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local CATEGORY_TEMPLATE_NAME = "ZO_GamepadMenuEntryTemplate"
local CATEGORY_HEADER_TEMPLATE_NAME = "ZO_GamepadMenuEntryHeaderTemplate"
local COLOR_TEMPLATE_NAME = "ZO_GuildHeraldry_SwatchEntryTemplate_Gamepad"
local COLOR_HEADER_TEMPLATE_NAME = "ZO_GuildHeraldry_SwatchHeaderTemplate_Gamepad"
ZO_GAMEPAD_GUILD_HERALDRY_STYLE_LIST_VERT_PADDING = ZO_GAMEPAD_CONTENT_VERT_OFFSET_PADDING + 40
local STYLE_SUBMODE_TOP = 1
local STYLE_SUBMODE_BOTTOM = 2
local DIRECTION_LEFT = 1
local DIRECTION_RIGHT = 2
local DIRECTION_UP = 3
local DIRECTION_DOWN = 4
local DIRECTION_UPLEFT = 5
local DIRECTION_UPRIGHT = 6
local DIRECTION_DOWNLEFT = 7
local DIRECTION_DOWNRIGHT = 8
local STYLE_ROW_TOP = 1
local RESET_TO_SELECTED = true
end
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
else
end
end
end )
end
self : InitializeStyleCategoryLists ( ZO_HorizontalScrollList_Gamepad , "ZO_GuildHeraldry_StyleCategory_Gamepad" )
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , self . selectedData . cost , self . currencyOptions )
return true
end
end
end )
end )
ZO_AlertNoSuppression ( UI_ALERT_CATEGORY_ALERT , SOUNDS . GUILD_HERALDRY_APPLIED , SI_GAMEPAD_GUILD_HERALDRY_SAVED )
end )
end )
end
end
function ZO_GuildHeraldryManager_Gamepad : InitializeStyleCategoryLists ( scrollList , scrollListTemplate )
end
return "CONFIRM_HERALDRY_PURCHASE_GAMEPAD"
end
return "CONFIRM_HERALDRY_APPLY_CHANGES_GAMEPAD"
end
end
local attemptedSave = false
attemptedSave = true
end
return attemptedSave
end
local blocked = false
if heraldryFunds and pendingCost <= heraldryFunds then
blocked = true
end
end
end
if not blocked then
end
end
if showBaseScene then
else
end
end
end
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Apply changes.
{
keybind = "UI_SHORTCUT_SECONDARY" ,
order = 100 ,
if heraldryFunds and pendingCost <= heraldryFunds then
return zo_strformat ( SI_GAMEPAD_GUILD_HERALDRY_PURCHASE_HERALDRY , ZO_CurrencyControl_FormatCurrency ( pendingCost ) , goldIcon )
else
return zo_strformat ( SI_GAMEPAD_GUILD_HERALDRY_PURCHASE_HERALDRY_NOT_ENOUGH , ZO_ERROR_COLOR : Colorize ( ZO_CurrencyControl_FormatCurrency ( pendingCost ) ) , goldIcon )
end
else
if heraldryFunds and pendingCost <= heraldryFunds then
return zo_strformat ( SI_GAMEPAD_GUILD_HERALDRY_APPLY_CHANGES , ZO_CurrencyControl_FormatCurrency ( pendingCost ) , goldIcon )
else
return zo_strformat ( SI_GAMEPAD_GUILD_HERALDRY_APPLY_CHANGES_NOT_ENOUGH , ZO_ERROR_COLOR : Colorize ( ZO_CurrencyControl_FormatCurrency ( pendingCost ) ) , goldIcon )
end
end
end ,
if heraldryFunds and pendingCost <= heraldryFunds then
else
end
end
end ,
end ,
} ,
-- Custom Exit
{
keybind = "UI_SHORTCUT_EXIT" ,
ethereal = true ,
local SHOW_BASE_SCENE = true
end ,
} ,
}
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select category.
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
sound = SOUNDS . GAMEPAD_MENU_FORWARD ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select color.
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . colorKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select style.
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
local selectedIsHighlighted = ( self . activeData . getViewCategory ( ) == self . activeData . getSelectedCategory ( ) ) and ( self . activeData . getSelectedStyle ( ) == self . activeData . getHighlightedStyle ( ) )
end ,
end ,
} ,
-- Switch to the top style pane.
{
keybind = "UI_SHORTCUT_LEFT_TRIGGER" ,
ethereal = true ,
sound = SOUNDS . GAMEPAD_MENU_UP ,
end ,
} ,
-- Switch to the bottom style pane.
