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ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION = 1
ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION = 2
ZO_GAMEPAD_MARKET_PAGE_NO_DIRECTION = 3 -- No movement, only fading
ZO_GAMEPAD_MARKET_GRID_INITIAL_X_OFFSET = 22
ZO_GAMEPAD_MARKET_GRID_INITIAL_Y_OFFSET = 62
local NUM_VISIBLE_ROWS = 2
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
ZO_GAMEPAD_MARKET_BUNDLE_PRODUCTS_PER_ROW = 2
ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCTS_PER_ROW = 3
ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_PADDING = 5
ZO_GAMEPAD_MARKET_PRODUCT_PADDING = 12
ZO_GAMEPAD_MARKET_PRODUCTS_PER_COLUMN = 2
ZO_GAMEPAD_MARKET_PRODUCTS_PER_COLUMN_MINUS_ONE = ZO_GAMEPAD_MARKET_PRODUCTS_PER_COLUMN - 1
local INDIVIDUAL_PRODUCT_HALF_HEIGHT = ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT / 2
local FOCUS_MOVEMENT_TYPES =
{
MOVE_NEXT = 1 ,
MOVE_PREVIOUS = 2 ,
}
--[[
Gamepad Grid Focus
Similar to ZO_GamepadFocus but supports two dimensional layouts.
Entries must be added left -> right, top -> bottom, row by row
--]]
end
function GamepadGridFocus : Initialize ( control , gridWidth , gridHeight , leftBoundCallBack , rightBoundCallBack , topBoundCallBack , bottomBoundCallBack )
end
self . horizontalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
end
end
do
local LUA_TABLE_OFFSET = 1
local MOVE_DIRECTION_TABLE =
{
[ MOVEMENT_CONTROLLER_NO_CHANGE ] = 0 ,
[ MOVEMENT_CONTROLLER_MOVE_NEXT ] = 1 ,
[ MOVEMENT_CONTROLLER_MOVE_PREVIOUS ] = - 1
}
-- Used to map x/y movement to sound direction for sounds: TOPLEFT, TOP, TOPRIGHT // LEFT, MIDDLE, RIGHT // BOTTOMLEFT, BOTTOM, BOTTOMRIGHT
local DIR_SOUND_MAP_COL_ROW =
{
[ - 1 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 0 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS } ,
[ 0 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 0 ] = nil , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT } ,
[ 1 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT , [ 0 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT } ,
}
local moveX , moveY = self . horizontalMovementController : CheckMovement ( ) , self . verticalMovementController : CheckMovement ( )
if moveX ~= MOVEMENT_CONTROLLER_NO_CHANGE or moveY ~= MOVEMENT_CONTROLLER_NO_CHANGE then
local dx , dy = MOVE_DIRECTION_TABLE [ moveX ] , MOVE_DIRECTION_TABLE [ moveY ]
if gridX < 1 then
end
end
elseif gridY < 1 then
end
end
else
if selectedData then
end
end
end
end
end
end
end
end
end
end
return LUA_TABLE_OFFSET + zo_mod ( zo_floor ( ( index - LUA_TABLE_OFFSET ) / self . gridWidth ) , self . gridHeight )
end
end
local newIndex = zo_min ( gridX + ( ( gridY - LUA_TABLE_OFFSET ) * self . gridWidth ) , # self . data ) -- interleaved index
if selectedData then
end
end
end
--
--[[ Gamepad Market Page Fragment ]] --
--
end
do
local PAGE_IN_ANIMATION = "ZO_GamepadMarket_GridScreen_PageInSceneAnimation"
local PAGE_OUT_ANIMATION = "ZO_GamepadMarket_GridScreen_PageOutSceneAnimation"
local FADE_ANIMATION = "FadeSceneAnimation"
local FORWARD = true
local BACKWARD = false
ZO_ConveyorSceneFragment . Initialize ( self , control , alwaysAnimate , PAGE_IN_ANIMATION , PAGE_OUT_ANIMATION )
end
return { PAGE_IN_ANIMATION , PAGE_OUT_ANIMATION }
end
end
end
return FADE_ANIMATION , FORWARD
return PAGE_IN_ANIMATION , FORWARD
else
return PAGE_OUT_ANIMATION , BACKWARD
end
else
return FADE_ANIMATION , BACKWARD
return PAGE_OUT_ANIMATION , FORWARD
else
return PAGE_IN_ANIMATION , BACKWARD
end
end
end
if isValid then
local middleX = offsetX
local startX , endX = middleX , middleX
if animationTemplate == PAGE_IN_ANIMATION then
startX = middleX + controlWidth
elseif animationTemplate == PAGE_OUT_ANIMATION then
endX = middleX - controlWidth
end
return startX , endX
end
return 0 , 0
end
end
return GAMEPAD_NAV_QUADRANT_1_2_3_BACKGROUND_FRAGMENT
end
end
--
--[[ Gamepad Market TabBar ScrollList ]] --
--
-- infinite scrolling header tabbar for the b2p market
end
do
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
if selected then
else
end
end
return buttonIcon
end
end
end
local NUM_VISIBLE_CATEGORIES = 5
local OFFSET_BETWEEN_ENTRIES = 100
self . leftIcon = CreateButtonIcon ( "$(parent)LeftArrow" , self . control , KEY_GAMEPAD_LEFT_SHOULDER , LEFT )
self . rightIcon = CreateButtonIcon ( "$(parent)RightArrow" , self . control , KEY_GAMEPAD_RIGHT_SHOULDER , RIGHT )
ZO_HorizontalScrollList . Initialize ( self , control , "ZO_GamepadMarket_TabBarEntryTemplate" , NUM_VISIBLE_CATEGORIES , TabBar_Setup , MenuEntryTemplateEquality )
end
end
end
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.
