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-------------------------------------
-- Gamepad Guild Bank Inventory List
-------------------------------------
self . list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
local goldTransferEntryName = self : IsInWithdrawMode ( ) and GetString ( SI_GAMEPAD_BANK_WITHDRAW_GOLD_ENTRY_NAME ) or GetString ( SI_GAMEPAD_BANK_DEPOSIT_GOLD_ENTRY_NAME )
local goldTransferEntryIcon = self : IsInWithdrawMode ( ) and "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_gold_withdraw.dds" or "EsoUI/Art/Bank/Gamepad/gp_bank_menuIcon_gold_deposit.dds"
entryData . currencyType = CURT_MONEY
end
do
local NO_DEPOSIT_PERMISSIONS_STRING = zo_strformat ( SI_GAMEPAD_GUILD_BANK_NO_DEPOSIT_PERMISSIONS , GetNumGuildMembersRequiredForPrivilege ( GUILD_PRIVILEGE_BANK_DEPOSIT ) )
-- No category selected, don't filter out anything.
return true
end
if filterCategories [ filterData ] then
return true
end
end
return false
end
local shouldShowList = false
-- Assume we have all these privileges unless otherwise specified.
local guildHasDepositPrivilege = true
local playerCanWithdrawItem = true
local playerCanWithdrawGold = true
if guildId then
if not guildHasDepositPrivilege then
else
end
if not ( playerCanWithdrawItem or playerCanWithdrawGold ) then
else
shouldShowList = playerCanWithdrawItem
end
else
end
else
end
local canUse = true
-- Check if there are funds to withdraw or if the player's wallet isn't full, depending on the mode
canUse = DoesPlayerHaveGuildPermission ( GetSelectedGuildBankId ( ) , GUILD_PERMISSION_BANK_VIEW_GOLD ) and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_GUILD_BANK ) ~= 0 and
GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER )
canUse = GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_GUILD_BANK ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_GUILD_BANK ) and
end
return canUse
end
local slots = nil
if shouldShowList then
end
local shouldAddDepositWithdrawEntry = ( self : IsInWithdrawMode ( ) and playerCanWithdrawGold ) or ( self : IsInDepositMode ( ) and guildHasDepositPrivilege )
if shouldAddDepositWithdrawEntry then
end
if shouldShowList then
end
local currentBestCategoryName = nil
local passesTextFilter = TEXT_SEARCH_MANAGER : IsItemInSearchTextResults ( self . searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , itemData . bagId , itemData . slotIndex )
if passesTextFilter and passesCategoryFilter then
if self . currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and itemData . bestGamepadItemCategoryName ~= currentBestCategoryName then
currentBestCategoryName = itemData . bestGamepadItemCategoryName
else
end
end
end
end
end
end
end
do
local BANK_MODE_INFO =
{
[ BANKING_GAMEPAD_MODE_DEPOSIT ] = { requirement = GUILD_PERMISSION_BANK_DEPOSIT , errorMessage = GetString ( "SI_GUILDBANKRESULT" , GUILD_BANK_NO_DEPOSIT_PERMISSION ) } ,
[ BANKING_GAMEPAD_MODE_WITHDRAW ] = { requirement = GUILD_PERMISSION_BANK_WITHDRAW , errorMessage = GetString ( "SI_GUILDBANKRESULT" , GUILD_BANK_NO_WITHDRAW_PERMISSION ) } ,
}
local modeInfo = BANK_MODE_INFO [ mode ]
if modeInfo then
end
end
end
-----------------------
-- Gamepad Guild Bank
-----------------------
local GAMEPAD_GUILD_BANK_SCENE_NAME = "gamepad_guild_bank"
GAMEPAD_GUILD_BANK_SCENE = ZO_InteractScene : New ( GAMEPAD_GUILD_BANK_SCENE_NAME , SCENE_MANAGER , GUILD_BANKING_INTERACTION )
end
end
end
-- Reset the search string to force a search again since the guild bank slots get rebuild each show.
