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end
end
local NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY = 1
local NARRATION_ENTRY_TYPE_SORT_FILTER_LIST_ENTRY = 2
local NARRATION_ENTRY_TYPE_SORT_HEADER = 3
local NARRATION_ENTRY_TYPE_COMBO_BOX = 4
local NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY = 5
local NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER = 6
local NARRATION_ENTRY_TYPE_DIALOG = 7
local NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER = 8
local NARRATION_ENTRY_TYPE_FOCUS_ENTRY = 9
local NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY = 10
local NARRATION_ENTRY_TYPE_SPINNER = 11
local NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR = 12
local NARRATION_ENTRY_TYPE_CUSTOM = 13
local SCREEN_NARRATION_QUEUE_DELAY_MS = 250
internalassert ( 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 default
local 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
---------------------------------------------
end
end
--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
end
end
--Sets the pause time to use when forming the final narration string
--Pause time and delimiter are mutually exclusive; setting one will clear the other
end
--Sets the delimiter to use when forming the final narration string
--Pause time and delimiter are mutually exclusive; setting one will clear the other
end
--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
end
end
---------------------------------------------
-- Screen Narration Params
---------------------------------------------
end
--Calling ZO_ClearTable on self will clear out any variables that were set on this object
end
end
end
end
end
end
else
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
---------------------------------------------
-- 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
end
end
--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
EVENT_MANAGER : RegisterForEvent ( "ScreenNarrationManager" , EVENT_APP_GUI_HIDDEN_STATE_CHANGED , OnAppGuiHiddenStateChanged )
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
end
end
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 later
end
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
end
end
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 later
end
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 )
end
end
end )
end
end
end )
local NARRATE_HEADER = true
end )
CALLBACK_MANAGER : RegisterCallback ( "AllDialogsHidden" , self . spinnerAllDialogsHiddenCallback , spinner )
end
end )
end
end )
end
end )
end
return narrationParams
end
return narratableObject
end
--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" )
end
end
--Get the narration params currently queued for the specified narration type
end
--Clears the queued narration associated with the specified narration type
end
end
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
end
end
function ZO_ScreenNarrationManager : QueueParametricListEntry ( list , narrateHeader , overrideQueueDelayMs )
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY , overrideQueueDelayMs or SCREEN_NARRATION_QUEUE_DELAY_MS )
local narrationBlocked = 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
narrationBlocked = queuedNarrationBlocked
end
end
end
end
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 )
end
end
function 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 )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_COMBO_BOX , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
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 )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_GAMEPAD_GRID_ENTRY , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
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 )
end
end
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 )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
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 )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_SPINNER , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
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
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_GAMEPAD_BUTTON_TAB_BAR , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
--CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately
end
end
--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
end
end
do
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
if i == 1 then
formatter = enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER
else
formatter = enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER
end
else
local formatter
if i == 1 then
formatter = enabled and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_FIRST_KEYBIND_FORMATTER_NO_LABEL
else
formatter = enabled and SI_SCREEN_NARRATION_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_DISABLED_KEYBIND_FORMATTER_NO_LABEL
end
end
return keybindNarration
end
end
--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
end
end
--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 narrations
end
function 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
end
end
function 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
end
function ZO_ScreenNarrationManager : NarrateGamepadGridEntry ( gamepadGrid , narrateHeader , narrationType )
local narrations = { }
if narrateHeader then
end
end
local narrations = { }
if narrateHeader then
end
end
function ZO_ScreenNarrationManager : NarrateSelectedSortHeader ( list , sortHeaderGroup , key , narrateHeader , narrationType )
local narrations = { }
if narrateHeader then
end
end
local narrations = { }
-- Only narrate tooltips if a particular tooltip as been specified for the comboBox
end
end
function 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
end
end
function ZO_ScreenNarrationManager : NarrateFocusEntry ( focus , narrateHeader , narrateSubHeader , narrationType )
if focus then
local narrations = { }
if narrateHeader then
end
if narrateSubHeader then
end
end
end
if spinner then
local narrations = { }
if narrateHeader then
end
end
end
end
if tabBar then
local narrations = { }
end
end
--Forms a table of the narrations that are common amongst all the dialog types
function 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 narrations
end
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
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
end
end
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 ) )
end
end
--TODO XAR: Do we need category here?
if chatMessage ~= "" then
end
end
end
--Adds a single narratable object to the pending narration and then releases the object
end
else
end
end
end
end
-- 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.
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