{
keybind = "UI_SHORTCUT_RIGHT_TRIGGER" ,
ethereal = true ,
sound = SOUNDS . GAMEPAD_MENU_DOWN ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . styleKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
ZO_GuildHeraldryManager_Shared . SetSelectedHeraldryIndices ( self ) -- This makes sure that the viewCategory is correct for crestData so that icons don't appear as missing or incorrect in the category list
end )
end
end
end
end
return nil , nil
end
-- Queue the children for removal, since we cannot remove them while iterating through them.
local childrenToRemove = { }
for i = 1 , childCount do
end
-- Remove the queued children.
end
end
local highlightedColor = data . owner . activeData and data . owner . activeData . getHighlightedColor ( ) or nil
-- Remove all previously added swatches.
for i = 1 , # swatches do
local swatch = swatches [ i ]
if swatch . colorIndex == selectedColor then
end
end
end
end
self . colorList = ZO_GamepadVerticalItemParametricScrollList : New ( self . colorListContainer : GetNamedChild ( "List" ) )
local IS_ACTIVATED = true
local DEFAULT_PADDING = 38
self . colorList : AddDataTemplateWithHeader ( COLOR_TEMPLATE_NAME , SetupSwatches , nil , nil , COLOR_HEADER_TEMPLATE_NAME )
self . colorList : SetOnSelectedDataChangedCallback ( function ( list , selectedData , oldSelectedData , reachedTarget )
if reachedTarget then
-- We need to maintain the color highlight on the same column (if possible) when the list triggers are used (to jump between headers).
end
end
end )
end
if ( row == 0 ) then
return STYLE_ROW_TOP
elseif ( col > 0 ) and ( col <= stride ) then
local index = ( ( row - 1 ) * stride ) + col
if ( index > 0 ) and ( index <= # styles ) then
return styles [ index ]
end
end
end
-- Setup style links in up to eight directions.
local styleCount = # styles
local lastCol = ( ( styleCount - 1 ) % stride ) + 1
for i = 1 , styleCount do
local style = styles [ i ]
local col = ( ( i - 1 ) % stride ) + 1
if not style . links then
style . links = { nil , nil , nil , nil , nil , nil , nil , nil } -- For efficiency, pre-allocate the table to accommodate eight directions.
end
end
end
local STRIDE = 6
local STYLE_SIZE = ZO_GAMEPAD_DEFAULT_SELECTION_ICON_SIZE
local PADDING_X = 30
local PADDING_Y = 24
local centerOffset = ( STRIDE / 2 ) * STYLE_SIZE
centerOffset = centerOffset + ( PADDING_X * 1.5 )
local INITIAL_OFFSET_X = ( ZO_GAMEPAD_QUADRANT_2_3_CONTAINER_WIDTH / 2 ) - centerOffset
local INITIAL_OFFSET_Y = 58
ZO_Anchor_BoxLayout ( currentAnchor , style , index - 1 , STRIDE , PADDING_X , PADDING_Y , STYLE_SIZE , STYLE_SIZE , INITIAL_OFFSET_X , INITIAL_OFFSET_Y )
end
end
end
-- We must have changed categories, so set the highlighted color to be the same as the selected color.
end
-- We must have changed categories, so set the highlighted style to be the same as the selected style, and reset
-- the submode to the top.