TEXT_SEARCH_MANAGER : MarkDirtyByFilterTargetAndPrimaryKey ( BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , BAG_GUILDBANK )
end
end
end
end
end
end
end
end
end
end
else
end
else
end
end
if newState == SCENE_SHOWING then
local TRIGGER_CALLBACK = true
elseif newState == SCENE_SHOWN then
end
end
local shouldShowWithdrawList = not shouldShowLoading
if not ( self : GetListFragment ( "withdraw" ) : GetState ( ) == SCENE_FRAGMENT_HIDING and shouldShowWithdrawList ) then
--Because we change the active lists by adding and removing fragments, everytime we change tabs we are in a state where two list fragments are showing at the same. This causes problems
--when the bank info becomes avaiable as the withdraw fragment is hiding because it will try to activate and adds its list bindings when the deposit list is also active and has added its
--binds. The best way to fix this is to have these lists be scenes on a sub-scene manager so they don't overlap times when they are active. However, that means significant changes to the
--parametric list screen. So we handle the problem by not showing the withdraw list if the fragment is hiding. We wait until it is hidden to do that in the fragment's state change callback.
end
end
end
end
end
end
end
end
end
end
end
local UPDATE_SELECTION = true
end
end
end
local TRIGGER_CALLBACK = true
end
local alertString
local amount
local IS_GAMEPAD = true
local DONT_USE_SHORT_FORMAT = nil
if reason == CURRENCY_CHANGE_REASON_GUILD_BANK_DEPOSIT then
amount = oldCurrency - currentCurrency
alertString = zo_strformat ( SI_GAMEPAD_BANK_GOLD_AMOUNT_DEPOSITED , ZO_CurrencyControl_FormatCurrencyAndAppendIcon ( amount , DONT_USE_SHORT_FORMAT , currencyType , IS_GAMEPAD ) )
elseif CURRENCY_CHANGE_REASON_GUILD_BANK_WITHDRAWAL then
amount = currentCurrency - oldCurrency
alertString = zo_strformat ( SI_GAMEPAD_BANK_GOLD_AMOUNT_WITHDRAWN , ZO_CurrencyControl_FormatCurrencyAndAppendIcon ( amount , DONT_USE_SHORT_FORMAT , currencyType , IS_GAMEPAD ) )
end
if alertString then
end
end
end
end
end
end
end
end
end
end
{
}
end
self : GetListFragment ( self . withdrawList ) : RegisterCallback ( "StateChange" , self . OnWithdrawDepositStateChanged )
self : GetListFragment ( self . depositList ) : RegisterCallback ( "StateChange" , self . OnWithdrawDepositStateChanged )
end
self : GetListFragment ( self . withdrawList ) : UnregisterCallback ( "StateChange" , self . OnWithdrawDepositStateChanged )
self : GetListFragment ( self . depositList ) : UnregisterCallback ( "StateChange" , self . OnWithdrawDepositStateChanged )
end
end )
end
end
do
return not itemData . stolen and
not itemData . isPlayerLocked
end
end
else
end
end
end
local SETUP_LIST_LOCALLY = true
local NO_ON_SELECTED_DATA_CHANGED_CALLBACK = nil
local withdrawList = self : AddList ( "withdraw" , SETUP_LIST_LOCALLY , ZO_GamepadGuildBankInventoryList , BANKING_GAMEPAD_MODE_WITHDRAW , self . bankedBags , SLOT_TYPE_GUILD_BANK_ITEM , NO_ON_SELECTED_DATA_CHANGED_CALLBACK , nil , nil , nil , nil , nil , ZO_SharedGamepadEntry_OnSetup )
if newState == SCENE_FRAGMENT_SHOWING then
--The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
--selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
end
--See SetWithdrawLoadingControlShown for more info
if newState ~= SCENE_FRAGMENT_HIDING then
end
end )
self . withdrawLoadingControl = CreateControlFromVirtual ( "$(parent)Loading" , withdrawContainerControl , "ZO_GamepadCenteredLoadingIconAndLabelTemplate" )
self . withdrawLoadingControl : GetNamedChild ( "ContainerText" ) : SetText ( GetString ( SI_INVENTORY_RETRIEVING_ITEMS ) )
local depositList = self : AddList ( "deposit" , SETUP_LIST_LOCALLY , ZO_GamepadGuildBankInventoryList , BANKING_GAMEPAD_MODE_DEPOSIT , self . carriedBag , SLOT_TYPE_ITEM , NO_ON_SELECTED_DATA_CHANGED_CALLBACK , nil , nil , nil , nil , nil , ZO_SharedGamepadEntry_OnSetup )
if newState == SCENE_FRAGMENT_SHOWING then
--The parametric list screen does not call OnTargetChanged when changing the current list which means anything that updates off of the current
--selection is out of date. So we run OnTargetChanged when a list shows to remedy this.
