRIPTION, [SI_SMITHING_TRAIT_DESCRIPTION] = SI_GAMEPAD_SMITHING_TRAIT_DESCRIPTION, [SI_CRAFTING_UNIVERSAL_STYLE_DESCRIPTION] = SI_GAMEPAD_SMITHING_UNIVERSAL_STYLE_DESCRIPTION, } endend if hidden then endendendend |