end
local colorIcon = "EsoUI/Art/Dye/Gamepad/dye_circle.dds"
local bgStyleCost , bgPrimaryColorCost , bgSecondaryColorCost , crestStyleCost , crestColorCost = GetHeraldryCustomizationCosts ( )
bgStyleData . mode = ZO_HERALDRY_BG_STYLE_MODE
bgStyleData . cost = bgStyleCost
bgStyleData . getNum = function ( ) return GetNumHeraldryBackgroundStyles ( self . viewBackgroundCategory ) end
bgStyleData . getInfo = function ( index ) return GetHeraldryBackgroundStyleInfo ( self . viewBackgroundCategory , index ) end
bgStyleData . resetToSelectedCategory = function ( ) self . bgStyleCatList : SetSelectedDataIndex ( self . selectedBackgroundCategory ) end
bgStyleData . getHighlightedStyle = function ( ) return self . highlightedBackgroundStyle or self . selectedBackgroundStyle end
bgStyleData . directionalInputCallback = function ( direction ) self : UpdateStyleWithDirection ( direction ) end
end
end
bgPrimaryColorData . mode = ZO_HERALDRY_COLOR_MODE
bgPrimaryColorData . cost = bgPrimaryColorCost
bgPrimaryColorData . setSelectedColor = function ( index ) self . selectedBackgroundPrimaryColor = index end
bgPrimaryColorData . setHighlightedColor = function ( index ) self . highlightedBackgroundPrimaryColor = index end
bgPrimaryColorData . getHighlightedColor = function ( ) return self . highlightedBackgroundPrimaryColor or self . selectedBackgroundPrimaryColor end
bgPrimaryColorData . directionalInputCallback = function ( direction ) self : HighlightColorWithDirection ( direction ) end
end
end
bgSecondaryColorData . mode = ZO_HERALDRY_COLOR_MODE
bgSecondaryColorData . cost = bgSecondaryColorCost
bgSecondaryColorData . setSelectedColor = function ( index ) self . selectedBackgroundSecondaryColor = index end
bgSecondaryColorData . setHighlightedColor = function ( index ) self . highlightedBackgroundSecondaryColor = index end
bgSecondaryColorData . getHighlightedColor = function ( ) return self . highlightedBackgroundSecondaryColor or self . selectedBackgroundSecondaryColor end
bgSecondaryColorData . directionalInputCallback = function ( direction ) self : HighlightColorWithDirection ( direction ) end
end
end
self . categoryList : AddEntry ( CATEGORY_TEMPLATE_NAME , bgSecondaryColorData , nil , GAMEPAD_HEADER_DEFAULT_PADDING , nil , GAMEPAD_HEADER_SELECTED_PADDING )
crestStyleData . mode = ZO_HERALDRY_CREST_STYLE_MODE
crestStyleData . cost = crestStyleCost
crestStyleData . getInfo = function ( index ) return GetHeraldryCrestStyleInfo ( self . viewCrestCategory , index ) end
crestStyleData . resetToSelectedCategory = function ( ) self . crestStyleCatList : SetSelectedDataIndex ( self . selectedCrestCategory ) end
crestStyleData . getHighlightedStyle = function ( ) return self . highlightedCrestStyle or self . selectedCrestStyle end
crestStyleData . directionalInputCallback = function ( direction ) self : UpdateStyleWithDirection ( direction ) end
end
end
self . categoryList : AddEntryWithHeader ( CATEGORY_TEMPLATE_NAME , crestStyleData , nil , nil , GAMEPAD_HEADER_SELECTED_PADDING )
crestColorData . mode = ZO_HERALDRY_COLOR_MODE
crestColorData . cost = crestColorCost
crestColorData . getHighlightedColor = function ( ) return self . highlightedCrestColor or self . selectedCrestColor end
crestColorData . directionalInputCallback = function ( direction ) self : HighlightColorWithDirection ( direction ) end
end
end
end
end
if row then
if ( index > 0 ) and ( index <= # row ) then
return row [ index ]
end
if nextRow then
if ( index > 0 ) and ( index <= # nextRow ) then
return nextRow [ index ]
end
end
end
end
-- Link each swatch in the current row to its nearest neighbors in eight directions.
local thisRow = swatchRowGroup . current
for i = 1 , # thisRow do
local swatch = thisRow [ i ]
swatch . indexInRow = i
swatch . row = rowIndex
if not swatch . links then
swatch . links = { nil , nil , nil , nil , nil , nil , nil , nil } -- For efficiency, pre-allocate the table to accommodate eight directions.
end
end
end
local swatchesInRow = { }
local started = false
for i = 1 , # swatches do
if thisRow == row then
started = true
swatchesInRow [ # swatchesInRow + 1 ] = swatches [ i ]
elseif started then
break
end
end
return swatchesInRow
end
local SELECTED_ROW_GAP = 0 -- Increase this to make the selected row stand out a little more.
local DEFAULT_PADDING = 38
local SELECTED_PADDING = SELECTED_ROW_GAP - DEFAULT_PADDING
-- Add each swatch row in each category as a separate list entry.
local swatchRows = { }
local entryIndex = 1
local swatches = activeSwatches [ category ]
for row = 1 , numRows do
local isNextEntryAHeader = sortedCategories [ i + 1 ] and ( row == numRows )
swatchRows [ # swatchRows + 1 ] = swatchesInRow
entryIndex = entryIndex + 1
local data = { swatches = swatchesInRow , owner = self , width = CONTROL_WIDTH , height = CONTROL_HEIGHT }
self . colorList : AddEntry ( COLOR_TEMPLATE_NAME , data , nil , ( isNextEntryAHeader and DEFAULT_PADDING ) or - DEFAULT_PADDING , SELECTED_PADDING , ( isNextEntryAHeader and - DEFAULT_PADDING ) or SELECTED_PADDING )
end
end
-- Setup links for each swatch (up to eight directions).
