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local g_mapTileManager
local g_mapPinManager
local g_mapLocationManager
local g_mouseoverMapBlobManager
local g_keepNetworkManager
local g_ownsTooltip = false
local g_playerChoseCurrentMap = false
local g_resizingMap = false
local g_resizeIsWidthDriven
local g_savedVars
local g_fastTravelNodeIndex = nil
local g_queryType = BGQUERY_UNKNOWN
local g_campaignId = 0
local g_pendingKeepInfo
local g_keybindStrips = { }
local g_mapRefresh
local g_gamepadMode = false
local g_interactKeybindForceHidden = false
local g_questPingData = nil
--- The list of locals was at the absolute size limit of what Lua can handle
--- (any more and it was erroring with "too many registers" and "too complex".)
--- I put all the local constants in a single table to prevent this.
local CONSTANTS =
{
MAP_HEIGHT = 690 ,
MAP_WIDTH = 690 ,
MAP_MIN_SIZE = 200 ,
KEYBOARD_MAP_PADDING_Y_PIXELS = 30 ,
GAMEPAD_MAP_PADDING_Y_PIXELS = 75 ,
CENTER_OFFSET_Y_PIXELS = 9 ,
GAMEPAD_CENTER_OFFSET_Y_PIXELS = - 10 ,
MAIN_MENU_AREA_Y = 120 ,
MAP_INFO_WIDTH = 425 ,
ZOOM_DIRECTION_IN = 1 ,
ZOOM_DIRECTION_OUT = 2 ,
WORLDMAP_SIZE_SMALL_WINDOW_SIZE = 550 ,
WORLDMAP_RESIZE_WIDTH_DRIVEN = true ,
WORLDMAP_RESIZE_HEIGHT_DRIVEN = false ,
WORLDMAP_SIZE_FULLSCREEN = 1 ,
WORLDMAP_SIZE_SMALL = 2 ,
GAMEPAD_TOOLTIP_ID = 1 ,
HISTORY_SLIDER_RANGE = 100 ,
DRAG_START_DIST_SQ = 10 * 10 ,
-- times are in seconds
PIN_UPDATE_DELAY = . 04 , -- Delay for updating pin positions and rotations for player and group members.
MAP_REFRESH_UPDATE_DELAY = 1 , -- Delay between checking to see if the map needs to change based on the player's current location
ALLIANCE_TO_RESTRICTED_PIN_TYPE = {
[ ALLIANCE_ALDMERI_DOMINION ] = MAP_PIN_TYPE_RESTRICTED_LINK_ALDMERI_DOMINION ,
[ ALLIANCE_EBONHEART_PACT ] = MAP_PIN_TYPE_RESTRICTED_LINK_EBONHEART_PACT ,
[ ALLIANCE_DAGGERFALL_COVENANT ] = MAP_PIN_TYPE_RESTRICTED_LINK_DAGGERFALL_COVENANT ,
} ,
KEYBOARD_HEADER_STYLE = {
NAME_OFFSET_Y = 10 ,
NAME_FONT = "ZoFontAnnounceMessage" ,
NAME_MODIFY_STYLE = MODIFY_TEXT_TYPE_NONE ,
DESCRIPTION_OFFSET_Y = 2 ,
DESCRIPTION_FONT = "ZoFontGameOutline" ,
DESCRIPTION_MODIFY_STYLE = MODIFY_TEXT_TYPE_NONE ,
} ,
GAMEPAD_HEADER_STYLE = {
NAME_OFFSET_Y = 44 ,
NAME_FONT = "ZoFontGamepadBold34" ,
NAME_MODIFY_STYLE = MODIFY_TEXT_TYPE_UPPERCASE ,
DESCRIPTION_OFFSET_Y = 8 ,
DESCRIPTION_FONT = "ZoFontGamepad34" ,
DESCRIPTION_MODIFY_STYLE = MODIFY_TEXT_TYPE_NONE ,
} ,
}
-- To properly contain the actual map, the worldmap window needs to compensate for these offsets
--Padding is the total space in the window not occupied by the map
local MAP_CONTAINER_LAYOUT =
{
[ CONSTANTS . WORLDMAP_SIZE_SMALL ] =
{
--left edge, right edge
paddingX = 4 + 4 ,
--top edge, title bar, buttons bar, bot edge
paddingY = 4 + 26 + 36 + 4 ,
offsetX = 4 ,
offsetY = 30 ,
titleBarHeight = 26 ,
} ,
[ CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ] =
{
paddingX = 0 ,
paddingY = 0 ,
offsetX = 0 ,
offsetY = 0 ,
} ,
}
if isGamepadMode then
return ZO_MapLocationTooltip_Gamepad
else
return InformationTooltip
end
end
if isGamepadMode then
return ZO_MapLocationTooltip_Gamepad
else
return ZO_KeepTooltip
end
end
if isGamepadMode then
return ZO_MapLocationTooltip_Gamepad
else
return ZO_MapLocationTooltip
end
end
end
end
end
local g_mapOverflowX = 0
local g_mapOverflowY = 0
local g_mapOverflowMaxX = 0
local g_mapOverflowMaxY = 0
local g_mapScale = 1
local g_dataRegistration
local g_cyrodiilMapIndex
local g_imperialCityMapIndex
local g_mapDragX
local g_mapDragY
local g_dragging = false
local g_mapPanAndZoom
local g_pinUpdateTime = nil
local g_refreshUpdateTime = nil
local g_activeGroupPins = { }
local g_objectiveMovingPins = { }
local g_nextRespawnTimeMS = 0
MAP_MODE_SMALL_CUSTOM = 1
MAP_MODE_LARGE_CUSTOM = 2
MAP_MODE_KEEP_TRAVEL = 3
MAP_MODE_FAST_TRAVEL = 4
MAP_MODE_AVA_RESPAWN = 5
MAP_MODE_AVA_KEEP_RECALL = 6
MAP_MODE_DIG_SITES = 7
local MAP_TRANSIENT_MODES =
{
[ MAP_MODE_SMALL_CUSTOM ] = { } ,
[ MAP_MODE_LARGE_CUSTOM ] = { } ,
}
local MAP_MODE_CHANGE_RESTRICTIONS =
{
[ MAP_MODE_KEEP_TRAVEL ] =
{
disableMapChanging = true ,
} ,
[ MAP_MODE_AVA_RESPAWN ] =
{
restrictedCyrodiilImperialCityMapChanging = true ,
} ,
[ MAP_MODE_AVA_KEEP_RECALL ] =
{
disableMapChanging = true ,
} ,
[ MAP_MODE_DIG_SITES ] =
{
disableMapChanging = true ,
} ,
}
local g_enableCampaignHistory = false
local g_historyPercent = 1.0
if g_enableCampaignHistory == false then
return false
end
return modeData . allowHistory == nil or modeData . allowHistory == true
end
return g_historyPercent
else
return 1.0
end
end
end
-- At some point this could take a size as well to determine if an icon/pin would hang off the edge of the map, even though the center of the pin is inside the map.
-- NOTE: This will NEVER show a point on the edge, assuming that icons displayed there would always hang outside the map.
return x > 0 and x < 1 and y > 0 and y < 1
end
else
end
end
-- WORLD_MAP_AUTO_NAVIGATION_OVERLAY_FRAGMENT will eat all the mouse input, so the mouse can't be over the map
else
return not ZO_WorldMapScroll : IsHidden ( ) and MouseIsOver ( ZO_WorldMapScroll ) and SCENE_MANAGER : IsShowing ( "worldMap" )
end
end
return false
end
--[[
Pin management...
--]]
--[[
Map Tile Pool Object. Creates the base tiles for the world map...controls must be able to be indexed by tile
--]]
return tiles
end
end
end
if tile == nil then
end
return tile
end
end
end
end
end
for i = 1 , ( numHorizontalTiles * numVerticalTiles ) do
end
end
for i = 1 , totalTiles do
end
end
end
local InformationTooltipMixin = { }
-- Does nothing on non-gamepad version
end
end
--Don't call this function if you don't already know it's locked.
--Otherwise we'd run superflous code to return useless information
local stringId = collectibleData : IsCategoryType ( COLLECTIBLE_CATEGORY_TYPE_CHAPTER ) and SI_TOOLTIP_POI_LINKED_CHAPTER_COLLECTIBLE_LOCKED or SI_TOOLTIP_POI_LINKED_DLC_COLLECTIBLE_LOCKED
return zo_strformat ( stringId , collectibleData : GetName ( ) , collectibleData : GetCategoryData ( ) : GetName ( ) )
end
informationTooltip : AddLine ( zo_strformat ( SI_WORLD_MAP_LOCATION_NAME , name ) , "" , ZO_TOOLTIP_DEFAULT_COLOR : UnpackRGB ( ) )
local isCurrentLoc = g_fastTravelNodeIndex == nodeIndex
local nodeIsHousePreview = poiType == POI_TYPE_HOUSE and not HasCompletedFastTravelNodePOI ( nodeIndex )
if isCurrentLoc then --NO CLICK: Can't travel to origin
informationTooltip : AddLine ( GetString ( SI_TOOLTIP_WAYSHRINE_CURRENT_LOC ) , "" , ZO_HIGHLIGHT_TEXT : UnpackRGB ( ) )
elseif g_fastTravelNodeIndex == nil and IsInCampaign ( ) then --NO CLICK: Can't recall while inside AvA zone
informationTooltip : AddLine ( GetString ( SI_TOOLTIP_WAYSHRINE_CANT_RECALL_AVA ) , "" , ZO_ERROR_COLOR : UnpackRGB ( ) )
elseif isOutboundOnly then --NO CLICK: Can't travel to this wayshrine, only from it
elseif not CanLeaveCurrentLocationViaTeleport ( ) then --NO CLICK: Current Zone or Subzone restricts jumping
local cantLeaveStringId
cantLeaveStringId = SI_TOOLTIP_WAYSHRINE_CANT_RECALL_OUTLAW_REFUGE
else
cantLeaveStringId = SI_TOOLTIP_WAYSHRINE_CANT_RECALL_FROM_LOCATION
end
local SET_TO_FULL_SIZE = true
informationTooltip : AddLine ( ZO_WorldMap_GetWayshrineTooltipCollectibleLockedText ( pin ) , "" , r , g , b , CENTER , MODIFY_TEXT_TYPE_NONE , TEXT_ALIGN_CENTER , SET_TO_FULL_SIZE )
informationTooltip : AddLine ( GetString ( SI_TOOLTIP_WAYSHRINE_CLICK_TO_UPGRADE_CHAPTER ) , "" , ZO_HIGHLIGHT_TEXT : UnpackRGB ( ) )
else
informationTooltip : AddLine ( GetString ( SI_TOOLTIP_WAYSHRINE_CLICK_TO_OPEN_CROWN_STORE ) , "" , ZO_HIGHLIGHT_TEXT : UnpackRGB ( ) )
end
informationTooltip : AddLine ( GetString ( SI_TOOLTIP_WAYSHRINE_CANT_RECALL_WHEN_DEAD ) , "" , ZO_ERROR_COLOR : UnpackRGB ( ) )
elseif g_fastTravelNodeIndex == nil then --Recall
if premiumTimeLeft == 0 then --CLICK: Recall
local text = GetString ( nodeIsHousePreview and SI_TOOLTIP_WAYSHRINE_CLICK_TO_PREVIEW_HOUSE or SI_TOOLTIP_WAYSHRINE_CLICK_TO_RECALL )
if cost > 0 then
end
else --NO CLICK: Waiting on cooldown
local cooldownText = zo_strformat ( SI_TOOLTIP_WAYSHRINE_RECALL_COOLDOWN , ZO_FormatTimeMilliseconds ( premiumTimeLeft , TIME_FORMAT_STYLE_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
else --CLICK: Fast Travel
local text = GetString ( nodeIsHousePreview and SI_TOOLTIP_WAYSHRINE_CLICK_TO_PREVIEW_HOUSE or SI_TOOLTIP_WAYSHRINE_CLICK_TO_FAST_TRAVEL )
end
end
if shortDescription then
end
end
if mode == ZO_MAP_TOOLTIP_MODE . INFORMATION then
elseif mode == ZO_MAP_TOOLTIP_MODE . KEEP then
elseif mode == ZO_MAP_TOOLTIP_MODE . MAP_LOCATION then
else
end
end
do
local KEYBOARD_DUNGEON_BUTTON_TEXTURES =
{
UP = {
NORMAL = "EsoUI/Art/WorldMap/mapNav_upArrow_up.dds" ,
PRESSED = "EsoUI/Art/WorldMap/mapNav_upArrow_down.dds" ,
MOUSEOVER = "EsoUI/Art/Buttons/ESO_buttonLarge_mouseOver.dds" ,
DISABLED = "EsoUI/Art/WorldMap/mapNav_upArrow_disabled.dds" ,
} ,
DOWN = {
NORMAL = "EsoUI/Art/WorldMap/mapNav_downArrow_up.dds" ,
PRESSED = "EsoUI/Art/WorldMap/mapNav_downArrow_down.dds" ,
MOUSEOVER = "EsoUI/Art/Buttons/ESO_buttonLarge_mouseOver.dds" ,
DISABLED = "EsoUI/Art/WorldMap/mapNav_downArrow_disabled.dds" ,
} ,
}
local GAMEPAD_DUNGEON_BUTTON_TEXTURES = {
UP = {
KEY_CODE = KEY_GAMEPAD_LEFT_SHOULDER ,
} ,
DOWN = {
KEY_CODE = KEY_GAMEPAD_RIGHT_SHOULDER ,
} ,
}
if textures . KEY_CODE then
else
end
end
local buttonTextures
buttonTextures = GAMEPAD_DUNGEON_BUTTON_TEXTURES
g_gamepadMode = true
else
buttonTextures = KEYBOARD_DUNGEON_BUTTON_TEXTURES
g_gamepadMode = false
end
local headerStyle
headerStyle = CONSTANTS . GAMEPAD_HEADER_STYLE
else
headerStyle = CONSTANTS . KEYBOARD_HEADER_STYLE
end
ZO_WorldMapMouseoverName : SetAnchor ( TOPLEFT , ZO_WorldMapScroll , TOPLEFT , 0 , headerStyle . NAME_OFFSET_Y )
ZO_WorldMapMouseoverName : SetAnchor ( TOPRIGHT , ZO_WorldMapScroll , TOPRIGHT , 0 , headerStyle . NAME_OFFSET_Y )
ZO_WorldMapMouseOverDescription : SetAnchor ( TOPLEFT , ZO_WorldMapMouseoverName , BOTTOMLEFT , 0 , headerStyle . DESCRIPTION_OFFSET_Y )
ZO_WorldMapMouseOverDescription : SetAnchor ( TOPRIGHT , ZO_WorldMapMouseoverName , BOTTOMRIGHT , 0 , headerStyle . DESCRIPTION_OFFSET_Y )
ApplyTemplateToControl ( ZO_WorldMapButtonsFloors , ZO_GetPlatformTemplate ( "ZO_DungeonFloorNavigation" ) )
end
end
local tooltipOrder =
{
ZO_MAP_TOOLTIP_MODE . KEEP , ZO_MAP_TOOLTIP_MODE . MAP_LOCATION , ZO_MAP_TOOLTIP_MODE . INFORMATION
}
--[[
Sticky Pin Utilities for gamepad map control (utilized by mouse over list construction)
--]]
local g_stickyPin
return stickyPin
end
self . m_thresholdDistanceSq = self . BASE_STICKY_MIN_DISTANCE_UNITS * self . BASE_STICKY_MIN_DISTANCE_UNITS
end
end
local stickyDistance = zo_lerp ( self . BASE_STICKY_MIN_DISTANCE_UNITS , self . BASE_STICKY_MAX_DISTANCE_UNITS , currentNormalizedZoom )
end
end
end
end
end
if movingToPin then
local useCurrentZoom = true
end
end
end
end
end
end
end
end
end
--[[
Utilities to build lists of pins the mouse is currently over and was previously over so the world map knows how
to properly call the OnMouseExit and OnMouseEnter events on the pins.