ethereal = true ,
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.
ethereal = true ,
end ,
} ,
}
end
--
--[[ Gamepad Market Grid Screen ]] --
--
function ZO_GamepadMarket_GridScreen : Initialize ( control , gridWidth , gridHeight , initialTabBarEntries )
self . scrollbar : SetHandler ( "OnUpdate" , function ( _ , timeSecs ) self : OnScrollBarDimAlphaUpdate ( timeSecs ) end )
self . currentCategoryControl = self . contentContainer . scrollChild -- Used for product parenting, may be updated by subclass
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
{
end ,
} ,
{
end ,
} ,
}
end
-- calculate offset needed to scroll grid entries to the absolute screen center instead of the relative container center
local absoluteContentCenterY = contentOffsetY + relativeContentCenterY
end
end
end
end
end
end
end
function ZO_GamepadMarket_GridScreen : PrepareGridForBuild ( itemsPerRow , itemsPerColumn , itemWidth , itemHeight , itemPadding )
end
end
local row , col , _ , gridYHeight = ZO_Anchor_BoxLayout ( self . currentItemAnchor , control , self . totalItems , self . itemsPerRow , self . itemPadding , self . itemPadding , self . itemWidth , self . itemHeight , ZO_GAMEPAD_MARKET_GRID_INITIAL_X_OFFSET , self . gridYPaddingOffset )
focusData . gridY = row + 1
focusData . gridX = col + 1
focusData . centerScrollHeight = gridYHeight + INDIVIDUAL_PRODUCT_HALF_HEIGHT
end
end
end
if currentItemRowIndex > 0 then
end
end
end
do
local SLIDER_MIN_VALUE = 0
self . contentContainer . scrollChild : SetHeight ( self . gridYHeight + INDIVIDUAL_PRODUCT_HALF_HEIGHT + ( ZO_GAMEPAD_MARKET_PRODUCT_PADDING * 2 ) + ( self . contentContainer : GetHeight ( ) / 2 ) )
end
end
{
tabBarEntries = initialTabBarEntries
}
end
if headerData then
local tabBarEntries = headerData . tabBarEntries
if tabBarEntries then
end
end
end
end
end
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
--Preventing an out of order issue with the begin preview mode
elseif newState == SCENE_HIDDEN then
end
end
end
end
end
end
end
-- Supports wrapping around the preview list
end
end
-- Supports wrapping around the preview list
end
end
end
end
-- If the selection has changed instantly scroll to the new position before the scene is visible
local SCROLL_INSTANTLY = true
end
end
end
end
end
end
return ZO_GamepadMarketBlankProduct : New ( objectPool : GetNextControlId ( ) , self . currentCategoryControl , self , self . blankProductName )
end
end
end
return ZO_GamepadMarketProduct : New ( objectPool : GetNextControlId ( ) , self . currentCategoryControl , self , self . productName )
end
end
end
end
end
end
end
end
function ZO_GamepadMarket_GridScreen : UpdatePreviousAndNewlySelectedProducts ( previousSelectedProduct , newlySelectedProduct )
if previousSelectedProduct and previousSelectedProduct ~= newlySelectedProduct then
end
if newlySelectedProduct then
end
end
end
do
local DIM_ALPHA_TIME_OUT = 1.25 -- This is in seconds as OnUpdate passes seconds for the time argument
local PROGRESS_COMPLETE = 1
local DIM_ALPHA = 0.5
local timeline = scrollbar . timeline
if self . showScrollbar and ( timeSeconds - self . lastAlphaUpdateTime ) > DIM_ALPHA_TIME_OUT and timeline : GetFullProgress ( ) == PROGRESS_COMPLETE and scrollbar : GetAlpha ( ) ~= DIM_ALPHA then
end
end
end
end
end
end
end
end
end
end
end
-- may be overridden
end |