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end
--[[
menuTable = the table to add the entry to. MUST exist and be a table
entryName = the display name in the menu.
icon = the icon displayed to the left of the name. Can be nil.
isNew = function or boolean determining if the new icon indicator should display. Can be nil.
isVisibleCallback = function determining when to show the entry. If nil, the entry is always shown.
header = string to set as the header for the entry. Can be nil. If header is an empty string, the entry will have a blank header.
--]]
local function AddEntryToMenu ( menuTable , entryName , icon , sceneName , isNew , isVisibleCallback , header )
entry . scene = sceneName
end
return entry
end
-- a table of layout information to display a list of scenes available to the user
-- Entries are addded to the list in order, so the first entry added to the table appears at the top of the list
-- If you disable a category in PlayerMenu.lua you should also disable it in MainMenu.lua
local layoutData = { }
-- Notifications --
local MARK_NOTIFICATIONS_NEW = true -- when we have notifications, we are always new
local notifications = AddEntryToMenu ( layoutData , "" , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_notifications.dds" , "gamepad_notifications_root" , MARK_NOTIFICATIONS_NEW ,
function ( )
if GAMEPAD_NOTIFICATIONS then
else
return false
end
end )
end
-- Crown Store --
local market = AddEntryToMenu ( layoutData , GetString ( SI_GAMEPAD_MAIN_MENU_MARKET_ENTRY ) , "EsoUI/Art/MenuBar/Gamepad/gp_PlayerMenu_icon_store.dds" , "gamepad_market_pre_scene" )
market . additionalScenes = {
"gamepad_market" ,
"gamepad_market_preview" ,
"gamepad_market_bundle_contents" ,
"gamepad_market_purchase" ,
"gamepad_market_locked" ,
}
market . disableWhenDead = true
-- Collections --
local collections = AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_COLLECTIONS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_collections.dds" , "gamepadCollectionsBook" )
collections : SetNew ( function ( ) return GAMEPAD_NOTIFICATIONS and GAMEPAD_NOTIFICATIONS : GetNumCollectionsNotifications ( ) > 0 or false end )
collections . disableWhenDead = true
-- Inventory --
AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_INVENTORY ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_inventory.dds" , "gamepad_inventory_root" ,
-- Character Sheet --
local character = AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_CHARACTER ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_character.dds" , "gamepad_stats_root" )
-- Skills --
local skills = AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_SKILLS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_skills.dds" , "gamepad_skills_root" )
skills . canAnimate = true
-- Champion --
local champion = AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_CHAMPION ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_champion.dds" , "gamepad_championPerks_root" ,
function ( )
if CHAMPION_PERKS then
end
end ,
if CHAMPION_PERKS then
end
end
-- Alliance War --
AddEntryToMenu ( layoutData , GetString ( SI_PLAYER_MENU_CAMPAIGNS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_allianceWar.dds" , "gamepad_campaign_root" ,
function ( )
end
return false
end ,
function ( )
end )
-- Journal Menu --
local journal = AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_JOURNAL ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_quests.dds" )
journal . subMenu = { }
-- Quests --
AddEntryToMenu ( journal . subMenu , GetString ( SI_GAMEPAD_MAIN_MENU_JOURNAL_QUESTS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_quests.dds" , "gamepad_quest_journal" , nil , nil , GetString ( SI_MAIN_MENU_JOURNAL ) )
-- Cadwell's Journal --
AddEntryToMenu ( journal . subMenu , GetString ( SI_GAMEPAD_MAIN_MENU_JOURNAL_CADWELL ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_cadwell.dds" , "cadwellGamepad" , nil ,
function ( )
end )
-- Lore Library --
AddEntryToMenu ( journal . subMenu , GetString ( SI_GAMEPAD_MAIN_MENU_JOURNAL_LORE_LIBRARAY ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_loreLibrary.dds" , "loreLibraryGamepad" )
-- Achievements --
AddEntryToMenu ( journal . subMenu , GetString ( SI_GAMEPAD_MAIN_MENU_JOURNAL_ACHIEVEMENTS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_achievements.dds" , "achievementsGamepad" )
-- Leaderboards --
AddEntryToMenu ( journal . subMenu , GetString ( SI_JOURNAL_MENU_LEADERBOARDS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_leaderBoards.dds" , "gamepad_leaderboards" )
-- Social Menu --
local social = AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_SOCIAL ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_multiplayer.dds" , nil ,
function ( )
end )
social . subMenu = { }
-- Voice Chat --
AddEntryToMenu ( social . subMenu , GetString ( SI_MAIN_MENU_GAMEPAD_VOICECHAT ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_communications.dds" , "gamepad_voice_chat" , nil , nil , GetString ( SI_MAIN_MENU_SOCIAL ) )
-- Text Chat --
AddEntryToMenu ( social . subMenu , GetString ( SI_GAMEPAD_TEXT_CHAT ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_communications.dds" , "gamepad_text_chat" )
end
end
-- Emotes --