--]]
local currentMouseOverPins = { }
local previousMouseOverPins = { }
local mouseExitPins = { }
local mousedOverPinWasReset = false
local invalidateTooltip = false
invalidateTooltip = true
end
currentMouseOverPins = { }
previousMouseOverPins = { }
end
-- Determine if the mouse is even over the world map
-- Swap lists
previousMouseOverPins , currentMouseOverPins = currentMouseOverPins , previousMouseOverPins
-- Update any pins that were moused over in the current list that may no longer be in the active pins
if mousedOver then
end
end
-- Update active list and determine the sticky pin!
local isMouseCurrentlyOverPin = mouseOverWorldMap and pin : MouseIsOver ( cursorPositionX , cursorPositionY )
currentMouseOverPins [ pin ] = isMouseCurrentlyOverPin
end
-- Determine which pins need to have their mouse enter called and which need to have their mouse exit called.
-- Return whether or not the lists for current and previous changed so that nothing is updated unecessarily
local wasPreviouslyMousedOver , doMouseEnter , doMouseExit
local listsChanged = false
local needsContinuousTooltipUpdates = false
wasPreviouslyMousedOver = previousMouseOverPins [ pin ]
doMouseEnter = isMousedOver and not wasPreviouslyMousedOver
doMouseExit = not isMousedOver and wasPreviouslyMousedOver
mouseExitPins [ pin ] = doMouseExit
listsChanged = listsChanged or doMouseEnter or doMouseExit
needsContinuousTooltipUpdates = needsContinuousTooltipUpdates or ( isMousedOver and pin : NeedsContinuousTooltipUpdates ( ) )
end
return listsChanged , needsContinuousTooltipUpdates
end
--reset the status to show what part of the map we're over (except if it's the name of this zone)
if g_mouseoverMapBlobManager . m_currentLocation ~= ZO_WorldMap . zoneName then
ZO_WorldMapMouseoverName : SetText ( zo_strformat ( SI_WORLD_MAP_LOCATION_NAME , g_mouseoverMapBlobManager . m_currentLocation ) )
ZO_WorldMapMouseoverName . owner = "map"
else
ZO_WorldMapMouseoverName . owner = ""
end
end
end
if currentMouseOverPins [ pin ] then
mousedOverPinWasReset = true
end
currentMouseOverPins [ pin ] = nil
previousMouseOverPins [ pin ] = nil
--If we are showing a menu to choose a pin action and one of those pins is removed from the map then we need to handle that here
if ZO_MapPin . pinsInKeyboardMapChoiceDialog and ZO_MapPin . pinsInKeyboardMapChoiceDialog [ pin ] then
end
end
local usedTooltips = { }
local NOT_GAMEPAD_MODE = false
if g_ownsTooltip then
g_ownsTooltip = false
end
end
local GAMEPAD_MODE = true
end
local g_hideTooltipsAt
g_hideTooltipsAt = nil
end
if not g_gamepadMode then
for i = 1 , # tooltipOrder do
usedTooltips [ i ] = nil
end
else
end
end
if not g_gamepadMode then
else
end
for i = 1 , # tooltipOrder do
usedTooltips [ i ] = nil
end
end
if g_hideTooltipsAt then
-- If we are in the process of hiding the tooltips then treat it as a fresh tooltip
end
if not usedTooltips [ CONSTANTS . GAMEPAD_TOOLTIP_ID ] then
usedTooltips [ CONSTANTS . GAMEPAD_TOOLTIP_ID ] = true
end
return ZO_MapLocationTooltip_Gamepad
end
end
end
if first == second then
return nil
elseif first and second then
return first < second
elseif first then
return true
else
return false
end
end
-- We don't need to check the types for nil, as if they are nil, the following
-- infos will get nil, and that will produce the same result.
local firstTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ firstPinType ]
local secondTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ secondPinType ]
-- If either tooltip info is nil, that pin has no tooltip, and we just need
-- to make sure it sorts to a consistant place.
if not firstTooltipInfo then
return false
elseif not secondTooltipInfo then
return true
end
local firstCategoryId = GetValueOrExecute ( firstTooltipInfo . categoryId , firstPin ) or GetValueOrExecute ( firstTooltipInfo . gamepadCategory , firstPin )
local secondCategoryId = GetValueOrExecute ( secondTooltipInfo . categoryId , secondPin ) or GetValueOrExecute ( secondTooltipInfo . gamepadCategory , secondPin )
if idResult ~= nil then
return idResult
end
if idResult ~= nil then
return idResult
end
if idResult ~= nil then
return idResult
end
return false
end
-- We don't need to check the types for nil, as if they are nil, the following
-- infos will get nil, and that will produce the same result.
local firstTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ firstPinType ]
local secondTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ secondPinType ]
-- If either tooltip info is nil, that pin has no tooltip, and we just need
-- to make sure it sorts to a consistant place.
if not firstTooltipInfo then
return false
elseif not secondTooltipInfo then
return true
end
if idResult ~= nil then
return idResult
end
if idResult ~= nil then
return idResult
end
return false
end
local tooltipMouseOverPins = { }
local foundTooltipMouseOverPins = { }
if pin then
end
end
return tooltipMouseOverPins
end
local cursorPositionX
local cursorPositionY
if isInGamepadPreferredMode then
else
end
local mouseOverListChanged , needsContinuousTooltipUpdates = BuildMouseOverPinLists ( cursorPositionX , cursorPositionY )
local needsTooltipUpdate = mouseOverListChanged or mousedOverPinWasReset or needsContinuousTooltipUpdates or invalidateTooltip
local needsTooltipScrollReset = mouseOverListChanged or mousedOverPinWasReset
invalidateTooltip = false
mousedOverPinWasReset = false
if not needsTooltipUpdate then
return
end
-- Iterate over the current pins, using the key as the actual pin to facilitate looking up whether or not it's appropriate to call mouseEnter/mouseExit
-- for the pins.
-- Do the exit pins first (so that ZO_WorldMapMouseoverName gets cleared then set in the correct order)
if mouseExitPins [ pin ] then
end
end
local isMousedOver = currentMouseOverPins [ pin ]
-- NOTE: Right now we don't need to call the mouse enter handlers, because all custom behavior is part of tooltip generation, so just move on to that step.
-- Verify that control is still moused over due to OnUpdate/OnShow handler issues (prevents tooltip popping)
else
end
end
else
if # foundTooltipMouseOverPins > 0 then
end
end
local MAX_QUEST_PINS = 10
local currentQuestPins = 0
local missedQuestPins = 0
local maxKeepTooltipPinLevel = 0
local informationTooltipAppendedTo = false
local lastGamepadCategory = nil
local pinTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ pinType ]
if pinTooltipInfo then
local layoutPinTooltip = true
--always allow assisted pins through
elseif currentQuestPins < MAX_QUEST_PINS then
currentQuestPins = currentQuestPins + 1
else
layoutPinTooltip = false
missedQuestPins = missedQuestPins + 1
end
end
if layoutPinTooltip then
end
local layoutTooltip = true
local usedTooltip = pinTooltipInfo . tooltip
if not isInGamepadPreferredMode and usedTooltip == ZO_MAP_TOOLTIP_MODE . KEEP then
if pinLevel > maxKeepTooltipPinLevel then
maxKeepTooltipPinLevel = pinLevel
else
layoutTooltip = false
end
end
end
if layoutTooltip then
if usedTooltip then
if not isInGamepadPreferredMode then
for i = 1 , # tooltipOrder do
if tooltipOrder [ i ] == usedTooltip then
if not usedTooltips [ i ] then
usedTooltips [ i ] = true
if usedTooltip == ZO_MAP_TOOLTIP_MODE . KEEP then
else
end
end
end
end
else
end
end
end
if isInGamepadPreferredMode then
end
local nextCategory = nextCategoryText
if not nextCategory then
nextCategory = pinTooltipInfo . categoryId
end
local isDifferentCategory = ( lastGamepadCategory ~= nextCategory )
if nextCategoryText and isDifferentCategory then
local titleStyleName = pinTooltipInfo . gamepadCategoryStyleName
local groupSection = informationTooltip . tooltip : AcquireSection ( titleStyleName , informationTooltip . tooltip : GetStyle ( "mapKeepCategorySpacing" ) )
local mapIconTitleStyle = categoryIcon and informationTooltip . tooltip : GetStyle ( "mapIconTitle" ) or nil
informationTooltip : LayoutGroupHeader ( groupSection , categoryIcon , nextCategoryText , titleStyleName , mapIconTitleStyle , informationTooltip . tooltip : GetStyle ( "mapTitle" ) )
elseif pinTooltipInfo . gamepadSpacing or isDifferentCategory then
local groupSection = informationTooltip . tooltip : AcquireSection ( informationTooltip . tooltip : GetStyle ( "mapKeepCategorySpacing" ) )
end
lastGamepadCategory = nextCategory
end
--space out the appended lines in the information tooltip
if usedTooltip == ZO_MAP_TOOLTIP_MODE . INFORMATION and not isInGamepadPreferredMode then
informationTooltipAppendedTo = true
end
end
end
end
end
if missedQuestPins > 0 then
else
local lineSection = informationTooltip . tooltip : AcquireSection ( informationTooltip . tooltip : GetStyle ( "mapMoreQuestsContentSection" ) )
lineSection : AddLine ( text , informationTooltip . tooltip : GetStyle ( "mapLocationTooltipContentLabel" ) , informationTooltip . tooltip : GetStyle ( "gamepadElderScrollTooltipContent" ) )
end
end
--Remove the last bit of extra padding on the end
if informationTooltipAppendedTo and not isInGamepadPreferredMode then
end
-- Gamepad handles its own layout
if not isInGamepadPreferredMode then
local prevControl = nil
for i = 1 , # tooltipOrder do
if usedTooltips [ i ] then
local tooltip = tooltipOrder [ i ]
if prevControl then
if placeLeft then
if placeAbove then
else
end
else
if placeAbove then
else
end
end
else
if placeLeft then
else
end
end
prevControl = tooltipControl
if tooltip == ZO_MAP_TOOLTIP_MODE . INFORMATION then
g_ownsTooltip = true
end
end
end
end
if wasShowingTooltip ~= isShowingTooltip then
if isShowingTooltip then
else
end
end
end
end
end
--Pin Click Handlers
----------------------
for i = # pinDatas , 1 , - 1 do
local pin = pinDatas [ i ] . pin
end
end
end
if pin and ZO_MapPin . PIN_CLICK_HANDLERS [ mouseButton ] then
if handlers then
for i = 1 , # handlers do
else
end
end
end
end
end
return nil
end
if handlers then
return handlers [ 1 ]
end
return nil
end
if ctrl or alt then
return false
end
if pinControl then
if validPinHandler then
return true
end
end
if isMousedOver then
if validHandler then
return true
end
end
end
end
local pinDatas = ZO_MapPin . pinDatas
if isMousedOver then
if shownHandlers then
local duplicate = false
--if these handlers are of the same type
duplicate = true
break
end
end
end
end
if not duplicate then
end
end
end
end
end
return pinDatas
end
--If something changed and we shouldn't be showing this option anymore then...
