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ZO_COLLECTIBLE_PADDING = 10
ZO_COLLECTIBLE_STICKER_SINGLE_WIDTH = 175
ZO_COLLECTIBLE_STICKER_SINGLE_HEIGHT = 125
local COLLECTIBLE_STICKER_ROW_STRIDE = 3
ZO_COLLECTIBLE_STICKER_ROW_WIDTH = ( ZO_COLLECTIBLE_STICKER_SINGLE_WIDTH + ZO_COLLECTIBLE_PADDING ) * COLLECTIBLE_STICKER_ROW_STRIDE
ZO_COLLECTIBLE_STICKER_ROW_HEIGHT = ZO_COLLECTIBLE_STICKER_SINGLE_HEIGHT + ZO_COLLECTIBLE_PADDING
local RETAIN_SCROLL_POSITION = true
local DONT_RETAIN_SCROLL_POSITION = false
local ACTIVE_ICON = "EsoUI/Art/Inventory/inventory_icon_equipped.dds"
local HIDDEN_ICON = "EsoUI/Art/Inventory/inventory_icon_hiddenBy.dds"
local VISIBLE_ICON = "EsoUI/Art/Inventory/inventory_icon_visible.dds"
local STICKER_ROW_DATA = 1
--Descriptive defaults for readibility in function calls
local FORCE_HIDE_PROGRESS_TEXT = true
local DONT_HIDE_LOCKED = false
local DONT_ANIMATE = true
end
end
end
local g_currentMouseTarget = nil
--[[Collectible]] --
-------------------
--[[ Initialization ]] --
------------------------
return collectible
end
self . collectibleId = collectibleId
self . isUsable = false
self . isCooldownActive = false
self . cooldownDuration = 0
self . cooldownStartTime = 0
if collectibleId then
local name , description , icon , lockedIcon , unlocked , purchasable , isActive , categoryType = self : GetCollectibleInfo ( )
self . unlockedIcon = icon
self . lockedIcon = lockedIcon
self . unlocked = unlocked
self . purchasable = purchasable
self . active = isActive
self . categoryType = categoryType
function ( ... )
-- don't try to update the control if we aren't the current collectible it's showing
end
end )
end
end
self . unlocked = unlocked
self . active = isActive
end
if self . collectibleId then
local effectiveIcon = self . unlocked and self . unlockedIcon or self . lockedIcon
end
else
end
end
end
if self . active then
end
end
if self . isNew then
end
end
return self . collectibleId
end
end
end
control . highlightAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "JournalProgressHighlightAnimation" , control . highlight )
end
if hidden then
if dontAnimate then
else
end
else
if dontAnimate then
if self . isCooldownActive ~= true then
end
else
if self . isCooldownActive ~= true then
end
end
end
end
local textEnum
if self . active then
if self . categoryType == COLLECTIBLE_CATEGORY_TYPE_VANITY_PET or self . categoryType == COLLECTIBLE_CATEGORY_TYPE_ASSISTANT then
textEnum = SI_COLLECTIBLE_ACTION_DISMISS
else
textEnum = SI_COLLECTIBLE_ACTION_PUT_AWAY
end
elseif self . isCooldownActive ~= true and self . isBlocked ~= true then
if self . categoryType == COLLECTIBLE_CATEGORY_TYPE_MEMENTO then
textEnum = SI_COLLECTIBLE_ACTION_USE
else
textEnum = SI_COLLECTIBLE_ACTION_SET_ACTIVE
end
end
return textEnum
end
local collectibleId = self . collectibleId
if not collectibleId then
return
end
--Use
if self . isUsable then
if textEnum then
end
end
--Link in chat
AddMenuItem ( GetString ( SI_ITEM_ACTION_LINK_TO_CHAT ) , function ( ) ZO_LinkHandler_InsertLink ( zo_strformat ( SI_TOOLTIP_ITEM_NAME , link ) ) end )
end
--Rename
AddMenuItem ( GetString ( SI_COLLECTIBLE_ACTION_RENAME ) , function ( ) ZO_Dialogs_ShowDialog ( "COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE" , { collectibleId = collectibleId } ) end )
end
end
local g_keybindUseCollectible = {
keybind = "UI_SHORTCUT_PRIMARY" ,
}
local g_keybindRenameCollectible = {
keybind = "UI_SHORTCUT_SECONDARY" ,
}
else
end
end
if self . isUsable then
if textEnum then
end
end
g_keybindRenameCollectible . callback = function ( ) ZO_Dialogs_ShowDialog ( "COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE" , { collectibleId = self . collectibleId } ) end
end
end
end
do
local SHOW_NICKNAME , SHOW_HINT , SHOW_BLOCK_REASON = true , true , true
if self . collectibleId then
g_currentMouseTarget = self
end
end
end
end
end
if self . collectibleId then
g_currentMouseTarget = nil
if self . notificationId then
end
