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endendlocal NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY = 1local NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY = 2local NARRATION_ENTRY_TYPE_SORT_HEADER = 3local NARRATION_ENTRY_TYPE_COMBO_BOX = 4local NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY = 5local NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER = 6local NARRATION_ENTRY_TYPE_DIALOG = 7local NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER = 8local NARRATION_ENTRY_TYPE_FOCUS_ENTRY = 9local NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY = 10local NARRATION_ENTRY_TYPE_SPINNER = 11local NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR = 12local NARRATION_ENTRY_TYPE_CUSTOM = 13--Narration is blocked due to movement, such as scrolling through a listlocal SCREEN_NARRATION_BLOCKED_REASON_MOVEMENT = 1--Narration is blocked due to VO currently playinglocal SCREEN_NARRATION_BLOCKED_REASON_VO = 2local SCREEN_NARRATION_QUEUE_DELAY_MS = 250internalassert(NARRATION_TYPE_MAX_VALUE == 5, "A new narration type has been added, does it need to be added to the QUEUEABLE_NARRATION_TYPES table?")--Narration types able to be used when queueing something up for narration. Narration for types not in this table should be sent straight to the C++local QUEUEABLE_NARRATION_TYPES ={ [NARRATION_TYPE_UI_SCREEN] = true, [NARRATION_TYPE_HUD] = true, [NARRATION_TYPE_ALERT] = true,}--The narration queue each entry type will go into by defaultlocal DEFAULT_NARRATION_TYPES ={ [NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_SORT_HEADER] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_COMBO_BOX] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_DIALOG] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER] = NARRATION_TYPE_ALERT, [NARRATION_ENTRY_TYPE_FOCUS_ENTRY] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_SPINNER] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR] = NARRATION_TYPE_UI_SCREEN, [NARRATION_ENTRY_TYPE_CUSTOM] = NARRATION_TYPE_UI_SCREEN,} return DEFAULT_NARRATION_TYPES[narrationEntryType]end----------------------------------------------- Narratable Object---------------------------------------------endend--Adds the specified narration text. Narration text can be a string, table of strings, or number--If addToFront is true, the text will be added to the front of the narration return end if addToFront then else end if addToFront then else end if addToFront then else end else endend--Sets the pause time to use when forming the final narration string--Pause time and delimiter are mutually exclusive; setting one will clear the otherend--Sets the delimiter to use when forming the final narration string--Pause time and delimiter are mutually exclusive; setting one will clear the otherend --If we don't have any strings, don't bother --If a delimiter is set use that, otherwise fall back to pause time else end end endend----------------------------------------------- Screen Narration Params---------------------------------------------end --Calling ZO_ClearTable on self will clear out any variables that were set on this objectendendend if isBlocked then return true end end end return falseend endend end return falseendend else endendendendendendendendendendendendendendendendendendendendendendendendendendendendendendendend----------------------------------------------- Screen Narration Manager--------------------------------------------- self.parametricListTargetChangedCallback = function(list, targetData, oldTargetData, reachedTarget, targetSelectedIndex, reselectingDuringRebuild) end end if activated then local NARRATE_HEADER = true end end --Re-narrate any active parametric lists upon hiding dialogs local NARRATE_HEADER = true end end local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY)) end end end local NARRATE_HEADER = true local NARRATE_SUB_HEADER = true end end local NARRATE_HEADER = true end end local NARRATE_HEADER = true end end local NARRATE_HEADER = true end endend --Do not start any narrations while a load screen is active return end --Loop through each queue and try to narrate anything that is able for narrationType = NARRATION_TYPE_ITERATION_BEGIN, NARRATION_TYPE_ITERATION_END do if queuedNarration then --If a narration has been set to blocked, it will stay in the queue until we set blocked to false or it is replaced by something else end end end end --Loop through each queueable narration type and clear out the queue for narrationType = NARRATION_TYPE_ITERATION_BEGIN, NARRATION_TYPE_ITERATION_END