--If we have some error text for this case then show it in a dialog
else
end
end
--Then skip doing the action
return
end
end
do
if idResult ~= nil then
return idResult
end
return false
end
ZO_MapPin . pinsInKeyboardMapChoiceDialog = nil
end
ZO_MapPin . pinsInKeyboardMapChoiceDialog = { }
for i = 1 , # pinDatas do
local pin = pinDatas [ i ] . pin
end
end )
ZO_MapPin . pinsInKeyboardMapChoiceDialog [ pin ] = true
end
end
end
if ctrl or alt then
return
end
if # pinDatas == 1 then
elseif # pinDatas > 1 then
else
end
end
end
--Pins Manager
return pin
end
end
mapPins . mouseInputGroup = mouseInputGroup
-- Each of these tables holds a method of mapping pin lookup indices to the actual object pool keys needed to release the pins later
-- The reason this exists is because the game events will hold info like "remove this specific quest index", and at that point we
-- need to be able to lookup a pin for game-event data rather than pinTag data, without iterating over every single pin in the
-- active objects list.
mapPins . m_keyToPinMapping =
{
[ "poi" ] = { } , -- { [zone index 1] = { [objective index 1] = pinKey1, [objective index 2] = pinKey2, ... }, ... }
[ "loc" ] = { } ,
[ "quest" ] = { } , -- { [quest index 1] = { [quest pin tag 1] = pinKey1, [quest pin tag 2] = pinKey2, ... }, ... }
[ "objective" ] = { } ,
[ "keep" ] = { } ,
[ "pings" ] = { } ,
[ "killLocation" ] = { } ,
[ "fastTravelKeep" ] = { } ,
[ "fastTravelWayshrine" ] = { } ,
[ "forwardCamp" ] = { } ,
[ "AvARespawn" ] = { } ,
[ "group" ] = { } ,
[ "restrictedLink" ] = { } ,
[ "suggestion" ] = { } ,
[ "worldEventUnit" ] = { } ,
[ "antiquityDigSite" ] = { } ,
}
mapPins . nextCustomPinType = MAP_PIN_TYPE_INVALID
mapPins . customPins = { }
end
end
local polygonBlob = ZO_ObjectPool_CreateNamedControl ( "ZO_PinPolygonBlob" , "ZO_PinPolygonBlob" , pool , parentControl )
return polygonBlob
end
end
end
end
end
--Wait until the map mode has been set before fielding these updates since adding a pin depends on the map having a mode.
if modeData then
WORLD_MAP_QUEST_BREADCRUMBS : RegisterCallback ( "QuestAvailable" , function ( ... ) mapPins : OnQuestAvailable ( ... ) end )
WORLD_MAP_QUEST_BREADCRUMBS : RegisterCallback ( "QuestRemoved" , function ( ... ) mapPins : OnQuestRemoved ( ... ) end )
end
end
return mapPins
end
end
end
end
end
animation . key = key
return animation
end
end
if g_questPingData and g_questPingData . questIndex then
end
end
do
local MAPS_WITHOUT_QUEST_PINS =
{
[ MAPTYPE_WORLD ] = true ,
[ MAPTYPE_COSMIC ] = true ,
}
end
end
return
end
return
end
if questSteps then
local xLoc , yLoc = conditionData . xLoc , conditionData . yLoc
if conditionData . insideCurrentMapWorld and ZO_WorldMap_IsNormalizedPointInsideMapBounds ( xLoc , yLoc ) then
tag . isBreadcrumb = conditionData . isBreadcrumb
end
end
end
end
end
end
end
_G [ pinType ] = pinTypeId
return pinTypeId
end
function ZO_WorldMapPins : AddCustomPin ( pinType , pinTypeAddCallback , pinTypeOnResizeCallback , pinLayoutData , pinTooltipCreator )
if _G [ pinType ] ~= nil then return end
local pinTypeString = pinType
self . customPins [ pinTypeId ] = { enabled = false , layoutCallback = pinTypeAddCallback , resizeCallback = pinTypeOnResizeCallback , pinTypeString = pinTypeString }
ZO_MapPin . TOOLTIP_CREATORS [ pinTypeId ] = pinTooltipCreator
ZO_MapPin . PIN_DATA [ pinTypeId ] = pinLayoutData
end
if pinData then
end
end
if pinData then
end
end
if optionalPinType == nil or optionalPinType == pinTypeId then
end
end
end
end
local keys = lookupTable [ majorIndex ]
if not keys then
keys = { }
lookupTable [ majorIndex ] = keys
end
keys [ keyIndex ] = pinKey
end
if pinType == MAP_PIN_TYPE_PLAYER then
end
return
end
self : MapPinLookupToPinKey ( "fastTravelKeep" , pin : GetFastTravelKeepId ( ) , pin : GetFastTravelKeepId ( ) , pinKey )
self : MapPinLookupToPinKey ( "worldEventUnit" , pin : GetWorldEventInstanceId ( ) , pin : GetUnitTag ( ) , pinKey )
else
if customPinData then
end
end
return pin
end
local pinQuestIndex
if pinQuestIndex > - 1 then
if pinQuestIndex == questIndex then
else
end
end
end
end
if curIndex == questIndex then
end
end
end
local keys
if majorIndex then
keys = lookupTable [ majorIndex ]
else
end
if keys then
local pinKey
if keyIndex then
pinKey = keys [ keyIndex ]
else
end
if pinKey then
end
end
end
if keysTable then
if pin then
end
end
end
end
if majorIndex then
local keys = lookupTable [ majorIndex ]
else
end
end
return pins
end
if majorIndex then
local keys = lookupTable [ majorIndex ]
if keys then
if keyIndex then
--Remove a specific pin
local pinKey = keys [ keyIndex ]
if pinKey then
keys [ keyIndex ] = nil
end
else
--Remove all pins in the major index
end
end
end
else
--Remove all pins of the lookup type
end
end
end
end
end
end
end
end
if curIndex == nodeIndex then
return pin
end
end
end
if curIndex == questIndex then
return pin
end
end
end
end
--Map texture overlay management
---------------------------------
end
--[[
Blob factory function
--]]
local overlayControl = ZO_ObjectPool_CreateNamedControl ( controlNamePrefix , templateName , pool , parent )
overlayControl : SetAlpha ( 0 ) -- Because it's not shown yet and we want to fade in using current values
ZO_AlphaAnimation : New ( overlayControl ) -- This control will always use this utility object to animate itself, this links the control to the anim, so we don't need the return.
return overlayControl
end
--[[
Mouseover Map Blob manager.
Shows a highlight for the current mouseover map that the user is pointing at.
--]]
local blobFactory = function ( pool ) return MapOverlayControlFactory ( pool , "MapMouseoverBlob" , "ZO_MapBlob" , blobContainer ) end
manager . m_currentTexture = ""
manager . m_currentLocation = ""
return manager
end
return blobWidth * CONSTANTS . MAP_WIDTH , blobHeight * CONSTANTS . MAP_HEIGHT , blobXOffset * CONSTANTS . MAP_WIDTH , blobYOffset * CONSTANTS . MAP_HEIGHT
end
local locationName = ""
local textureFile = ""
local textureUIWidth , textureUIHeight , textureXOffset , textureYOffset
local locXN , locYN , widthN , heightN
locationName , textureFile , widthN , heightN , locXN , locYN = GetMapMouseoverInfo ( normalizedMouseX , normalizedMouseY )
textureUIWidth , textureUIHeight , textureXOffset , textureYOffset = NormalizedBlobDataToUI ( widthN , heightN , locXN , locYN )
end
if locationName ~= ZO_WorldMap . zoneName then
else
end
end
local textureChanged = false
textureChanged = true
textureChanged = true
end
if textureChanged then
if textureFile ~= "" then
if blob then
end
end
end
end
end
if blob then
end
end
end
end
end
end
--[[
Map Location Management (set up the place names text that appears on the map...)
--]]
CONSTANTS . LOCATION_FONT = "$(BOLD_FONT)|%d|soft-shadow-thin"
local factory = function ( pool ) return ZO_ObjectPool_CreateNamedControl ( "ZO_MapLandmark" , "ZO_MapLocation" , pool , container ) end
locations . m_minFontSize = 17
locations . m_maxFontSize = 32
locations . m_cachedFontStrings = { }
return locations
end
end
end
-- apply scale to the (unscaled) input size, clamp it, and arive at final font string.
-- unscale by global ui scale because we want the font to get a little bigger at smaller ui scales to approximately cover the same map area...
if not fontString then
end
return fontString
end
end
end
end
end
end
--Keep Fast Travel Network
-----------------------------
ZO_KeepNetwork . ALLIANCE_OWNER_ALPHA =
{
[ ALLIANCE_ALDMERI_DOMINION ] = 0.8 ,
[ ALLIANCE_EBONHEART_PACT ] = 0.8 ,
[ ALLIANCE_DAGGERFALL_COVENANT ] = 0.8 ,
[ ALLIANCE_NONE ] = 0.2 ,
}
manager . container = container
return manager
end
end
else
end
end
do
if GetMapFilterType ( ) ~= MAP_FILTER_TYPE_AVA_CYRODIIL or GetCurrentMapIndex ( ) ~= g_cyrodiilMapIndex then
return
end
if not showTransitLines then
return
end
local showOnlyMyAlliance = WORLD_MAP_MANAGER : GetFilterValue ( MAP_FILTER_TRANSIT_LINES_ALLIANCE ) == MAP_TRANSIT_LINE_ALLIANCE_MINE
local r , g , b
local mapWidth = CONSTANTS . MAP_WIDTH
local mapHeight = CONSTANTS . MAP_HEIGHT
for linkIndex = 1 , numLinks do
local linkType , linkOwner , restrictedToAlliance , startNX , startNY , endNX , endNY = GetHistoricalKeepTravelNetworkLinkInfo ( linkIndex , bgContext , historyPercent )
local matchesAllianceOption = not showOnlyMyAlliance or linkOwner == playerAlliance
if matchesAllianceOption and ( ZO_WorldMap_IsNormalizedPointInsideMapBounds ( startNX , startNY ) or ZO_WorldMap_IsNormalizedPointInsideMapBounds ( endNX , endNY ) ) then
local startX , startY , endX , endY = startNX * mapWidth , startNY * mapHeight , endNX * mapWidth , endNY * mapHeight
linkControl . startNX = startNX
linkControl . startNY = startNY
linkControl . endNX = endNX
linkControl . endNY = endNY
if linkOwner == playerAlliance then
if linkType == FAST_TRAVEL_LINK_ACTIVE then
else
end
else
end
else
end
if linkType == FAST_TRAVEL_LINK_IN_COMBAT then
else
end
--only show alliance restrictions on uncontrolled links.
if linkOwner == ALLIANCE_NONE and restrictedToAlliance ~= ALLIANCE_NONE then
local linkCenterX = ( startNX + endNX ) / 2
local linkCenterY = ( startNY + endNY ) / 2
local pinType = CONSTANTS . ALLIANCE_TO_RESTRICTED_PIN_TYPE [ restrictedToAlliance ]
end
end
end
end
local mapWidth = CONSTANTS . MAP_WIDTH
local mapHeight = CONSTANTS . MAP_HEIGHT
local startX , startY , endX , endY = link . startNX * mapWidth , link . startNY * mapHeight , link . endNX * mapWidth , link . endNY * mapHeight
end
end
local pinType = MAP_PIN_TYPE_FAST_TRAVEL_KEEP_ACCESSIBLE
if keepType == KEEPTYPE_BORDER_KEEP then
pinType = MAP_PIN_TYPE_FAST_TRAVEL_BORDER_KEEP_ACCESSIBLE
elseif keepType == KEEPTYPE_OUTPOST then
pinType = MAP_PIN_TYPE_FAST_TRAVEL_OUTPOST_ACCESSIBLE
end
end
end
end
end
else
end
end
return false
end
end
--[[
World Map Logic
--]]
end
end
-- Design rule, don't show player pin on cosmic, even if they're in the map
else
end
end
do
local g_worldEventUnitPins = { }
local pinType , currentX , currentY = GetObjectivePinInfo ( pin : GetObjectiveKeepId ( ) , pin : GetObjectiveObjectiveId ( ) , pin : GetBattlegroundContext ( ) )
end
end
end
end
--Map Sizing
-------------------------
local conformedWidth , conformedHeight
local squareDiff = MAP_CONTAINER_LAYOUT [ mapSize ] . paddingY - MAP_CONTAINER_LAYOUT [ mapSize ] . paddingX
if widthDriven then
conformedWidth , conformedHeight = dimension , dimension + squareDiff
else
conformedWidth , conformedHeight = dimension - squareDiff , dimension
end
if conformedWidth < CONSTANTS . MAP_MIN_SIZE then
conformedWidth = CONSTANTS . MAP_MIN_SIZE
conformedHeight = conformedWidth + squareDiff
end
if conformedWidth > UIWidth then
conformedWidth = UIWidth
conformedHeight = conformedWidth + squareDiff
end
if conformedHeight < CONSTANTS . MAP_MIN_SIZE then
conformedHeight = CONSTANTS . MAP_MIN_SIZE
conformedWidth = conformedHeight - squareDiff
end
if conformedHeight > UIHeight then
conformedHeight = UIHeight
conformedWidth = conformedHeight - squareDiff
end
return conformedWidth , conformedHeight
end
local mapPaddingY = IsInGamepadPreferredMode ( ) and CONSTANTS . GAMEPAD_MAP_PADDING_Y_PIXELS or CONSTANTS . KEYBOARD_MAP_PADDING_Y_PIXELS
local mapWidth , mapHeight = GetSquareMapWindowDimensions ( uiHeight - CONSTANTS . MAIN_MENU_AREA_Y * 2 - ( mapPaddingY / GetUIGlobalScale ( ) ) , CONSTANTS . WORLDMAP_RESIZE_HEIGHT_DRIVEN )
--if this size would not allow enough space to fit the map info panel then recalculate using that requirement
if ( uiWidth - mapWidth ) / 2 < CONSTANTS . MAP_INFO_WIDTH then
mapWidth , mapHeight = GetSquareMapWindowDimensions ( uiWidth - 2 * CONSTANTS . MAP_INFO_WIDTH , CONSTANTS . WORLDMAP_RESIZE_WIDTH_DRIVEN )
end
return mapWidth , mapHeight
end
return containerCenterX - scrollCenterX , containerCenterY - scrollCenterY
end
local ZOOM_KEYBIND_STRIP_PADDING_Y = 10
--this is a total hack function to fix sizing issues on gamepad PC until map can be redone
-- Get location tooltip left, get info box right, calculate the difference, send that as your square.