for i = 1 , # swatchRows do
local prev = nil
local prevPrev = nil
if i > 2 then
prev = swatchRows [ i - 1 ]
prevPrev = swatchRows [ i - 2 ]
elseif i == 2 then
prev = swatchRows [ 1 ]
end
local nextNext = nil
if i < ( # swatchRows - 1 ) then
nextNext = swatchRows [ i + 2 ]
elseif i == ( # swatchRows - 1 ) then
end
local swatchRowGroup = { prevPrev = prevPrev , prev = prev , current = swatchRows [ i ] , next = next , nextNext = nextNext }
end
-- Set the color list to the currently highlighted entry.
end
end
end
end
end
end
end
end
if subMode == STYLE_SUBMODE_TOP then
else
end
end
if mode == ZO_HERALDRY_COLOR_MODE then
elseif mode == ZO_HERALDRY_BG_STYLE_MODE then
elseif mode == ZO_HERALDRY_CREST_STYLE_MODE then
else
end
end
if mode == ZO_HERALDRY_CATEGORY_MODE then
elseif mode == ZO_HERALDRY_COLOR_MODE then
elseif mode == ZO_HERALDRY_BG_STYLE_MODE then
elseif mode == ZO_HERALDRY_CREST_STYLE_MODE then
end
end
end
end
local newColor = newSwatch and newSwatch . colorIndex
if oldColor ~= newColor or becauseOfRebuild then
if oldSwatch then
end
if newColor then
else
end
end
return newSwatch
end
local newStyleIndex = newStyle and newStyle . styleIndex
if becauseOfRebuild or oldStyleIndex ~= newStyleIndex or data . getViewCategory ( ) ~= data . getSelectedCategory ( ) then
if oldStyle then
end
if newStyle then
end
end
return newStyle
end
if theData . mode == ZO_HERALDRY_COLOR_MODE then
if resetToSelected then
end
end
end
local mode = theData . mode
if ( mode == ZO_HERALDRY_BG_STYLE_MODE ) or ( mode == ZO_HERALDRY_CREST_STYLE_MODE ) then
if resetToSelected then
end
end
end
if mode == ZO_HERALDRY_COLOR_MODE then
self : HighlightColor ( self . colorIndexToSwatch [ self . activeData . getHighlightedColor ( ) ] , ZO_HERALDRY_SKIP_ANIM )
elseif ( mode == ZO_HERALDRY_BG_STYLE_MODE ) or ( mode == ZO_HERALDRY_CREST_STYLE_MODE ) then
self : HighlightStyle ( self . styleIndexToStyle [ self . activeData . getHighlightedStyle ( ) ] , ZO_HERALDRY_SKIP_ANIM )
end
end
else
end
end
end
if ( direction == DIRECTION_LEFT ) or ( direction == DIRECTION_RIGHT ) then
-- Left and Right are special cases because the row doesn't change.
-- For all other directions, color highlighting is handled in the OnSelectedDataChanged callback.
else
end
end
end
if direction == DIRECTION_DOWN or direction == DIRECTION_DOWNLEFT or direction == DIRECTION_DOWNRIGHT then
end
else
end
end
local newStyle = style . links [ direction ]
if newStyle == STYLE_ROW_TOP then
elseif ( newStyle == LINK_DOWN ) then
elseif newStyle then
end
end
do
if self . activeData . mode == ZO_HERALDRY_COLOR_MODE or self . activeData . getSubMode ( ) == STYLE_SUBMODE_BOTTOM then
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end
if targetData and targetData . mode == ZO_HERALDRY_COLOR_MODE then
end
end
if self . currentMode == ZO_HERALDRY_CREST_STYLE_MODE and targetCategoryData and targetCategoryData . mode == ZO_HERALDRY_CREST_STYLE_MODE then
if style then
end
end
end
--[[
Dialog functions.
--]]
{
data1 =
{
ZO_CurrencyControl_SetSimpleCurrency ( control , CURT_MONEY , heraldryFunds , ZO_GAMEPAD_CURRENCY_OPTIONS )
return true
end ,
} ,
data2 =
{
return true
end ,
} ,
}
end
end
end
end |