do if QUEUEABLE_NARRATION_TYPES[narrationType] then end end end end end --If there are any queued parametric list narrations that are blocked by interact VO, update them now local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY)) if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then if narrationInfo.isBlockedByInteractVO then queuedNarration:SetNarrationBlockedForReason(IsInteractVOPlaying(), SCREEN_NARRATION_BLOCKED_REASON_VO) end end end EVENT_MANAGER:RegisterForEvent("ScreenNarrationManager", EVENT_APP_GUI_HIDDEN_STATE_CHANGED, OnAppGuiHiddenStateChanged) EVENT_MANAGER:RegisterForEvent("ScreenNarrationManager", EVENT_INTERACT_VO_PLAYING_STATE_UPDATED, OnInteractVOPlayingStateUpdated)end end end --Narration params need to re-set their pool and key each time we acquire due to us calling ZO_ClearTable(self) in the reset end return narratableObject end endend local assertMessage = string.format("A custom narration object with the name \"%s\" has already been registered.", objectName) end CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.customObjectAllDialogsHiddenCallback, objectName)end CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.parametricListAllDialogsHiddenCallback, list) --Store off the associated parametric list narration info for this list, so we can access it laterend local narrationInfo = { end, end, end, }end CALLBACK_MANAGER:UnregisterCallback("AllDialogsHidden", self.parametricListAllDialogsHiddenCallback, list) --Grab the currently queued narration for the matching narration type --If the list we are unregistering is currently the queued narration, clear it endend dialog.entryList:RegisterCallback("TargetDataChanged", function(list, targetData, oldTargetData, reachedTarget, targetSelectedIndex, reselectingDuringRebuild) if not reselectingDuringRebuild then end end) if activated then end end)end end) local NARRATE_HEADER = true end) --Store off the associated text search header narration info for this text search header, so we can access it laterend local narrateSubHeader = false if previousData then local newGridHeaderData = newData.gridHeaderName or newData.gridHeaderData local previousGridHeaderData = previousData.gridHeaderName or previousData.gridHeaderData narrateSubHeader = newGridHeaderData ~= previousGridHeaderData end local DONT_NARRATE_HEADER = false end end) local NARRATE_HEADER = true local NARRATE_SUB_HEADER = true end) CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.gridListAllDialogsHiddenCallback, gridList)end local NARRATE_HEADER = true end) end end) CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.gamepadGridAllDialogsHiddenCallback, gamepadGrid)endend end)end end end) local NARRATE_HEADER = true end) CALLBACK_MANAGER:RegisterCallback("AllDialogsHidden", self.spinnerAllDialogsHiddenCallback, spinner)end end) end end)end end)end return narrationParamsend return narratableObjectend--Queues the given narrationParams into its associated queue if QUEUEABLE_NARRATION_TYPES[narrationType] then --Make sure to release any already existing queued narrations before setting the new one if queuedNarration then end else internalassert(false, "Attempting to queue an invalid narration type, please see the QUEUEABLE_NARRATION_TYPES table for the queueable narration types") endend--Get the narration params currently queued for the specified narration typeend--Clears the queued narration associated with the specified narration type endend if narrationEntryType == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then self:NarrateParametricListEntry(narrationInfo, list, list:GetTargetData(), list:GetTargetControl(), narrationParams:GetNarrateHeader(), narrationType) end elseif narrationEntryType == NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY then end elseif narrationEntryType == NARRATION_ENTRY_TYPE_SORT_HEADER then if list:IsActive() and sortHeaderGroup:IsEnabled() and sortHeaderGroup:IsKeyCurrentSelectedIndex(key) then self:NarrateSelectedSortHeader(list, sortHeaderGroup, key, narrationParams:GetNarrateHeader(), narrationType) end elseif narrationEntryType == NARRATION_ENTRY_TYPE_COMBO_BOX then elseif narrationEntryType == NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY then self:NarrateGridListEntry(gridList, narrationParams:GetNarrateHeader(), narrationParams:GetNarrateSubHeader(), narrationType) end elseif narrationEntryType == NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY then end elseif narrationEntryType == NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER then self:NarrateTextSearchHeader(textSearchHeader, narrationInfo, narrationParams:GetNarrateHeader(), narrationType) end elseif narrationEntryType == NARRATION_ENTRY_TYPE_DIALOG then --ZO_Dialogs_IsShowing will continue to return true until the dialog is hidden, so we need to check if it's in the process of hiding separately end elseif narrationEntryType == NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER then elseif narrationEntryType == NARRATION_ENTRY_TYPE_FOCUS_ENTRY then self:NarrateFocusEntry(focus, narrationParams:GetNarrateHeader(), narrationParams:GetNarrateSubHeader(), narrationType) end elseif narrationEntryType == NARRATION_ENTRY_TYPE_SPINNER then end elseif narrationEntryType == NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR then end elseif narrationEntryType == NARRATION_ENTRY_TYPE_CUSTOM then end else end endendfunction ZO_ScreenNarrationManager:QueueParametricListEntry(list, narrateHeader, overrideQueueDelayMs) local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY, overrideQueueDelayMs or SCREEN_NARRATION_QUEUE_DELAY_MS) local narrationBlockedByMovement = false if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then --If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary narrateHeader = queuedNarrateHeader end --If the list we are queueing is the same one we are overwriting, then make sure we remain blocked if necessary narrationBlockedByMovement = queuedNarration:GetNarrationBlockedForReason(SCREEN_NARRATION_BLOCKED_REASON_MOVEMENT) end end narrationParams:SetNarrationBlockedForReason(narrationBlockedByMovement, SCREEN_NARRATION_BLOCKED_REASON_MOVEMENT) narrationParams:SetNarrationBlockedForReason(narrationBlockedByVO, SCREEN_NARRATION_BLOCKED_REASON_VO) endend local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY)) if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY then --If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary narrateHeader = queuedNarrateHeader end end local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS) endendfunction ZO_ScreenNarrationManager:QueueSelectedSortHeader(list, sortHeaderGroup, key, narrateHeader) local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_SORT_HEADER)) if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_SORT_HEADER then --If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary narrateHeader = queuedNarrateHeader end end local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_SORT_HEADER, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_COMBO_BOX, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY)) if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY then --If the grid list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary if queuedGridList == gridList and queuedNarrateHeader then narrateHeader = queuedNarrateHeader end --If the grid list we are queueing is the same one we are overwriting, then make sure we still read the subheader if necessary if queuedGridList == gridList and queuedNarrateSubHeader then narrateSubHeader = queuedNarrateSubHeader end end local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER)) if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER then --If the text search header we are queueing is the same one we are overwriting, then make sure we still read the header if necessary if queuedTextSearchHeader == textSearchHeader and queuedNarrateHeader then narrateHeader = queuedNarrateHeader end end local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_DIALOG)) --If the dialog we are queuing is the same one we are overwriting, then make sure we still read the base text if necessary if queuedDialog == dialog and queuedNarrateBaseText then narrateBaseText = queuedNarrateBaseText end end local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_DIALOG, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local queuedNarration = self:GetQueuedNarration(GetDefaultNarrationType(NARRATION_ENTRY_TYPE_FOCUS_ENTRY)) if queuedNarration and queuedNarration:GetNarrationEntryType() == NARRATION_ENTRY_TYPE_FOCUS_ENTRY then --If the focus we are queueing is the same one we are overwriting, then make sure we still read the header if necessary if queuedFocus == focus and queuedNarrateHeader then narrateHeader = queuedNarrateHeader end --If the focus we are queueing is the same one we are overwriting, then make sure we still read the sub header if necessary if queuedFocus == focus and queuedNarrateSubHeader then narrateSubHeader = queuedNarrateSubHeader end end