local padding = 50
local newMapWidth = left - right - padding
--caculate the safe zone height
local headerHeight = ZO_WorldMapHeader_Gamepad : GetNamedChild ( "ZoomKeybind" ) : GetHeight ( ) + ZOOM_KEYBIND_STRIP_PADDING_Y -- use the zoomkeybind so we don't create a cyclical dependancy between the header title and map extants
local safeHeight = UIHeight - ZO_GAMEPAD_SAFE_ZONE_INSET_Y - headerHeight - buttonsHeight - keybindStripHeight - padding
return newMapWidth , newMapWidth
end
end
local verticalPadding = LAYOUT . paddingY
local horizontalPadding = LAYOUT . paddingX
CONSTANTS . MAP_WIDTH = mapSize
CONSTANTS . MAP_HEIGHT = mapSize
local RAGGED_EDGE_OFFSET_X = 90
local RAGGED_EDGE_OFFSET_Y = 95
g_mapOverflowX = mapSize * . 5
g_mapOverflowY = mapSize * . 5
else
end
g_mapOverflowMaxX = g_mapOverflowX
g_mapOverflowMaxY = g_mapOverflowY
ZO_WorldMapContainerRaggedEdge : SetAnchor ( TOPLEFT , ZO_WorldMapContainer , TOPLEFT , - raggedEdgeScaledOffsetX , - raggedEdgeScaledOffsetY )
ZO_WorldMapContainerRaggedEdge : SetAnchor ( BOTTOMRIGHT , ZO_WorldMapContainer , BOTTOMRIGHT , raggedEdgeScaledOffsetX , raggedEdgeScaledOffsetY )
if g_keepNetworkManager then
end
modeData . width = newWidth
modeData . height = newHeight
end
end
ZO_WorldMap : SetDimensionConstraints ( CONSTANTS . MAP_MIN_SIZE , CONSTANTS . MAP_MIN_SIZE , UIWidth , UIHeight )
local newMapWidth , newMapHeight
if modeData . mapSize == CONSTANTS . WORLDMAP_SIZE_FULLSCREEN then
else
if modeData . keepSquare then
newMapWidth , newMapHeight = GetSquareMapWindowDimensions ( oldMapWidth , CONSTANTS . WORLDMAP_RESIZE_WIDTH_DRIVEN )
else
end
end
if modeData . mapSize == CONSTANTS . WORLDMAP_SIZE_FULLSCREEN then
ZO_WorldMap : SetAnchor ( CENTER , nil , CENTER , 0 , CONSTANTS . GAMEPAD_CENTER_OFFSET_Y_PIXELS / GetUIGlobalScale ( ) )
else
ZO_WorldMap : SetAnchor ( CENTER , nil , CENTER , 0 , CONSTANTS . CENTER_OFFSET_Y_PIXELS / GetUIGlobalScale ( ) )
end
end
end
g_resizingMap = true
g_resizeIsWidthDriven = ( minXToSide < minYToSide )
end
local isValid , target
isValid , modeData . point , target , modeData . relPoint , modeData . x , modeData . y = ZO_WorldMap : GetAnchor ( 0 )
end
end
g_resizingMap = false
end
-- Zoom Keybind Descriptor (for handling updates on various parts of the map and pins)
return zoomKeybindStrip
end
end
end
end
return true
end
return false
end
-- Mouseover Keybind Descriptor (for handling updates on various parts of the map and pins)
return mouseoverKeybindStrip
end
end
end
end
return true
end
return false
end
-- NOTE: Only checking the pin types that this would care about
if pinType == MAP_PIN_TYPE_PLAYER_WAYPOINT then
end
end
end
-- NOTE: Only checking the pin types that this would care about
if pinType == MAP_PIN_TYPE_PLAYER_WAYPOINT then
end
end
end
end
end
end
--Pan and Zoom State
local LERP_FACTOR = 0.07
ZO_MapPanAndZoom . WHEN_AVAILABLE_LIMIT = 5
return object
end
self . zoomSlider = ZO_SmoothSlider : New ( self . zoomSliderControl , "ZO_WorldMapZoomButton" , 16 , 25 , - 2 , 1.8 )
self . zoomSlider : EnableHighlight ( "EsoUI/Art/Buttons/smoothSliderButton_up.dds" , "EsoUI/Art/Buttons/smoothSliderButton_selected.dds" )
end
zoomControl : RegisterForEvent ( EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( eventId , isGamepadPreferred )
if ZO_WorldMap and modeData then
--Refresh the amount of border scrolling space since it depends if we're using gamepad or not
end
end )
end
end
end
end
end
end
end
ZO_MapPanAndZoom . MAX_OVER_ZOOM = 1.3
ZO_MapPanAndZoom . NAVIGATE_IN_OR_OUT_NORMALIZED_ZOOM_ADJUSTMENT = 0.1
return 1
end
return 1
else
if customMaxZoom then
return customMaxZoom
else
--default to a zoom level that doesn't make the map texture look bad
local totalPixels = numTiles * tilePixelWidth
local maxZoomToStayBelowNative = totalPixels / mapAreaPixels
end
end
end
--Check that the texture is shown due to a possible optimization where the texture unit is auto-released when the texture control is hidden
return ZO_WorldMapContainer1 and ZO_WorldMapContainer1 : IsTextureLoaded ( ) and not ZO_WorldMapContainer1 : IsHidden ( )
end
local USE_CURRENT_ZOOM = true
return
else
end
end
self : PanToNormalizedPosition ( self . pendingPanToNormalizedPosition . positionX , self . pendingPanToNormalizedPosition . positionY , self . pendingPanToNormalizedPositionZoomMode )
if wasNavigateIn then
self : SetNormalizedZoomAndOffsetInNewMap ( ZO_MapPanAndZoom . NAVIGATE_IN_OR_OUT_NORMALIZED_ZOOM_ADJUSTMENT )
else
self : SetNormalizedZoomAndOffsetInNewMap ( 1 - ZO_MapPanAndZoom . NAVIGATE_IN_OR_OUT_NORMALIZED_ZOOM_ADJUSTMENT )
end
else
end
else
end
end
end
end
end
else
end
end
end
end
do
--The actual zoom level we use to size things does not go linearly from min to mix. Going linearly causes the zoom to feel like it is moving very fast to start
--and then moving more and more slowly as we reach max zoom. To counteract this we treat the progression from min to max as a curve that increases more slowly to
--start and then faster later. Research has shown that the curve y=e^px best matches human expectations of an even zoom speed with a p value of 6^0.25 ~= 1.57. We
--normalized this curve so that y goes from 0 to 1 as x goes from 0 to 1 since we operate on a normalized value between min and max zoom.
local P = 1.57
end
end
end
end
if ZO_WorldMap then
end
end
local considerNormalizedZoom
else
end
if considerNormalizedZoom then
else
end
end
end
end
end
end
do
local NORMALIZED_ZOOM_PER_DELTA = 0.1
end
end
end
do
local MAX_FULL_ZOOM_DURATION_S = 2
local MIN_ZOOM_SPEED_PER_S = 2
local speed = triggerMagnitude * zo_max ( MIN_ZOOM_SPEED_PER_S , zoomDifference / MAX_FULL_ZOOM_DURATION_S )
local normalizedSpeed = zoomDifference > 0 and ( speed / zoomDifference ) or 0
end
end
end
end
end
end
end
end
local nextOffsetX = zo_clamp ( ( self . targetOffsetX or cx ) + deltaX , - g_mapOverflowMaxX , g_mapOverflowMaxX )
local nextOffsetY = zo_clamp ( ( self . targetOffsetY or cy ) + deltaY , - g_mapOverflowMaxY , g_mapOverflowMaxY )
end
end
end
end
end
function ZO_MapPanAndZoom : GetNormalizedPositionFocusZoomAndOffset ( normalizedX , normalizedY , useCurrentZoom )
if normalizedX and normalizedY and ZO_WorldMap_IsNormalizedPointInsideMapBounds ( normalizedX , normalizedY ) then
local zoomedNX = normalizedX * curvedTargetZoom
local zoomedNY = normalizedY * curvedTargetZoom
local borderSizeN = ( curvedTargetZoom - 1 ) / 2
local offsetNX = 0.5 + borderSizeN - zoomedNX
local offsetNY = 0.5 + borderSizeN - zoomedNY
end
return targetNormalizedZoom , offsetX , offsetY
end
end
if pin then
end
end
else
if targetNormalizedZoom then
end
end
end
else
local targetNormalizedZoom , offsetX , offsetY = self : GetNormalizedPositionFocusZoomAndOffset ( positionX , positionY , useCurrentZoom )
if targetNormalizedZoom then
end
end
end
return false
else
if targetNormalizedZoom then
return true
end
return false
end
end
if pin then
else
end
end
end
end
if self . targetNormalizedZoom >= 0 and zo_abs ( self . currentNormalizedZoom - self . targetNormalizedZoom ) < . 001 then
else
self : SetCurrentNormalizedZoomInternal ( zo_deltaNormalizedLerp ( self . currentNormalizedZoom , self . targetNormalizedZoom , LERP_FACTOR ) )
end
end
end
local amount = g_dragging and 1.0 or LERP_FACTOR
else
end
end
else
end
end
end
end
end
end
return mapContentType ~= MAP_CONTENT_DUNGEON and mapContentType ~= MAP_CONTENT_BATTLEGROUND
end
--Events
if pin then
end
end
end
end
if not g_playerChoseCurrentMap then
end
end
end
local g_gamepadMap
return object
end
end
--Only show the center reticle if we have input to move
local isInputAvailable = DIRECTIONAL_INPUT : IsAvailable ( ZO_DI_LEFT_STICK ) or DIRECTIONAL_INPUT : IsAvailable ( ZO_DI_DPAD )
local zoomDelta = zoomInMagnitude - zoomOutMagnitude
local wantsToZoom = zoomDelta ~= 0
g_dragging = ( motionX ~= 0 or motionY ~= 0 )
if g_dragging or wantsToZoom then
end
local performedZoom = false
if wantsToZoom then
performedZoom = self : TryZoom ( zoomDelta , GetFrameDeltaSeconds ( ) , deltaX , deltaY , navigateInAt , navigateOutAt )
end
if g_dragging and not performedZoom then
end
if not ( g_dragging or wantsToZoom ) then
local motionMagSq = ( motionX * motionX ) + ( motionY * motionY )
end
end
else
end
end
function GamepadMap : TryZoom ( zoomDelta , normalizedFrameDelta , deltaX , deltaY , navigateInAt , navigateOutAt )
if zoomDelta > 0 then
return true
else
local canNavigateIn = g_mouseoverMapBlobManager : IsShowingMapRegionBlob ( ) and WORLD_MAP_MANAGER : IsMapChangingAllowed ( CONSTANTS . ZOOM_DIRECTION_IN )
if navigateInAt == nil then
if canNavigateIn then
return false
end
else
if currentFrameTimeS > navigateInAt then
if canNavigateIn then
return false
end
else
return false
end
end
end
else
local canNavigateOut = not IsShowingCosmicMap ( ) and WORLD_MAP_MANAGER : IsMapChangingAllowed ( CONSTANTS . ZOOM_DIRECTION_OUT )
return true
else
if navigateOutAt == nil then
if canNavigateOut then
return false
end
else
if currentFrameTimeS > navigateOutAt then
if canNavigateOut then
return false
end
else
return false
end
end
end
end
end
return false
end
end
return true
else
return false
end
end
return false
end
end
--Local XML
end
--Global XML
end
end
end
end
--Main Update Loop
do
local mouseWasOverWorldMapScroll = false
local mouseIsOverWorldMapScroll = false
local nextMouseOverUpdateS
mouseWasOverWorldMapScroll = false
mouseIsOverWorldMapScroll = false
end
if g_pinUpdateTime == nil then g_pinUpdateTime = currentTimeS end
if g_refreshUpdateTime == nil then g_refreshUpdateTime = currentTimeS end
if g_refreshUpdateTime <= currentTimeS then
g_refreshUpdateTime = currentTimeS + CONSTANTS . MAP_REFRESH_UPDATE_DELAY
-- If the player is just wandering around the world, with their map open, then refresh it every so often so that
-- it's showing the appropriate location for where they are. If they actually picked a loction, then avoid this update.