if self . isNew then
end
end
end
if self . purchasable then
end
end
return g_currentMouseTarget == self
end
if ( button == MOUSE_BUTTON_INDEX_RIGHT ) then
--TODO: Add open store bridge (if applicable)
end
end
if ( button == MOUSE_BUTTON_INDEX_LEFT ) then
if self . collectibleId and self . isUsable then
end
end
end
end
if self . isUsable and self . isCooldownActive then
end
end
if self . isUsable then
if remaining > 0 and duration > 0 then
self . cooldownDuration = duration
return
end
end
end
self . isCooldownActive = true
end
self . isCooldownActive = false
end
end
local duration = self . cooldownDuration
local percentCompleted = ( 1 - ( cooldown / duration ) ) or 1
local textureCoord = 1 - ( height / self . maxIconHeight )
if not self . active then
local secondsRemaining = cooldown / 1000
else
end
end
local desaturation = isBlocked and 1 or 0
self . isBlocked = isBlocked
end
--[[ Collection ]] --
--------------------
--[[ Initialization ]] --
------------------------
end
do
local filterData =
{
SI_COLLECTIONS_BOOK_FILTER_SHOW_ALL ,
SI_COLLECTIONS_BOOK_FILTER_SHOW_LOCKED ,
SI_COLLECTIONS_BOOK_FILTER_SHOW_USABLE ,
SI_COLLECTIONS_BOOK_FILTER_SHOW_UNLOCKED ,
}
self . searchString = ""
self . searchResults = { }
self . blankCollectibleObject = Collectible : New ( ) --Used to blank out tile controls with no collectibleId
self . collectibleObjectList = { }
function ( oldState , newState )
if newState == SCENE_SHOWING then
end
end )
end
end
end
for i = 1 , numResults do
if not self . searchResults [ categoryIndex ] then
self . searchResults [ categoryIndex ] = { }
end
local effectiveSubCategory = subcategoryIndex or "root"
if not self . searchResults [ categoryIndex ] [ effectiveSubCategory ] then
self . searchResults [ categoryIndex ] [ effectiveSubCategory ] = { }
end
self . searchResults [ categoryIndex ] [ effectiveSubCategory ] [ collectibleIndex ] = true
end
end
end
end
end
self . control : RegisterForEvent ( EVENT_VISUAL_LAYER_CHANGED , function ( ) self : UpdateCollectionVisualLayer ( ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectibleUpdated" , function ( ... ) self : OnCollectibleUpdated ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectionUpdated" , function ( ) self : OnCollectionUpdated ( ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectiblesUpdated" , function ( ) self : OnCollectionUpdated ( ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectionNotificationRemoved" , function ( ... ) self : OnCollectionNotificationRemoved ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectibleNewStatusRemoved" , function ( ... ) self : OnCollectionNewStatusRemoved ( ... ) end )
{
end ,
} )
{
end ,
} )
end
self . parentCategoryTemplate = "ZO_CollectibleIconHeader"
self . childlessCategoryTemplate = "ZO_CollectibleChildlessCategory"
self . subCategoryTemplate = "ZO_CollectibleSubCategory"
end
self . childIndent = 76 -- Accounting for the extra space of the status icon (adding half of the width of the icon)
self . childSpacing = 0
end
for i = 1 , COLLECTIBLE_STICKER_ROW_STRIDE do
local collectibleObject
if id then
collectibleObject = self . collectibleObjectList [ id ]
if not collectibleObject then
self . collectibleObjectList [ id ] = collectibleObject
end
else
collectibleObject = self . blankCollectibleObject
end
end
end
ZO_ScrollList_AddDataType ( self . list , STICKER_ROW_DATA , "ZO_CollectibleStickerRow" , ZO_COLLECTIBLE_STICKER_ROW_HEIGHT , SetupRow )
end
--[[ Summary ]] --
--------------------
--Collections doesn't use the content list, so override here so the base doesn't try to show it
end
--[[ Categories ]] --
--------------------
end
end
end
end
return GetCollectibleCategorySpecialization ( categoryIndex ) == COLLECTIBLE_CATEGORY_SPECIALIZATION_NONE
end
--[[ Refresh ]] --
-----------------
--Per a design call, we're (temporarily?) removing progress indicators, so no summary blade
self . nodeLookupData = { }
--Some categories are handled by specialized scenes.
