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--Layout consts--
local HEADER_OVERLAP_UNITS = 3
ZO_GAMEPAD_INTERACTIVE_FILTER_ARROW_PADDING = 15
ZO_GAMEPAD_INTERACTIVE_FILTER_HIGHLIGHT_PADDING = 10
ZO_GAMEPAD_INTERACTIVE_FILTER_RIGHT_ALIGN_HIGHLIGHT_PADDING = ZO_GAMEPAD_INTERACTIVE_FILTER_HIGHLIGHT_PADDING + ZO_GAMEPAD_INTERACTIVE_FILTER_ARROW_PADDING
ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_PADDING_X = ZO_GAMEPAD_INTERACTIVE_FILTER_HIGHLIGHT_PADDING - HEADER_OVERLAP_UNITS
ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_DOUBLE_PADDING_X = ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_PADDING_X * 2
ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_ROW_HEIGHT = 80
ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_TWO_LINE_ROW_HEIGHT = 96 --Fits two lines of text
ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_SEARCH_TYPE_NAMES = 1
ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_PRIMARY_DATA_TYPE = 1
-----------------
--Focus Filters--
-----------------
-- Override
end
-----------------
--Focus Headers--
-----------------
local consumed = true
end
return consumed
end
--------------
--Focus List--
--------------
if verticalResult == MOVEMENT_CONTROLLER_MOVE_NEXT then
return true
elseif verticalResult == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
return true
end
return false
end
local consumed = false
end
return consumed
end
--------------------
--Sort/Filter List--
--------------------
--Initialization--
ZO_GamepadInteractiveSortFilterList = ZO_Object . MultiSubclass ( ZO_SortFilterList_Gamepad , ZO_GamepadMultiFocusArea_Manager )
end
self . searchProcessor : AddProcessor ( ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_SEARCH_TYPE_NAMES , function ( stringSearch , data , searchTerm , cache ) return self : ProcessNames ( stringSearch , data , searchTerm , cache ) end )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
self . sortFunction = function ( listEntry1 , listEntry2 ) return self : CompareSortEntries ( listEntry1 , listEntry2 ) end
end
-- TODO: If we want to turn on filters and searching after initialization foci will have to be re-setup
if not ( self . contentHeader : IsControlHidden ( ) or ( self . filterControl : IsControlHidden ( ) and self . searchControl : IsControlHidden ( ) ) ) then
end
end
self . filtersFocalArea = GamepadInteractiveSortFilterFocus_Filters : New ( self , FiltersActivateCallback , FiltersDeactivateCallback )
end
end
end
end
end
end
self . headersFocalArea = GamepadInteractiveSortFilterFocus_Headers : New ( self , HeaderActivateCallback , HeaderDeactivateCallback )
end
local ANIMATE_INSTANTLY = true
end
end
self . panelFocalArea = GamepadInteractiveSortFilterFocus_Panel : New ( self , PanelActivateCallback , PanelDeactivateCallback )
end
end
ZO_GamepadGenericHeader_Initialize ( self . contentHeader , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ZO_GAMEPAD_HEADER_LAYOUTS . CONTENT_HEADER_DATA_PAIRS_LINKED )
if headerData then
headerData . titleTextAlignment = headerData . titleTextAlignment or TEXT_ALIGN_CENTER
else
headerData = { titleTextAlignment = TEXT_ALIGN_CENTER }
end
local titleFonts =
{
{
font = "ZoFontGamepadBold48" ,
} ,
{
font = "ZoFontGamepadBold34" ,
} ,
{
font = "ZoFontGamepadBold27" ,
}
}
ZO_FontAdjustingWrapLabel_OnInitialized ( self . contentHeader : GetNamedChild ( "TitleContainerTitle" ) , titleFonts , TEXT_WRAP_MODE_ELLIPSIS )
end
self . filterSwitcher = ZO_GamepadFocus : New ( self . contentHeader , ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL ) )
end
end
end
local filterData = {
end ,
end ,
end ,
local narrations = { }
return narrations
end ,
end ,
end ,
canFocus = function ( ) return not self . filterControl : IsHidden ( ) and not filterDropdownControl : IsHidden ( ) end ,
}
end
end
local searchData = {
end
end ,
end ,
local narrations = { }
ZO_AppendNarration ( narrations , ZO_FormatEditBoxNarrationText ( searchEdit , GetString ( SI_SCREEN_NARRATION_EDIT_BOX_SEARCH_NAME ) ) )
return narrations
end ,
end ,
end ,
}
end
-- Keybind Strip when a filter column header is selected
local filterKeybindStripDescriptor =
{
{
end
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( filterKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , self : GetBackKeybindCallback ( ) )
-- Keybind Strip when a list column header is selected
local headerKeybindStripDescriptor =
{
{
end ,
end
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( headerKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , self : GetBackKeybindCallback ( ) )
--Triggers let you go straight to top or bottom of the list
--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.