if not g_playerChoseCurrentMap then
end
end
end
if g_pinUpdateTime <= currentTimeS then
g_pinUpdateTime = currentTimeS + CONSTANTS . PIN_UPDATE_DELAY
--if we're resizing the map, we update this continuously
if not g_resizingMap then
end
end
if g_resizingMap then
if modeData . keepSquare then
local conformedWidth , conformedHeight = GetSquareMapWindowDimensions ( ( g_resizeIsWidthDriven and windowWidth or windowHeight ) , g_resizeIsWidthDriven )
else
end
end
if nextMouseOverUpdateS == nil or currentTimeS > nextMouseOverUpdateS then
nextMouseOverUpdateS = currentTimeS + 0.3
end
local FORCE_SHOW_BLOB = true
end
else
end
if mouseIsOverWorldMapScroll ~= mouseWasOverWorldMapScroll then
end
mouseWasOverWorldMapScroll = mouseIsOverWorldMapScroll
end
if g_hideTooltipsAt and currentTimeS * 1000 > g_hideTooltipsAt then
g_hideTooltipsAt = nil
end
end
end
-- If a pin group is here, it will override filters on dungeon maps
-- Recent design change calls for hiding wayshrines on dungeon maps
local hiddenPinGroupsOnDungeonMaps =
{
[ MAP_FILTER_WAYSHRINES ] = true ,
}
-- Dungeon maps supercede map context/mode
if mapContentType == MAP_CONTENT_DUNGEON and hiddenPinGroupsOnDungeonMaps [ pinGroup ] then
return false
end
end
return true
end
end
return GetMapFilterType ( ) == MAP_FILTER_TYPE_AVA_CYRODIIL or GetMapFilterType ( ) == MAP_FILTER_TYPE_AVA_IMPERIAL
end
if pinType ~= MAP_PIN_TYPE_INVALID then
if keepType == KEEPTYPE_IMPERIAL_CITY_DISTRICT and GetCurrentMapIndex ( ) ~= g_imperialCityMapIndex then
return
end
local underAttackPin = true
local notUnderAttackPin = false
if not existingKeepPin then
if keepUnderAttack then
end
end
end
end
end
end
end
local UNDER_ATTACK_PIN = true
local NOT_UNDER_ATTACK_PIN = false
if existingKeepPin then
local hasUnderAttackPin = existingUnderAttackKeepPin ~= nil
if keepUnderAttack ~= hasUnderAttackPin then
if keepUnderAttack then
--Add under attack pin
else
--Remove under attack pin
end
end
end
end
end
end
for i = 1 , numKeeps do
end
end
end
-- We don't want these manual player pings showing up on the Aurbis
for i = 1 , GROUP_SIZE_MAX do
if x ~= 0 and y ~= 0 then
end
end
-- Add rally point
if x ~= 0 and y ~= 0 then
end
-- Add Player Waypoint
if x ~= 0 and y ~= 0 then
end
-- Add Quest Ping
if g_questPingData then
local pins = { }
local tag = ZO_MapPin . CreateQuestPinTag ( g_questPingData . questIndex , g_questPingData . stepIndex , g_questPingData . conditionIndex )
end
end
end
end
-- Add auto navigation target, and we do want this on the Aurbis
end
end
do
local IS_OBJECTIVE_TYPE_SHOWN_IN_AVA =
{
[ OBJECTIVE_ARTIFACT_OFFENSIVE ] = true ,
[ OBJECTIVE_ARTIFACT_DEFENSIVE ] = true ,
[ OBJECTIVE_DAEDRIC_WEAPON ] = true ,
}
return true
else
return IS_OBJECTIVE_TYPE_SHOWN_IN_AVA [ objectiveType ]
end
end
end
if mapFilterType ~= MAP_FILTER_TYPE_AVA_CYRODIIL and mapFilterType ~= MAP_FILTER_TYPE_BATTLEGROUND then
return
end
for i = 1 , numObjectives do
if isEnabled then
if ZO_WorldMap_IsObjectiveShown ( keepId , objectiveId , bgContext ) and IsMapShowingBattlegroundContext ( bgContext ) then
--spawn locations
if spawnPinType ~= MAP_PIN_TYPE_INVALID then
if worldMapAvAPinsShown then
end
end
end
--return locations
local returnPinType , returnX , returnY , returnContinuousUpdate = GetObjectiveReturnPinInfo ( keepId , objectiveId , bgContext )
if returnPinType ~= MAP_PIN_TYPE_INVALID then
if returnContinuousUpdate then
end
end
-- current locations
local pinType , currentX , currentY , continuousUpdate = GetObjectivePinInfo ( keepId , objectiveId , bgContext )
if worldMapAvAPinsShown then
if objectivePin then
local auraPin
if auraPinType ~= MAP_PIN_TYPE_INVALID then
end
if continuousUpdate then
if auraPin then
end
end
end
end
end
end
end
end
end
end
--spawn locations
if pinType ~= MAP_PIN_TYPE_INVALID then
end
end
--Minimap
--param 1 is the C index of the location
end
end
end
do
local MAPS_WITHOUT_WORLD_EVENT_PINS =
{
[ MAPTYPE_WORLD ] = true ,
[ MAPTYPE_COSMIC ] = true ,
}
end
end
do
end
return
end
for i = 1 , numUnits do
if pinType ~= MAP_PIN_TYPE_INVALID then
if isInCurrentMap then
end
end
end
end
end
end
end
end
if g_nextRespawnTimeMS ~= 0 then
local currentTimeMS = currentTime * 1000
local formattedTimeRemaining = ""
local isTimerHidden = true
if currentTimeMS > g_nextRespawnTimeMS then
-- hide the timer and refresh the forward camp pins (which turns the green hightlight back on)
g_nextRespawnTimeMS = 0
isTimerHidden = true
end
else
local secondsRemaining = ( g_nextRespawnTimeMS - currentTimeMS ) / 1000
isTimerHidden = false
else
-- hide the timer when not in AvA-Respawn map mode
isTimerHidden = true
end
end
{
data1HeaderText = timerText ,
}
else
end
end
end
return
end
local pinType , normalizedX , normalizedY , normalizedRadius , useable = GetForwardCampPinInfo ( g_queryType , i )
normalizedRadius = 0
end
g_mapPinManager : CreatePin ( pinType , ZO_MapPin . CreateForwardCampPinTag ( i ) , normalizedX , normalizedY , normalizedRadius )
end
end
end
local _ , normalizedX , normalizedY , normalizedRadius , useable = GetForwardCampPinInfo ( g_queryType , i )
g_mapPinManager : CreatePin ( MAP_PIN_TYPE_FORWARD_CAMP_ACCESSIBLE , ZO_MapPin . CreateAvARespawnPinTag ( i ) , normalizedX , normalizedY )
end
end
end
local pinType
if keepType == KEEPTYPE_BORDER_KEEP then
pinType = MAP_PIN_TYPE_RESPAWN_BORDER_KEEP_ACCESSIBLE
elseif keepType == KEEPTYPE_TOWN then
pinType = MAP_PIN_TYPE_AVA_TOWN_GRAVEYARD_ACCESSIBLE
elseif keepType == KEEPTYPE_IMPERIAL_CITY_DISTRICT then
pinType = MAP_PIN_TYPE_IMPERIAL_DISTRICT_GRAVEYARD_ACCESSIBLE
end
elseif keepType == KEEPTYPE_OUTPOST then
pinType = MAP_PIN_TYPE_OUTPOST_GRAVEYARD_ACCESSIBLE
else
pinType = MAP_PIN_TYPE_KEEP_GRAVEYARD_ACCESSIBLE
end
if pinType then
end
end
end
end
end
for i = 1 , GROUP_SIZE_MAX do
if DoesUnitExist ( groupTag ) and not AreUnitsEqual ( "player" , groupTag ) and IsUnitOnline ( groupTag ) then
local isGroupMemberHiddenByInstance = false
-- We're in the same world as the group member, but a different instance
if DoesCurrentMapMatchMapForPlayerLocation ( ) and IsGroupMemberInSameWorldAsPlayer ( groupTag ) and not IsGroupMemberInSameInstanceAsPlayer ( groupTag ) then
-- If the instance we're in has it's own map, it's going to be a dungeon map. Don't show on the map if we're on different instances
-- If it doesn't have it's own map, we're okay to show the group member regardless of instance
end
if not isGroupMemberHiddenByInstance then
if isInCurrentMap then
local tagData = groupTag
tagData =
{
groupTag = groupTag ,
isBreadcrumb = true
}
end
local groupPin = g_mapPinManager : CreatePin ( isLeader and MAP_PIN_TYPE_GROUP_LEADER or MAP_PIN_TYPE_GROUP , tagData )
if groupPin then
g_activeGroupPins [ groupTag ] = groupPin
end
end
end
end
end
end
end
-- currently keeping this function around for backward compatibility
end
-- This should only be called by RefreshAllPOI and RefreshSinglePOI as appropriate.
local xLoc , zLoc , poiPinType , icon , isShownInCurrentMap , linkedCollectibleIsLocked , isDiscovered , isNearby = GetPOIMapInfo ( zoneIndex , poiIndex )
if isShownInCurrentMap and ( isDiscovered or isNearby ) then
if ZO_MapPin . POI_PIN_TYPES [ poiPinType ] then
if poiPinType ~= MAP_PIN_TYPE_POI_SEEN then
-- Seen Wayshines are POIs, discovered Wayshrines are handled by AddWayshrines()
-- Request was made by design to have houses and dungeons behave like wayshrines.
if poiType == POI_TYPE_WAYSHRINE or poiType == POI_TYPE_HOUSE or poiType == POI_TYPE_GROUP_DUNGEON then
return
end
end
end
end
end
end
end
end
end
end
local showFloorControls = false
local showLevelControls = false
showFloorControls = numFloors > 0
showLevelControls = not showFloorControls
end
else
showFloorControls = numFloors > 0
end
if showFloorControls then
end
end
if isInAvAMap then
if g_campaignId == 0 then
else
end
elseif dungeonDifficulty == DUNGEON_DIFFICULTY_NONE then
else
titleText = zo_strformat ( SI_WINDOW_TITLE_WORLD_MAP_WITH_DUNGEON_DIFFICULTY , mapName , GetString ( "SI_DUNGEONDIFFICULTY" , dungeonDifficulty ) )
end
end
else
return DUNGEON_DIFFICULTY_NONE
end
end
-- Set up base map
-- Set up map location names
end
return g_fastTravelNodeIndex
end
g_fastTravelNodeIndex = nil
end
local lastCampaignId = g_campaignId
local lastQueryType = g_queryType
if currentMapFilterType == MAP_FILTER_TYPE_AVA_CYRODIIL then
if localCampaignId ~= 0 and not isLocalCampaignImperialCity then
g_queryType = BGQUERY_LOCAL
else
-- If we aren't in a cyrodiil campaign, show the home campaign. If we don't have a campaign this will behave like we didn't pick a query type
g_queryType = BGQUERY_ASSIGNED_CAMPAIGN
end
elseif currentMapFilterType == MAP_FILTER_TYPE_AVA_IMPERIAL then
if localCampaignId ~= 0 and isLocalCampaignImperialCity then
g_queryType = BGQUERY_LOCAL
else
-- IC campaigns can never be homed, so never query the home campaign here
g_queryType = BGQUERY_UNKNOWN
end
elseif currentMapFilterType == MAP_FILTER_TYPE_BATTLEGROUND then
-- BGs use campaign messaging to show objectives, but don't have an localCampaignId.