self : AddTopLevelCategory ( categoryIndex , zo_strformat ( SI_JOURNAL_PROGRESS_CATEGORY , name ) , numSubCategories , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon )
end
end
end
else
end
end
end
function CollectionsBook : AddTopLevelCategory ( categoryIndex , name , numSubCategories , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon )
local parent
parent = ZO_JournalProgressBook_Common . AddTopLevelCategory ( self , categoryIndex , name , numSubCategories , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon )
else
--Special search layout
local tree = self . categoryTree
local lookup = self . nodeLookupData
local hasChildren = NonContiguousCount ( self . searchResults [ categoryIndex ] ) > 1 or self . searchResults [ categoryIndex ] [ "root" ] == nil
local nodeTemplate = hasChildren and self . parentCategoryTemplate or self . childlessCategoryTemplate
parent = self : AddCategory ( lookup , tree , nodeTemplate , nil , categoryIndex , name , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon )
--We only want to add a general subcategory if we have any subcategories and we have any collectibles in the main category
--Otherwise we'd have an emtpy general category, or only a general subcategory which can just be a childless instead
if ( hasChildren and self . searchResults [ categoryIndex ] [ "root" ] ) then
local isFakedSubcategory = true
local isSummary = false
self : AddCategory ( lookup , tree , self . subCategoryTemplate , parent , categoryIndex , GetString ( SI_JOURNAL_PROGRESS_CATEGORY_GENERAL ) , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon , isSummary , isFakedSubcategory )
end
if subcategoryIndex ~= "root" then
local subCategoryName , subCategoryEntries , _ , _ , hidesUnearned = self : GetSubCategoryInfo ( categoryIndex , subcategoryIndex )
self : AddCategory ( lookup , tree , self . subCategoryTemplate , parent , subcategoryIndex , zo_strformat ( SI_JOURNAL_PROGRESS_CATEGORY , subCategoryName ) , nil , normalIcon , pressedIcon , mouseoverIcon )
end
end
end
return parent
end
local categoryIndex
local subcategoryIndex
if categoryData . parentData then
categoryIndex = categoryData . parentData . categoryIndex
subcategoryIndex = categoryData . isFakedSubcategory and ZO_JOURNAL_PROGRESS_FAKED_SUBCATEGORY_INDEX or categoryData . categoryIndex
else
categoryIndex = categoryData . categoryIndex
end
end
local categoryNode = lookupData . node
else
end
end
end
end
local categoryIndex
local subcategoryIndex
if categoryData . parentData then
categoryIndex = categoryData . parentData . categoryIndex
subcategoryIndex = categoryData . isFakedSubcategory and ZO_JOURNAL_PROGRESS_FAKED_SUBCATEGORY_INDEX or categoryData . categoryIndex
else
categoryIndex = categoryData . categoryIndex
end
end
end
if COLLECTIONS_BOOK_SINGLETON . DoesCollectibleListHaveVisibleCollectible ( self : GetCollectibleIds ( categoryIndex , subcategoryIndex , numCollectbles ) ) then
end
end
local categoryNode = lookupData . node
else
end
end
end
end
--Per a design call, we're (temporarily?) removing progress indicators, so no category progress
end
if index >= 1 then
local inSearchResults = false
local categoryResults = self . searchResults [ categoryIndex ]
if categoryResults then
local effectiveSubcategoryIndex = subCategoryIndex or "root"
local subcategoryResults = categoryResults [ effectiveSubcategoryIndex ]
if subcategoryResults and subcategoryResults [ index ] then
inSearchResults = true
end
end
if not inSearchResults then
index = index - 1
end
end
index = index - 1
end
return ...
end
if retainScrollPosition then
if ( g_currentMouseTarget ~= nil ) then
end
end
end
end
do
if not isPlaceholder then
return true
end
if unlocked then
return true
else
return false
end
else
end
else
return false
end
end
local rowData = { }
if # rowData == COLLECTIBLE_STICKER_ROW_STRIDE then
rowData = { }
end
end
end
if # rowData > 0 then
end
--Fill out the rest of the grid
local minRows = zo_floor ( self . list : GetHeight ( ) / ( ZO_COLLECTIBLE_STICKER_SINGLE_HEIGHT + ZO_COLLECTIBLE_PADDING ) )
for i = # scrollData + 1 , minRows do
end
end
end
end
end
end
end
if categoryNode then
end
end
end
end
end
end
self . refreshGroups : UpdateRefreshGroups ( ) --In case we need to rebuild the categories before we select a category
else
--Select the category or subcategory of the collectible
if categoryNode then
end
--TODO: Scroll the collectibles list to show the collectible
end
end
end
--[[Search]] --
--------------
self . searchString = searchString
end
end
function CollectionsBook : HasAnyNotifications ( optionalCategoryIndexFilter , optionalSubcategoryIndexFilter )
return NOTIFICATIONS_PROVIDER : HasAnyNotifications ( optionalCategoryIndexFilter , optionalSubcategoryIndexFilter )
end
return COLLECTIONS_BOOK_SINGLETON : DoesCategoryHaveAnyNewCollectibles ( categoryIndex , subcategoryIndex )
end
end
end
--[[Global functions]] --
------------------------
end
end
end |