end ,
}
--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.
end ,
}
end
end
end
end
end
end
-- this function can be overridden in a subclass
end
local DONT_SUPPRESS_CALLBACKS = nil
local DONT_FORCE_RESELECT = nil
self . sortHeaderGroup : SelectHeaderByKey ( initialKey , DONT_SUPPRESS_CALLBACKS , DONT_FORCE_RESELECT , initialDirection )
end
--Events/Callbacks--
--Re-narrate the current focus upon closing dialogs
local NARRATE_HEADER = true
end
--Determine if we need to narrate the filter switcher, sort header group, or list entry
SCREEN_NARRATION_MANAGER : QueueSelectedSortHeader ( self , self . sortHeaderGroup , self . sortHeaderGroup : GetKeyForCurrentSelectedIndex ( ) , narrateHeader )
end
end
end
end
--To be overriden
end
--To be overriden
end
end
--To be overriden
end
if not foregoDirectionalInput then
end
if not activeFocus then
else
if hasEntries then
local NARRATE_HEADER = true
local NARRATE_HEADER = true
SCREEN_NARRATION_MANAGER : QueueSelectedSortHeader ( self , self . sortHeaderGroup , self . sortHeaderGroup : GetKeyForCurrentSelectedIndex ( ) , NARRATE_HEADER )
end
end
end
if not foregoDirectionalInput then
end
local BLOCK_CALLBACK = true
end
end
end
end
end
end
end
end
--To be overriden
return true
end
-- explicitly call the correct base class function
end
end
end
end
--Get / Set --
end
end
--This class uses :SetEmptyText(), not :SetNoItemText()
end
end
end
end
end
end
end
end
end
--This class uses :HasEntries(), not :IsEmpty()
if ignoreFilters then
else
end
end
end
end
end
end
-- TODO: Instead of doing this, create a ZO_GamepadInteractiveSortList base class that doesn't have filters, and then implement filter behavior as a subclass.
end
--List management --
-- intended to be overriden
-- should take the master list data and filter it
end
-- can optionally be overriden
-- should take the filtered data and sort it
-- The default implemenation will sort according to the sort keys specified in the SetupSort function
end
end
return ZO_TableOrderingFunction ( listEntry1 . data , listEntry2 . data , self . currentSortKey , self . sortKeys , self . currentSortOrder )
end
--Display a different string if there are no results to find than if your filters eliminated all results
self . emptyRowMessage : SetText ( # self . masterList == 0 and self . emptyText or GetString ( SI_SORT_FILTER_LIST_NO_RESULTS ) )
end
if # scrollData == 0 then
--If the cursor is in the list, but the list is empty because of a filter, we need to force it out of the panel area
else
local ANIMATE_INSTANTLY = true
if selectedData then
-- make sure our selection is in view in case there was a large change from a filter
local NO_CALLBACK = nil
ZO_ScrollList_ScrollDataIntoView ( self . list , ZO_ScrollList_GetSelectedDataIndex ( self . list ) , NO_CALLBACK , ANIMATE_INSTANTLY )
else
-- if we've lost our selection and the panelFocalArea is active, then we want to
-- AutoSelect the next appropriate entry
end
end
end
end
end
return true
end
return true
end
end
end
--Overridden from base
local narrations = { }
--Narrate a different string if there are no results to find than if your filters eliminated all results
local emptyMessage = # self . masterList == 0 and self . emptyText or GetString ( SI_SORT_FILTER_LIST_NO_RESULTS )
end
return narrations
end
--Overridden from base
end
--Global functions--
function ZO_GamepadInteractiveSortFilterHeader_Initialize ( control , text , sortKey , textAlignment , narrationText )
ZO_SortHeader_Initialize ( control , text , sortKey , ZO_SORT_ORDER_UP , textAlignment , nil , "ZO_GamepadInteractiveSortFilterHeaderHighlight" , narrationText )
if textAlignment == TEXT_ALIGN_RIGHT then
--Account for the arrow
nameControl : SetAnchor ( BOTTOMRIGHT , control , BOTTOMRIGHT , - ZO_GAMEPAD_INTERACTIVE_FILTER_ARROW_PADDING )
end
end |