-- This means the map should show objectives for the current BG, but not show a campaign name next to the map name.
g_queryType = BGQUERY_LOCAL
else
g_queryType = BGQUERY_UNKNOWN
end
if g_queryType == BGQUERY_UNKNOWN then
g_campaignId = 0
elseif g_queryType == BGQUERY_LOCAL then
g_campaignId = localCampaignId
elseif g_queryType == BGQUERY_ASSIGNED_CAMPAIGN then
end
if lastCampaignId ~= g_campaignId or lastQueryType ~= g_queryType then
end
end
end
return g_campaignId , g_queryType
end
do
-- Dungeons no longer show wayshrines of any kind (possibly pending some system rework)
-- Design rule, don't show wayshrine pins on cosmic, even if they're in the map
return
end
for nodeIndex = 1 , numFastTravelNodes do
local known , name , normalizedX , normalizedY , icon , glowIcon , poiType , isLocatedInCurrentMap , linkedCollectibleIsLocked = GetFastTravelNodeInfo ( nodeIndex )
if known and isLocatedInCurrentMap and ZO_WorldMap_IsNormalizedPointInsideMapBounds ( normalizedX , normalizedY ) then
local isCurrentLoc = g_fastTravelNodeIndex == nodeIndex
if isCurrentLoc then
glowIcon = nil
end
local tag = ZO_MapPin . CreateTravelNetworkPinTag ( nodeIndex , icon , glowIcon , linkedCollectibleIsLocked )
local pinType = isCurrentLoc and MAP_PIN_TYPE_FAST_TRAVEL_WAYSHRINE_CURRENT_LOC or MAP_PIN_TYPE_FAST_TRAVEL_WAYSHRINE
end
end
end
end
g_fastTravelNodeIndex = nodeIndex
if WORLD_MAP_INFO then
end
else
g_playerChoseCurrentMap = false
end
end
end
g_fastTravelNodeIndex = nil
end
end
-- Determines whether or not the player actually selected this map. If the player hits the recenter button
-- we want the map to behave like they just opened it, but by default this function is called when the player
-- actually chose which map to show so it defaults to true if nothing is passed in.
--
-- NOTE: Only call this function if the map was successfully changed (indicated by the return from the various
-- SetMap* functions)
if playerChoseMap == nil then playerChoseMap = true end
g_playerChoseCurrentMap = playerChoseMap
end
--XML Handlers
----------------
end
--prevent the initial software setting of these sliders from updating anything
if g_savedVars and eventReason == EVENT_REASON_HARDWARE then
local oldValue = g_historyPercent
g_historyPercent = percent
if DoesHistoryRequireMapRebuild ( ZO_WorldMap_GetBattlegroundQueryType ( ) , oldValue , g_historyPercent ) then
end
end
end
if g_historyPercent ~= 1 then
if g_campaignId ~= 0 and ResetCampaignHistoryWindow ( ZO_WorldMap_GetBattlegroundQueryType ( ) , g_historyPercent ) then
end
end
end
-- Always needs to be cleared
ZO_WorldMapMouseoverName . owner = ""
-- Reset this...the next time the map opens it will be forced to the player's current location
g_playerChoseCurrentMap = false
--Exit respawn mode
if mode == MAP_MODE_AVA_RESPAWN or mode == MAP_MODE_AVA_KEEP_RECALL then
elseif mode == MAP_MODE_DIG_SITES then
local NO_SOUND = true
end
end
-- We really only want to ping the player pin when the map is opened...not every pin that's on the map.
end
if mapSize == CONSTANTS . WORLDMAP_SIZE_SMALL then
end
end
end
if g_savedVars . userMode == MAP_MODE_SMALL_CUSTOM then
else
end
end
local diffX = x - g_mapDragX
local diffY = y - g_mapDragY
if g_dragging then
g_mapDragX = x
g_mapDragY = y
else
local distSq = diffX * diffX + diffY * diffY
if distSq > CONSTANTS . DRAG_START_DIST_SQ then
g_mapDragX = x
g_mapDragY = y
g_dragging = true
end
end
end
return
end
if shift and not alt and not ctrl then
elseif not shift and not alt and ctrl then
else
if g_dragging then
end
end
end
end
g_dragging = false
g_mapDragX = nil
g_mapDragY = nil
else
-- If modifier keys are still pressed then ignore this click because modifier keys are used to ping the map
-- The reason upInside needs to be passed is that the mouse may have been pressed over the map, but the press
-- spawns a map ping, so upInside would have been false, and this function would never have been called.
-- That fact messed up the hook that some dev-functionality uses, so upInside is passed in to guarantee that the hook is always called.
return
end
local needUpdate = false
local navigateIn
if mouseButton == MOUSE_BUTTON_INDEX_LEFT and WORLD_MAP_MANAGER : IsMapChangingAllowed ( CONSTANTS . ZOOM_DIRECTION_IN ) then
navigateIn = true
elseif mouseButton == MOUSE_BUTTON_INDEX_RIGHT and WORLD_MAP_MANAGER : IsMapChangingAllowed ( CONSTANTS . ZOOM_DIRECTION_OUT ) then
navigateIn = false
end
if needUpdate then
end
end
end
end
end
end
end
end
-- This is specifically written to avoid popping tooltips when the mouse is over a pin
-- and the map is hidden and shown again without moving the mouse.
-- The popping happens because when the map is shown an update happens that does the pin
-- layout and anchoring...however the pin that the mouse was previously over has probably
-- moved. So the tooltip is created over the wrong pin, with the wrong data.
-- Then the OnUpdate handler is called and realizes that the mouse is over a different pin and pops the tooltip.
end
-- ZO_WorldMap_HandlePinExit exists for the same reason that ZO_WorldMap_HandlePinEnter does, to avoid tooltip and zone text pop.
end
end
end
end
--Global API
end
end
function ZO_WorldMap_AddCustomPin ( pinType , pinTypeAddCallback , pinTypeOnResizeCallback , pinLayoutData , pinTooltipCreator )
g_mapPinManager : AddCustomPin ( pinType , pinTypeAddCallback , pinTypeOnResizeCallback , pinLayoutData , pinTooltipCreator )
end
end
end
end
end
return CONSTANTS . MAP_WIDTH , CONSTANTS . MAP_HEIGHT
end
end
end
return g_queryType
end
g_playerChoseCurrentMap = true
end
end
end
end
end
end
end
end
end
return g_playerChoseCurrentMap
end
return
end
--first try to set the map to one of the quest's step pins
local result = SET_MAP_RESULT_FAILED
--Loop through the conditions, if there are any. Prefer non-completed conditions to completed ones.
local requireNotCompleted = true
local conditionsExhausted = false
while result == SET_MAP_RESULT_FAILED and not conditionsExhausted do
local tryCondition = true
if requireNotCompleted then
tryCondition = not complete
end
if tryCondition then
if result ~= SET_MAP_RESULT_FAILED then
-- only set questIndex so all the steps and conditions for this quest shown on the map get pings
g_questPingData =
{
questIndex = questIndex ,
}
break
end
end
end
if requireNotCompleted then
requireNotCompleted = false
else
conditionsExhausted = true
end
end
if result ~= SET_MAP_RESULT_FAILED then
break
end
--If it's the end, set the map to the ending location (Endings don't have conditions)
if result ~= SET_MAP_RESULT_FAILED then
-- only set questIndex so all the steps and conditions for this quest shown on the map get pings
g_questPingData =
{
questIndex = questIndex ,
}
break
end
end
end
--if it has no condition pins, set it to the quest's zone
if result == SET_MAP_RESULT_FAILED then
if result ~= SET_MAP_RESULT_FAILED then
-- only set questIndex so all the steps and conditions for this quest shown on the map get pings
g_questPingData =
{
questIndex = questIndex ,
}
end
end
--if that doesn't work, bail
if result == SET_MAP_RESULT_FAILED then
return
end
g_playerChoseCurrentMap = true
if result == SET_MAP_RESULT_MAP_CHANGED then
elseif g_questPingData then
-- Make sure the pings get refreshed since the map didn't change
end
else
end
end
end )
end
return
end
if g_cyrodiilMapIndex == nil then
return
end
if result == SET_MAP_RESULT_FAILED then
return
end
g_playerChoseCurrentMap = true
if result == SET_MAP_RESULT_MAP_CHANGED then
end
g_pendingKeepInfo = keepId
else
end
local notUnderAttackPin = false
end )
end
end
end
g_keybindStrips . mouseover : DoMouseExitForPinType ( MAP_PIN_TYPE_PLAYER_WAYPOINT ) -- this should have been called by the mouseover update, but it's not getting called
g_keybindStrips . gamepad : DoMouseExitForPinType ( MAP_PIN_TYPE_PLAYER_WAYPOINT ) -- this should have been called by the mouseover update, but it's not getting called
end
return g_mapPinManager
end
return g_mapPanAndZoom
end
return g_questPingData
end
--Initialization
------------------
do
--Event Handlers
---------------------
local EVENT_HANDLERS =
{
[ EVENT_NON_COMBAT_BONUS_CHANGED ] = function ( )
end ,
[ EVENT_POI_UPDATED ] = function ( eventCode , zoneIndex , poiIndex )
end ,
[ EVENT_UNIT_CREATED ] = function ( eventCode , unitTag )
end
end ,
[ EVENT_UNIT_DESTROYED ] = function ( eventCode , unitTag )
end
end ,
[ EVENT_GROUP_MEMBER_LEFT ] = function ( evt , characterName , reason , wasLocalPlayer , amLeader )
if wasLocalPlayer then
end
end ,
[ EVENT_GROUP_UPDATE ] = function ( eventCode )
end ,
[ EVENT_LEADER_UPDATE ] = function ( eventCode )
end ,
[ EVENT_GROUP_MEMBER_CONNECTED_STATUS ] = function ( )
end ,
[ EVENT_SCREEN_RESIZED ] = function ( )
end ,
[ EVENT_POIS_INITIALIZED ] = function ( )
end ,
[ EVENT_KEEP_ALLIANCE_OWNER_CHANGED ] = function ( _ , keepId , bgContext )
end
end ,
[ EVENT_KEEP_UNDER_ATTACK_CHANGED ] = function ( _ , keepId , bgContext )
end
end ,
[ EVENT_KEEP_IS_PASSABLE_CHANGED ] = function ( _ , keepId , bgContext )
end ,
[ EVENT_KEEP_PIECE_DIRECTIONAL_ACCESS_CHANGED ] = function ( _ , keepId , bgContext )
end ,
[ EVENT_KEEP_INITIALIZED ] = function ( _ , keepId , bgContext )
end ,
[ EVENT_FORWARD_CAMPS_UPDATED ] = function ( )
end
end ,
[ EVENT_MAP_PING ] = function ( eventCode , pingEventType , pingType , pingTag , x , y , isPingOwner )
if pingEventType == PING_EVENT_ADDED then
if isPingOwner then
end
elseif pingEventType == PING_EVENT_REMOVED then
if isPingOwner then
end
end
end ,
[ EVENT_FAST_TRAVEL_KEEP_NETWORK_UPDATED ] = function ( )
end ,
[ EVENT_START_FAST_TRAVEL_KEEP_INTERACTION ] = function ( eventCode , keepId )
end ,
[ EVENT_END_FAST_TRAVEL_KEEP_INTERACTION ] = function ( )
end ,
[ EVENT_RECALL_KEEP_USE_RESULT ] = function ( eventId , result )
if result == KEEP_RECALL_STONE_USE_RESULT_SUCCESS then
end
end ,
[ EVENT_ZONE_CHANGED ] = function ( eventId , zoneName , subzoneName )
end
end ,
[ EVENT_PLAYER_COMBAT_STATE ] = function ( )
end
end ,
[ EVENT_PLAYER_DEAD ] = function ( )
end
end ,
[ EVENT_PLAYER_ALIVE ] = function ( )
end
end ,
[ EVENT_CURRENT_CAMPAIGN_CHANGED ] = function ( )
end ,
[ EVENT_ASSIGNED_CAMPAIGN_CHANGED ] = function ( )
end ,
[ EVENT_PLAYER_ACTIVATED ] = function ( )
end ,
[ EVENT_KEEP_START_INTERACTION ] = function ( )
end ,
[ EVENT_FORWARD_CAMP_RESPAWN_TIMER_BEGINS ] = function ( eventCode , durationMS )
end ,
[ EVENT_WORLD_EVENTS_INITIALIZED ] = function ( )
end ,
[ EVENT_WORLD_EVENT_ACTIVATED ] = function ( _ , worldEventInstanceId )
end ,
[ EVENT_WORLD_EVENT_DEACTIVATED ] = function ( _ , worldEventInstanceId )
end ,
[ EVENT_WORLD_EVENT_UNIT_CREATED ] = function ( _ , worldEventInstanceId )
end ,
[ EVENT_WORLD_EVENT_UNIT_DESTROYED ] = function ( _ , worldEventInstanceId )
end ,
[ EVENT_WORLD_EVENT_UNIT_CHANGED_PIN_TYPE ] = function ( _ , worldEventInstanceId )
end ,
[ EVENT_SHOW_WORLD_MAP ] = function ( )
end ,
[ EVENT_REVEAL_ANTIQUITY_DIG_SITES_ON_MAP ] = function ( _ , antiquityId )
end ,
}
--Callbacks
------------
if unassistedData then
end
if assistedData then
end
end
end
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . REBUILD then
return
else
return
end
end
end
end
end
--Initialize Keybinds
-----------------------
g_keybindStrips . zoomKeybind = zoomKeybind
end
local sharedKeybindStrip =
{
-- Recenter
{
end ,
end ,
local forceGameSelectedMap = false
end
end ,
} ,
}
end
end
local zoomPCDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
-- Zoom
{
customKeybindControl = zoomKeybind ,
end ,
end ,
} ,
{
ethereal = true ,
end ,
} ,
}
local gamepadDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Gamepad zoom in
{
--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 ,
} ,
-- Gamepad zoom out
{
--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 ,
} ,
-- Gamepad go up a level on a map with floors
{
--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 ,
if numFloors > 0 and currentFloor ~= numFloors then
else
if WORLD_MAP_MANAGER : IsMapChangingAllowed ( CONSTANTS . ZOOM_DIRECTION_OUT ) and MapZoomOut ( ) == SET_MAP_RESULT_MAP_CHANGED then
local NAVIGATE_OUT = false
end
end
end ,
} ,
-- Gamepad go down a level on a map with floors
{
--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 ,
if numFloors > 0 then
else
if WORLD_MAP_MANAGER : IsMapChangingAllowed ( CONSTANTS . ZOOM_DIRECTION_IN ) and ProcessMapClick ( NormalizePreferredMousePositionToMap ( ) ) == SET_MAP_RESULT_MAP_CHANGED then
local NAVIGATE_IN = true
end
end
end ,
} ,
-- Gamepad selection of pins
{
--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 ,
return true
end
return ZO_WorldMap_WouldPinHandleClick ( nil , MOUSE_BUTTON_INDEX_LEFT ) and not WORLD_MAP_MANAGER : IsAutoNavigating ( )
end ,
else
end
end ,
} ,
-- Gamepad bring up Quests, Locations etc
{
end ,
-- Hide Legend if it is showing
-- Add the World Map Info
end ,
} ,
-- Gamepad navigate to Zone Stories
{
return zoneStoryZoneId ~= 0
end ,
end ,
end ,
} ,
-- Gamepad bring up keys/legend
{
end ,
else
end
end ,
} ,
-- Add Waypoint
{
else
end
end ,
end ,
else
g_keybindStrips . gamepad : DoMouseEnterForPinType ( MAP_PIN_TYPE_PLAYER_WAYPOINT ) -- this should have been called by the mouseover update, but it's not getting called
end
end
end ,
}
}
-- Gamepad uses fake mouseover (the cursor acts like a mouse) events to handle tooltips and keybinds.