local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_FOCUS_ENTRY, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_SPINNER, SCREEN_NARRATION_QUEUE_DELAY_MS) endend local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_CUSTOM, SCREEN_NARRATION_QUEUE_DELAY_MS) --If the custom object we are queueing is the same one we are overwriting, then make sure we still read the header if necessary if queuedCustomObjectName == objectName and queuedNarrateHeader then narrateHeader = queuedNarrateHeader end end endend local narrationParams = self:CreateNarrationParams(NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR, SCREEN_NARRATION_QUEUE_DELAY_MS) endend --CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately endend --CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately --Countdown CSAs should not queue up behind other CSAs, so put them in the higher priority alert queue instead endenddo local KEYBIND_PAUSE_TIME_MS = 100 --Gets a narratable object for the currently active keybinds on the keybind strip --If additionalInputNarrationFunction is specified, it will append the return keybind info to the end of the narration of the keybind strip --If overrideInputNarrationFunction is specified, only the keybind info it returns will be narrated function ZO_ScreenNarrationManager:GetKeybindNarration(additionalInputNarrationFunction, overrideInputNarrationFunction) local keybindButtonInfo else end end local formatter if i == 1 then formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER else formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER end else local formatter if i == 1 then formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER_NO_LABEL else formatter = buttonInfo.enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER_NO_LABEL end end end return keybindNarration end local keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction(keybind) or GetString(SI_ACTION_IS_NOT_BOUND) local formatter = enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER else local formatter = enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER_NO_LABEL end return keybindNarration endend--Recursively populates a narratable object representing a tooltip read in the order it is laid out visually --If this is just a string, we can just add it to the narration as-is --If this is a table, loop through each entry and add it to the narration end --If this is a function, attempt to add the return value to the narration endend--Gets a table of narratable objects representing the narration text for a tooltip or tooltips--If optionalTooltipType is not specified, the table returned will contain a narratable object for each visible tooltip --Get the table of tooltip strings --The table is ordered based on the order the strings should be read visually --If an optional tooltip type was not specified, then tooltipStrings will be a table of tables for each visible tooltip --If an optional tooltip type was specified, then tooltipStrings will only contain the narration for that tooltip --In this situation, we loop and create a narratable object for each individual tooltip local narrations = {} else end end return narrationsendfunction ZO_ScreenNarrationManager:NarrateParametricListEntry(narrationInfo, list, entryData, entryControl, narrateHeader, narrationType) local narrations = {} end --If the list is empty, then narrate the no item text instead end --If the narration text is a function it should return either a narratable object or table of narratable objects else end else --Entries using a custom value via entryData.narrationText need to handle entryData.text, sublabels, stack count, status indicators, and progress bars themselves if they want it ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl)) end end endendfunction ZO_ScreenNarrationManager:NarrateGridListEntry(gridList, narrateHeader, narrateSubHeader, narrationType) local narrations = {} if narrateHeader then end if entryData then if narrateSubHeader then --The subheader information can be stored in either the gridHeaderName or gridHeaderData fields local entryHeaderData = entryData.gridHeaderName or entryData.gridHeaderData if entryHeaderData then end end end --If the narration text is a function it should return either a narratable object or table of narratable objects else end end end if narrateHeader then endendfunction ZO_ScreenNarrationManager:NarrateGamepadGridEntry(gamepadGrid, narrateHeader, narrationType) local narrations = {} if narrateHeader then endend local narrations = {} if