local headerText
end
AddEntryToMenu ( social . subMenu , GetString ( SI_GAMEPAD_MAIN_MENU_EMOTES ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_emotes.dds" , "gamepad_player_emote" , nil , nil , headerText )
-- Group --
AddEntryToMenu ( social . subMenu , GetString ( SI_PLAYER_MENU_GROUP ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_groups.dds" , "gamepad_groupList" )
-- Guilds --
AddEntryToMenu ( social . subMenu , GetString ( SI_MAIN_MENU_GUILDS ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_guilds.dds" , "gamepad_guild_hub" )
-- Friends --
AddEntryToMenu ( social . subMenu , GetString ( SI_GAMEPAD_CONTACTS_FRIENDS_LIST_TITLE ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_contacts.dds" , "gamepad_friends" )
-- Ignored List --
AddEntryToMenu ( social . subMenu , GetString ( SI_GAMEPAD_CONTACTS_IGNORED_LIST_TITLE ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_contacts.dds" , "gamepad_ignored" )
end
-- Mail --
local mailbox = AddEntryToMenu ( social . subMenu , GetString ( SI_MAIN_MENU_MAIL ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_mail.dds" , "mailManagerGamepad" ,
function ( )
end )
mailbox . disableWhenDead = true
mailbox . disableWhenInCombat = true
mailbox . disableWhenReviving = true
-- Help --
AddEntryToMenu ( layoutData , GetString ( SI_MAIN_MENU_HELP ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_help.dds" , "helpRootGamepad" )
-- Options --
AddEntryToMenu ( layoutData , GetString ( SI_GAMEPAD_OPTIONS_MENU ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_settings.dds" , "gamepad_options_root" )
-- Log Out --
local logOut = AddEntryToMenu ( layoutData , GetString ( SI_GAME_MENU_LOGOUT ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_logout.dds" )
return layoutData
end
local GENERIC_ENTRY_TEMPLATE = "ZO_GamepadNewMenuEntryTemplate"
local ENTRY_WITH_SUB_MENU_TEMPLATE = "ZO_GamepadMenuEntryTemplateWithArrow"
local ANIMATING_ENTRY_TEMPLATE = "ZO_GamepadNewAnimatingMenuEntryTemplate"
local MODE_MAIN_LIST = 1
local MODE_SUBLIST = 2
--
--[[ ZO_PlayerMenuManager ]] --
--
end
local DONT_ACTIVATE_ON_SHOW = false
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , DONT_ACTIVATE_ON_SHOW , PLAYER_MENU_SCENE )
function ( )
end )
if newState == SCENE_SHOWING then
end
end )
end
-- Both PLAYER_MENU_SCENE and PLAYER_SUBMENU_SCENE use OnShowing to set the active list, which also adds the appropriate list fragment to the scene
-- Two separate scenes are needed for this to properly control the direction the fragments conveyor in and out.
end
end
do
end
end
end
local function AnimatingLabelEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
if totalSpendablePoints ~= nil then
local shouldAnimate = totalSpendablePoints > 0
local animatingControlTimeline = animatingControl . animationTimeline
if ( shouldAnimate ~= isAnimating ) then
if ( shouldAnimate ) then
animatingControl . textIndex = 1
else
end
end
end
end
local function EntryWithSubMenuSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
list : AddDataTemplate ( GENERIC_ENTRY_TEMPLATE , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( GENERIC_ENTRY_TEMPLATE , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( ENTRY_WITH_SUB_MENU_TEMPLATE , EntryWithSubMenuSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( ENTRY_WITH_SUB_MENU_TEMPLATE , EntryWithSubMenuSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( ANIMATING_ENTRY_TEMPLATE , AnimatingLabelEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
do
return MAIN_MENU_CATEGORY_DISABLED_WHILE_DEAD
return MAIN_MENU_CATEGORY_DISABLED_WHILE_IN_COMBAT
return MAIN_MENU_CATEGORY_DISABLED_WHILE_REVIVING
else
return MAIN_MENU_CATEGORY_ENABLED
end
end
local shouldHide = false
shouldHide = true
elseif categoryInfo . additionalScenes then
shouldHide = true
break
end
end
end
if shouldHide then
end
end
if not shouldBeEnabled then
end
end
if categoryInfo . subMenu then
end
end
end
end
end
else
end
end
end
if showBaseScene then
elseif nextSceneData and nextSceneData . sceneName then
end
end
end
end
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
keybind = "UI_SHORTCUT_TERTIARY" ,
} ,
{
keybind = "UI_SHORTCUT_SECONDARY" ,
}
}
end
ZO_Gamepad_AddForwardNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : SwitchToSelectedScene ( self : GetCurrentList ( ) ) end , nil , nil , IsForwardNavigationEnabled )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
else
end
end )
end
local scene = targetData . scene
if scene then
elseif targetData . subMenu then
end
else
end
end
end
end
local entryTemplate = GENERIC_ENTRY_TEMPLATE
if entry . canAnimate then
entryTemplate = ANIMATING_ENTRY_TEMPLATE
elseif entry . subMenu then
entryTemplate = ENTRY_WITH_SUB_MENU_TEMPLATE
end
else
end
end
end
end
-- if we haven't yet initialized, set the default selection to be the inventory
-- we only need to default to inventory the first time the Player Menu is shown
-- so as soon as we init, we don't need to update this any more
-- notifications will appear at the top of the list if there are any available
end
end
if targetData and targetData . subMenu then
end
end
end
end
end
end
end
end
local sceneData = {
sceneName = sceneName ,
}
else
end
end
else
end
end
end |