local gamepadDescriptorCloseOptions =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Gamepad bring up Quests, Locations etc
{
--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 ,
-- Remove the World Map Info
end ,
} ,
}
-- Gamepad has an options mode. This is the keybind for closing the options
g_keybindStrips . gamepadCloseOptions = ZO_MapZoomKeybindStrip : New ( self , gamepadDescriptorCloseOptions )
local gamepadDescriptorCloseKeep =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Gamepad bring up Quests, Locations etc
{
end ,
} ,
}
-- Gamepad has a keep mode. This is the keybind for closing the keep
local mouseoverDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
-- Add Waypoint
{
else
end
end ,
end ,
else
g_keybindStrips . mouseover : DoMouseEnterForPinType ( MAP_PIN_TYPE_PLAYER_WAYPOINT ) -- this should have been called by the mouseover update, but it's not getting called
end
end
end ,
} ,
}
end
--Initialize Refresh Groups
----------------------------
{
} )
{
if g_keepNetworkManager then
end
end ,
} )
{
} )
{
} )
{
end ,
} )
{
} )
end
--Initialize
---------------
if newState == SCENE_SHOWING then
if g_pendingKeepInfo then
g_pendingKeepInfo = nil
end
elseif newState == SCENE_HIDDEN then
end
end )
end
if newState == SCENE_SHOWING then
if g_pendingKeepInfo then
g_pendingKeepInfo = nil
end
if ZO_WorldMapButtonsToggleSize then
end
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
if ZO_WorldMapButtonsToggleSize then
end
end
end )
end
if interactionType == INTERACTION_NONE then
if mapFilterType == MAP_FILTER_TYPE_AVA_CYRODIIL then
elseif mapFilterType == MAP_FILTER_TYPE_AVA_IMPERIAL then
elseif mapFilterType == MAP_FILTER_TYPE_BATTLEGROUND then
else
end
end
elseif interactionType == INTERACTION_FAST_TRAVEL_KEEP then
elseif interactionType == INTERACTION_FAST_TRAVEL then
end
end
end
--delay a lot of initialization until after the addon loads
if addOnName == "ZO_Ingame" then
local DEFAULT_SMALL_WIDTH , DEFAULT_SMALL_HEIGHT = GetSquareMapWindowDimensions ( CONSTANTS . WORLDMAP_SIZE_SMALL_WINDOW_SIZE , CONSTANTS . WORLDMAP_RESIZE_HEIGHT_DRIVEN , CONSTANTS . WORLDMAP_SIZE_SMALL )
local defaults =
{
[ MAP_MODE_SMALL_CUSTOM ] =
{
keepSquare = true ,
width = DEFAULT_SMALL_WIDTH ,
height = DEFAULT_SMALL_HEIGHT ,
x = 0 ,
y = 0 ,
relPoint = CENTER ,
mapSize = CONSTANTS . WORLDMAP_SIZE_SMALL ,
filters =
{
[ MAP_FILTER_TYPE_STANDARD ] =
{
} ,
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_OBJECTIVES ] = false ,
[ MAP_FILTER_AVA_GRAVEYARD_AREAS ] = false ,
[ MAP_FILTER_TRANSIT_LINES_ALLIANCE ] = MAP_TRANSIT_LINE_ALLIANCE_ALL ,
} ,
[ MAP_FILTER_TYPE_AVA_IMPERIAL ] =
{
} ,
[ MAP_FILTER_TYPE_BATTLEGROUND ] =
{
} ,
}
} ,
[ MAP_MODE_LARGE_CUSTOM ] =
{
mapSize = CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ,
filters =
{
[ MAP_FILTER_TYPE_STANDARD ] =
{
} ,
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_OBJECTIVES ] = false ,
[ MAP_FILTER_AVA_GRAVEYARD_AREAS ] = false ,
[ MAP_FILTER_TRANSIT_LINES_ALLIANCE ] = MAP_TRANSIT_LINE_ALLIANCE_ALL ,
} ,
[ MAP_FILTER_TYPE_AVA_IMPERIAL ] =
{
} ,
[ MAP_FILTER_TYPE_BATTLEGROUND ] =
{
} ,
}
} ,
[ MAP_MODE_KEEP_TRAVEL ] =
{
mapSize = CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ,
allowHistory = false ,
filters =
{
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_KILL_LOCATIONS ] = false ,
[ MAP_FILTER_OBJECTIVES ] = false ,
[ MAP_FILTER_QUESTS ] = false ,
[ MAP_FILTER_RESOURCE_KEEPS ] = false ,
[ MAP_FILTER_AVA_GRAVEYARDS ] = false ,
[ MAP_FILTER_WAYSHRINES ] = false ,
[ MAP_FILTER_TRANSIT_LINES_ALLIANCE ] = MAP_TRANSIT_LINE_ALLIANCE_ALL ,
}
} ,
disabledStickyPins =
{
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_RESOURCE_KEEPS ] = true ,
}
} ,
} ,
[ MAP_MODE_FAST_TRAVEL ] =
{
mapSize = CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ,
allowHistory = false ,
filters =
{
[ MAP_FILTER_TYPE_STANDARD ] =
{
} ,
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_KILL_LOCATIONS ] = false ,
[ MAP_FILTER_AVA_OBJECTIVES ] = false ,
[ MAP_FILTER_TRANSIT_LINES_ALLIANCE ] = MAP_TRANSIT_LINE_ALLIANCE_ALL ,
} ,
[ MAP_FILTER_TYPE_AVA_IMPERIAL ] =
{
} ,
[ MAP_FILTER_TYPE_BATTLEGROUND ] =
{
} ,
}
} ,
[ MAP_MODE_AVA_RESPAWN ] =
{
mapSize = CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ,
allowHistory = false ,
filters =
{
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_KILL_LOCATIONS ] = false ,
[ MAP_FILTER_WAYSHRINES ] = false ,
[ MAP_FILTER_OBJECTIVES ] = false ,
[ MAP_FILTER_RESOURCE_KEEPS ] = false ,
[ MAP_FILTER_TRANSIT_LINES_ALLIANCE ] = MAP_TRANSIT_LINE_ALLIANCE_ALL ,
} ,
[ MAP_FILTER_TYPE_AVA_IMPERIAL ] =
{
} ,
[ MAP_FILTER_TYPE_BATTLEGROUND ] =
{
} ,
} ,
disabledStickyPins =
{
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_RESOURCE_KEEPS ] = true ,
}
} ,
} ,
[ MAP_MODE_AVA_KEEP_RECALL ] =
{
mapSize = CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ,
allowHistory = false ,
filters =
{
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_KILL_LOCATIONS ] = false ,
[ MAP_FILTER_OBJECTIVES ] = false ,
[ MAP_FILTER_QUESTS ] = false ,
[ MAP_FILTER_RESOURCE_KEEPS ] = false ,
[ MAP_FILTER_AVA_GRAVEYARDS ] = false ,
[ MAP_FILTER_WAYSHRINES ] = false ,
[ MAP_FILTER_TRANSIT_LINES ] = false ,
}
} ,
disabledStickyPins =
{
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_RESOURCE_KEEPS ] = true ,
}
} ,
} ,
[ MAP_MODE_DIG_SITES ] =
{
mapSize = CONSTANTS . WORLDMAP_SIZE_FULLSCREEN ,
allowHistory = false ,
filters =
{
[ MAP_FILTER_TYPE_STANDARD ] =
{
[ MAP_FILTER_OBJECTIVES ] = false ,
} ,
[ MAP_FILTER_TYPE_AVA_CYRODIIL ] =
{
[ MAP_FILTER_OBJECTIVES ] = false ,
[ MAP_FILTER_KILL_LOCATIONS ] = false ,
[ MAP_FILTER_AVA_OBJECTIVES ] = false ,
[ MAP_FILTER_TRANSIT_LINES_ALLIANCE ] = MAP_TRANSIT_LINE_ALLIANCE_ALL ,
} ,
[ MAP_FILTER_TYPE_AVA_IMPERIAL ] =
{
} ,
[ MAP_FILTER_TYPE_BATTLEGROUND ] =
{
} ,
}
} ,
userMode = MAP_MODE_LARGE_CUSTOM ,
}
local smallCustom = g_savedVars [ MAP_MODE_SMALL_CUSTOM ]
--Constrain any bad custom sizes
if smallCustom . width > UIWidth or smallCustom . height > UIHeight then
smallCustom . width = DEFAULT_SMALL_WIDTH
smallCustom . height = DEFAULT_SMALL_HEIGHT
end
EVENT_MANAGER : RegisterForEvent ( "ZO_WorldMap" , EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , OnGamepadPreferredModeChanged )
g_campaignId == assignedCampaignId
end )
end
ZO_WorldMapMouseoverName . owner = ""
end )
end
end
-- NOTE: The update loop queries to see if it needs to update the current map, so we don't have to register for the ZONE_CHANGED event.
--Constrain map to screen
ZO_WorldMap : SetDimensionConstraints ( CONSTANTS . MAP_MIN_SIZE , CONSTANTS . MAP_MIN_SIZE , UIWidth , UIHeight )
--setup history
g_historyPercent = 1
--info panels
end
end
if newState == SCENE_FRAGMENT_SHOWING or newState == SCENE_FRAGMENT_HIDDEN then
end
end )
--Information tooltip mixin
--keybinds
--world map fragment
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
--Scenes
end
--TODO: Move WAY more into the object
end
end
if wasUsingHistory ~= isUsingHistory then
end
end
end
g_interactKeybindForceHidden = hidden
end
return
end
if active then
-- Hide the tooltips
-- Add the Close Keep keybind
else
-- Remove the Close Keep keybind
end
end
return true
end
end
end
return false
end
for gamepadPinActionGroup , handlers in ipairs ( ZO_WORLD_MAP_GAMEPAD_PIN_ACTION_GROUP_TYPE_TO_HANDLERS ) do
return gamepadPinActionGroup
end
end
end
end
end
end
end
if # pinDatas == 0 then
-- There are no actionable pins under the cursor.
else
-- We want to filter out all invalid spawn locations because if they are selected
-- along with another pin that is valid they should be ignored as if they are not selected
-- If there are no validHandlers, we have only invalid spawn locations.