narrateHeader then endendfunction ZO_ScreenNarrationManager:NarrateSelectedSortHeader(list, sortHeaderGroup, key, narrateHeader, narrationType) local narrations = {} if narrateHeader then endend local narrations = {} -- Only narrate tooltips if a particular tooltip as been specified for the comboBox endendfunction ZO_ScreenNarrationManager:NarrateTextSearchHeader(textSearchHeader, narrationInfo, narrateHeader, narrationType) local narrations = {} --If we have a narration for the header, include if applicable end --Get the main narration for the text search header --If we have a narration for the results, include that endendfunction ZO_ScreenNarrationManager:NarrateFocusEntry(focus, narrateHeader, narrateSubHeader, narrationType) if focus then local narrations = {} if narrateHeader then end if narrateSubHeader then end endend if spinner then local narrations = {} if narrateHeader then end end endend if tabBar then local narrations = {} endend--Forms a table of the narrations that are common amongst all the dialog typesfunction ZO_ScreenNarrationManager:GetDialogBaseNarration(dialog, dialogInfo, dialogType, textParams, narrateBaseText) local narrations = {} --narrateBaseText should only be true upon first opening the dialog if narrateBaseText then ZO_AppendNarration(narrations, ZO_GamepadGenericHeader_GetNarrationText(dialog.header, dialog.headerData)) elseif dialogInfo.title then end local mainTextParams = textParams.mainTextNarrationParams or textParams.mainTextParams end --Centered dialogs do not support sub text or warning if dialogType ~= GAMEPAD_DIALOGS.CENTERED then if dialogInfo.subText then end if dialogInfo.warning then end end if dialogInfo.baseNarrationTooltip then end end return narrationsend local dialogInfo = dialog.info if dialogInfo.gamepadInfo then local dialogType = dialogInfo.gamepadInfo.dialogType local textParams = dialog.textParams or {} --First, get the base narration local narrations = self:GetDialogBaseNarration(dialog, dialogInfo, dialogType, textParams, narrateBaseText) if dialogType == GAMEPAD_DIALOGS.BASIC then --Do nothing, this dialog type is handled fully by the base narration elseif dialogType == GAMEPAD_DIALOGS.PARAMETRIC then --If the dialog type is parametric, attempt to narrate the currently selected entry in the list end else end else --Entries using a custom value via entryData.narrationText need to handle entryData.text, sublabels, stack count, status indicators, and progress bars themselves if they want it ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl)) end --Dialogs only narrate tooltips when one is specifically specified if entryData.narrationTooltip then end else end end end end elseif dialogType == GAMEPAD_DIALOGS.COOLDOWN then --If this is a cooldown dialog, attempt to narrate the loading text if dialogInfo.loading then end end elseif dialogType == GAMEPAD_DIALOGS.CENTERED then --Do nothing, this dialog type is handled fully by the base narration elseif dialogType == GAMEPAD_DIALOGS.STATIC_LIST then --If the dialog type is static list, attempt to narrate each entry in the list end end end elseif dialogType == GAMEPAD_DIALOGS.ITEM_SLIDER then --If the dialog type is item slider, attempt to narrate the associated slider local itemName = "" if bagId and slotIndex then --Use the name of the item as the name of the slider end --Item sliders can assume numeric directional input unless we are told otherwise additionalInputNarrationFunction = dialogInfo.additionalInputNarrationFunction or ZO_GetNumericHorizontalDirectionalInputNarrationData --If the narration text is a function it should return either a narratable object or table of narratable objects else end else end end elseif dialogType == GAMEPAD_DIALOGS.CUSTOM then else end end else end --Always add keybinds at the end endend local narrations = {}end local narrations = {} end end --Default to true if nothing was specified for canNarrateTooltips local canNarrateTooltips = narrationInfo.canNarrateTooltips == nil and true or narrationInfo.canNarrateTooltips end end ZO_AppendNarration(narrations, self:GetKeybindNarration(additionalInputNarrationFunction, overrideInputNarrationFunction)) endend--TODO XAR: Do we need category here? if chatMessage ~= "" then end endend--Adds a single narratable object to the pending narration and then releases the objectend else end end endend-- Global singleton-- The global singleton moniker is assigned by the Narration Manager's constructor in order to-- allow data objects to reference the singleton during their construction. |