-- We still want to display the invalid spawn location text, so use the first invalid handler
-- to access the buttonText callback
-- Use the first valid handler if one exists
if # pinDatas > 0 then
end
-- If we are highlighting multiple types of pins at the same time
end
ZO_WorldMapGamepadInteractKeybind : SetHidden ( g_interactKeybindForceHidden or GAMEPAD_WORLD_MAP_KEY_FRAGMENT : IsShowing ( ) )
local KEYBIND_SCALE_PERCENT = 120
ZO_WorldMapGamepadInteractKeybind : SetText ( zo_strformat ( SI_GAMEPAD_WORLD_MAP_INTERACT , ZO_Keybindings_GenerateIconKeyMarkup ( KEY_GAMEPAD_BUTTON_1 , KEYBIND_SCALE_PERCENT ) , buttonText ) )
end
end
else
end
end
if active then
end
else
end
end
-- Activate the keybinding and directional controls
else
-- Deactivate the keybinding and directional controls
end
end
return
end
end
return
end
return tooltipControl
end
return usedTooltips [ CONSTANTS . GAMEPAD_TOOLTIP_ID ]
else
for i = 1 , # tooltipOrder do
if usedTooltips [ i ] then
return true
end
end
return false
end
end
return ZO_Keybindings_GenerateIconKeyMarkup ( KEY_GAMEPAD_LEFT_TRIGGER ) .. ZO_Keybindings_GenerateIconKeyMarkup ( KEY_GAMEPAD_RIGHT_TRIGGER , SCALE ) .. GetString ( SI_WORLD_MAP_ZOOM )
end
end
end
end
else
end
end
end
end
ZO_Dialogs_ShowGamepadDialog ( "WORLD_MAP_CHOICE_GAMEPAD" , { mouseOverPinHandlers = mouseOverPinHandlers } )
end
--[[
The World Map object, where state for the map system in general can be stored
This file still relies heavily on locals and global functions but in time that can be migrated to the class
]] --
local AUTO_NAVIGATION_STATE =
{
INACTIVE = 1 ,
WAITING_TO_PAN = 2 ,
PANNING = 3 ,
WAITING_TO_CLICK = 4 ,
}
local AUTO_NAVIGATION_CONSTANTS =
{
START_PAN_DELAY_S = 1.5 ,
PAN_DELAY_S = 1.0 ,
CLICK_DELAY_S = 0.25 ,
START_ZOOM = 0.3 ,
}
local ANTIQUITY_DIG_SITE_ANIMATION_STATE =
{
INACTIVE = 1 ,
INITIALIZE_ANIMATIONS = 2 ,
TRIGGER_ANIMATIONS = 3 ,
FINISH_ANIMATIONS = 4 ,
}
local ANTIQUITY_DIG_SITE_ANIMATION_CONSTANTS =
{
START_ADDING_PINGS_DELAY_S = 3.8 , -- delayed largely for CSA
TIME_BETWEEN_PINGS_S = 0.8 ,
PING_DURATION_S = 0.6 ,
}
return manager
end
-- initial mode will be set from the saved variables
WORLD_MAP_AUTO_NAVIGATION_OVERLAY_FRAGMENT = ZO_SimpleSceneFragment : New ( ZO_WorldMapAutoNavigationOverlay )
WORLD_MAP_AUTO_NAVIGATION_OVERLAY_FRAGMENT : SetConditional ( function ( ) return self : IsPreventingMapNavigation ( ) end )
local autoNavigationOverlayControl = ZO_WorldMapAutoNavigationOverlay
WORLD_MAP_AUTO_NAVIGATION_OVERLAY_FRAGMENT = ZO_SimpleSceneFragment : New ( autoNavigationOverlayControl )
WORLD_MAP_AUTO_NAVIGATION_OVERLAY_FRAGMENT : SetConditional ( function ( ) return self : IsPreventingMapNavigation ( ) end )
-- TODO: Make this a more generic handler for exiting map auto-navigation
end
ZO_KeybindButtonTemplate_Setup ( autoNavigationContinueKeybind , "UI_SHORTCUT_PRIMARY" , EndDigSiteReveal , GetString ( SI_WORLD_MAP_ANTIQUITIES_CONTINUE ) )
end
end )
end
end
end )
end
do
local KEYBOARD_STYLE =
{
hideAutoNavigationContinueKeybindBackground = false ,
}
local GAMEPAD_STYLE =
{
hideAutoNavigationContinueKeybindBackground = true ,
}
self . platformStyle = ZO_PlatformStyle : New ( function ( style ) self : ApplyPlatformStyle ( style ) end , KEYBOARD_STYLE , GAMEPAD_STYLE )
end
end
autoNavigationContinueKeybind : GetNamedChild ( "Bg" ) : SetHidden ( style . hideAutoNavigationContinueKeybindBackground )
-- Reset the text here to handle the force uppercase on gamepad
end
end
end
end
end
end
--
-- Auto Navigation Functions
--
local hasMapChanged = false
-- We're about to choose a map, and it's based on the players location map unless we're manually viewing a different map
hasMapChanged = true
end
end
if mapIndex then
self . autoNavigationDelayUntilFrameTimeS = GetFrameTimeSeconds ( ) + AUTO_NAVIGATION_CONSTANTS . START_PAN_DELAY_S
g_playerChoseCurrentMap = true
hasMapChanged = true
end
-- make sure to update the map pings so that the auto-nav ping appears
if hasMapChanged then
else
end
else
-- We can't actually auto navigate from where we are to where we're going
if hasMapChanged then
end
end
end
end
end
end
end
end
self . autoNavigationDelayUntilFrameTimeS = currentFrameTimeS + AUTO_NAVIGATION_CONSTANTS . CLICK_DELAY_S
else
end
end
else
end
end
end
end
end
local SIMULATE_PLAYER_CHOSEN = true
local NAVIGATE_IN = true
end
-- We got to the final map we could click in to, but try to show the actual map
-- for the auto navigation position in case it's not this map
if setMapResult == SET_MAP_RESULT_MAP_CHANGED then
else
-- No further to go
end
end
-- TODO: Figure out a better generic solution when there can be more than one of these at a time
if pin then
end
end
end
-- make sure to refresh the fragment so the conditional will re-evaluate and the fragment will hide
end
-- Typically we only refresh pings when a map changes, but the auto nav ping is only meant to last for as long as we have a navigation target.
end
--
-- End Auto Navigation Functions
--
if g_questPingData then
g_questPingData = nil
end
end
do
local ZONE_COMPLETION_TYPE_WITHOUT_PIN =
{
[ ZONE_COMPLETION_TYPE_MAGES_GUILD_BOOKS ] = true ,
[ ZONE_COMPLETION_TYPE_SKYSHARDS ] = true ,
[ ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS ] = true ,
}
if not ZONE_COMPLETION_TYPE_WITHOUT_PIN [ zoneCompletionType ] then
local normalizedX , normalizedY , normalizedRadius , isShownInCurrentMap = GetNormalizedPositionForZoneStoryActivityId ( zoneId , zoneCompletionType , activityId )
if isShownInCurrentMap then
if zoneCompletionType == ZONE_COMPLETION_TYPE_PRIORITY_QUESTS then
questOfferTag . isBreadcrumb = false -- TODO: Zone Stories: Hook up quest offer breadcrumbing
g_mapPinManager : CreatePin ( MAP_PIN_TYPE_TRACKED_QUEST_OFFER_ZONE_STORY , questOfferTag , normalizedX , normalizedY , normalizedRadius )
end
else
-- Everything else is a POI
local DONT_ENFORCE_NEARBY = false
g_mapPinManager : CreatePin ( MAP_PIN_TYPE_POI_SUGGESTED , suggestedPOITag , normalizedX , normalizedY , normalizedRadius )
end
end
end
end
end
end
end
--
-- Antiquity Dig Site Functions
--
end
end
end
function ZO_WorldMapManager : AddDigSite ( digSiteId , pinType , normalizedX , normalizedY , borderInformation )
local pinInfo =
{
digSiteId = digSiteId ,
pinType = pinType ,
normalizedX = normalizedX ,
normalizedY = normalizedY ,
borderInformation = borderInformation ,
tag = tag ,
}
else
local NO_RADIUS = 0
end
end
end
end
if not shouldSupressSound then
end
-- make sure to refresh the fragment so the conditional will re-evaluate and the fragment will hide
end
if self . antiquityDigSiteAnimationState == ANTIQUITY_DIG_SITE_ANIMATION_STATE . INITIALIZE_ANIMATIONS then
return left . normalizedY < right . normalizedY
end )
pinInfo . pingStartTimeS = currentFrameTimeS + ( index - 1 ) * ANTIQUITY_DIG_SITE_ANIMATION_CONSTANTS . TIME_BETWEEN_PINGS_S
end
end
elseif self . antiquityDigSiteAnimationState == ANTIQUITY_DIG_SITE_ANIMATION_STATE . TRIGGER_ANIMATIONS then
local addedAllPins = true
if not pinInfo . addedDigSite then
addedAllPins = false
if pinInfo . addDigSiteTime and pinInfo . addDigSiteTime <= currentFrameTimeS then
local NO_RADIUS = 0
local pin = g_mapPinManager : CreatePin ( pinInfo . pinType , pinInfo . tag , pinInfo . normalizedX , pinInfo . normalizedY , NO_RADIUS , pinInfo . borderInformation )
pinInfo . addedDigSite = true
elseif not pinInfo . addDigSiteTime and pinInfo . pingStartTimeS <= currentFrameTimeS then
g_mapPinManager : CreatePin ( MAP_PIN_TYPE_ANTIQUITY_DIG_SITE_PING , pinInfo . tag , pinInfo . normalizedX , pinInfo . normalizedY )
pinInfo . addDigSiteTime = pinInfo . pingStartTimeS + ANTIQUITY_DIG_SITE_ANIMATION_CONSTANTS . PING_DURATION_S
end
end
end
if addedAllPins then
end
elseif self . antiquityDigSiteAnimationState == ANTIQUITY_DIG_SITE_ANIMATION_STATE . FINISH_ANIMATIONS then
end
end
end
if isShownInCurrentMap then
local points = { }
local minX = 1.0
local maxX = 0.0
local minY = 1.0
local maxY = 0.0
for i = 1 , # borderPoints , 2 do -- loop by 2 because we are getting x and z coordinates
local x = borderPoints [ i ]
local y = borderPoints [ i + 1 ] -- UI is going to treat z as y
local coordinates =
{
x = x ,
y = y ,
}
end
end
local borderInformation =
{
borderPoints = points ,
borderWidth = maxX - minX ,
borderHeight = maxY - minY ,
}
local pinType = isTracked and MAP_PIN_TYPE_TRACKED_ANTIQUITY_DIG_SITE or MAP_PIN_TYPE_ANTIQUITY_DIG_SITE
end
end
return false
end
local digSites = { }
for antiquityIndex = 1 , numInProgressAntiquities do
for digSiteIndex = 1 , numDigSites do
end
end
end
end
end
self . antiquityDigSiteAnimationDelayUntilFrameTimeS = GetFrameTimeSeconds ( ) + ANTIQUITY_DIG_SITE_ANIMATION_CONSTANTS . START_ADDING_PINGS_DELAY_S
end
end
if WORLD_MAP_INFO then
end
g_playerChoseCurrentMap = true
local changedMap = false
if mapIndex then
-- If the antiquity is restricted to a zone, show its zone map
changedMap = true
end
-- If no associated zone map get the first dig site and try to show its map
changedMap = true
end
else
-- just set the map to the player's current map
changedMap = true
end
end
if changedMap then
end
end
--
-- End Antiquity Dig Site Functions
--
if POINTER_BOXES and pin then
if shortDescription then
end
if normalizedX < 0.5 then
else
end
end
end
end
end
end
end
end
end
--
-- Map Mode Functions
--
end
end
end
end
g_savedVars . userMode = mode
end
end
end
end
end
end
--store off any settings that aren't maintained in saved variables
transientData . offsetX , transientData . offsetY = containerOffsetX , containerOffsetY
end
local transientModeData = nil
if mode == MAP_MODE_SMALL_CUSTOM or mode == MAP_MODE_LARGE_CUSTOM then
transientModeData = MAP_TRANSIENT_MODES [ mode ]
end
local initialNormalizedZoom = 0
if transientModeData and transientModeData . mapZoom then
end
if smallMap then
else
end
else
end
if transientModeData then
g_mapPanAndZoom : SetFinalTargetOffset ( transientModeData . offsetX or 0 , transientModeData . offsetY or 0 , g_mapPanAndZoom : GetCurrentNormalizedZoom ( ) )
else
end
end
local desiredMap
if mode == MAP_MODE_KEEP_TRAVEL or mode == MAP_MODE_AVA_KEEP_RECALL then
desiredMap = g_cyrodiilMapIndex
elseif mode == MAP_MODE_AVA_RESPAWN then
desiredMap = g_imperialCityMapIndex
else
desiredMap = g_cyrodiilMapIndex
end
end
if desiredMap then
g_playerChoseCurrentMap = true
g_playerChoseCurrentMap = true
end
end
end
local smallMap = modeData . mapSize == CONSTANTS . WORLDMAP_SIZE_SMALL
if smallMap then
else
self . control : SetAnchor ( CENTER , nil , CENTER , 0 , CONSTANTS . GAMEPAD_CENTER_OFFSET_Y_PIXELS / GetUIGlobalScale ( ) )
else
self . control : SetAnchor ( CENTER , nil , CENTER , 0 , CONSTANTS . CENTER_OFFSET_Y_PIXELS / GetUIGlobalScale ( ) )
end
end
end
if restrictions then
if restrictions . disableMapChanging then
return false
elseif restrictions . restrictedCyrodiilImperialCityMapChanging then
--Restricted means that only zooming will work, and only if the player is inside of Imperial City or Sewers
--Can only zoom between Cyrodiil and the City itself
if zoomDirection == CONSTANTS . ZOOM_DIRECTION_OUT and currentMapIndex == g_imperialCityMapIndex then
return true
elseif zoomDirection == CONSTANTS . ZOOM_DIRECTION_IN and currentMapIndex == g_cyrodiilMapIndex then
local wouldProcess , resultingMapIndex = WouldProcessMapClick ( NormalizePreferredMousePositionToMap ( ) )
if wouldProcess and resultingMapIndex == g_imperialCityMapIndex then
return true
end
end
end
return false
end
end
return true
end
if modeData and modeData . filters then
local filters = modeData . filters [ mapFilterType ]
if filters then
return filters [ option ]
end
end
return nil
end
if modeData . disabledStickyPins then
local disabledStickyPinsByMapType = modeData . disabledStickyPins [ mapFilterType ]
if disabledStickyPinsByMapType then
return disabledStickyPinsByMapType [ pinGroup ] ~= true
end
end
return true
end
--
-- End Map Mode Functions
--
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