end
end )
end
end
if guildId then
else
return false
end
end
end
if targetData then
local soundCategory = GetItemSoundCategory ( targetData . itemData . bagId , targetData . itemData . slotIndex )
else
end
end
end
if targetData then
local soundCategory = GetItemSoundCategory ( targetData . itemData . bagId , targetData . itemData . slotIndex )
else
end
end
end
local CURRENT_DATA_TYPE_NONE = 0
local CURRENT_DATA_TYPE_GOLD_SELECTOR = 1
local CURRENT_DATA_TYPE_ITEM_DATA = 2
if targetData then
if targetData . currencyType == CURT_MONEY then
return CURRENT_DATA_TYPE_GOLD_SELECTOR
else
return CURRENT_DATA_TYPE_ITEM_DATA
end
end
return CURRENT_DATA_TYPE_NONE
end
{
end ,
end ,
}
{
{
end ,
end ,
if currentDataType == CURRENT_DATA_TYPE_GOLD_SELECTOR then
elseif currentDataType == CURRENT_DATA_TYPE_ITEM_DATA then
end
end ,
end ,
} ,
{
local sortIconPath = self . withdrawList . currentSortOrder == ZO_ICON_SORT_ARROW_UP and SORT_ARROW_UP or ZO_ICON_SORT_ARROW_DOWN
return zo_strformat ( GetString ( SI_GAMEPAD_BANK_FILTER_KEYBIND ) , GetString ( "SI_ITEMLISTSORTTYPE" , self . withdrawList . currentSortType ) , sortIconText )
else
return zo_strformat ( GetString ( SI_GAMEPAD_BANK_FILTER_SORT_DROPDOWN_TEXT ) , NonContiguousCount ( self . withdrawList . filterCategories ) , GetString ( "SI_ITEMLISTSORTTYPE" , self . withdrawList . currentSortType ) , sortIconText )
end
end ,
end
} ,
} )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . withdrawKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
{
{
end ,
end ,
if currentDataType == CURRENT_DATA_TYPE_GOLD_SELECTOR then
elseif currentDataType == CURRENT_DATA_TYPE_ITEM_DATA then
return not self . loadingGuildBank and CanUseBank ( GUILD_PERMISSION_BANK_DEPOSIT ) and GetNumBagUsedSlots ( BAG_BACKPACK ) > 0 and DoesGuildHavePrivilege ( GetSelectedGuildBankId ( ) , GUILD_PRIVILEGE_BANK_DEPOSIT )
end
end ,
end
} ,
} )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . depositKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
if not inventoryData then
return false
end
local currencyType = inventoryData . currencyType
if currencyType then
if self : GetMaxBankedFunds ( currencyType ) ~= GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_GUILD_BANK ) and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= 0 then
return true
else
if self : GetMaxBankedFunds ( currencyType ) == GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_GUILD_BANK ) then
return false , GetString ( "SI_GUILDBANKRESULT" , GUILD_BANK_NO_SPACE_LEFT ) -- "Your guild bank is full"
end
end
return true
else
end
end
if not inventoryData then
return false
end
local currencyType = inventoryData . currencyType
if currencyType then
if not DoesPlayerHaveGuildPermission ( GetSelectedGuildBankId ( ) , GUILD_PERMISSION_BANK_VIEW_GOLD ) then
return false
elseif GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_GUILD_BANK ) ~= 0 and GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) ~= GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER ) then
return true
else
if GetCurrencyAmount ( currencyType , CURRENCY_LOCATION_CHARACTER ) == GetMaxPossibleCurrency ( currencyType , CURRENCY_LOCATION_CHARACTER ) then
end
end
return true
else
end
end
if inventoryData . currencyType then
self : SetMaxAndShowSelector ( function ( currencyType ) return GetMaxCurrencyTransfer ( currencyType , CURRENCY_LOCATION_CHARACTER , CURRENCY_LOCATION_GUILD_BANK ) end )
else
end
end
if inventoryData . currencyType then
self : SetMaxAndShowSelector ( function ( currencyType ) return GetMaxCurrencyTransfer ( currencyType , CURRENCY_LOCATION_GUILD_BANK , CURRENCY_LOCATION_CHARACTER ) end )
else
end
end
end
end
return ZO_BANKING_CURRENCY_LABEL_OPTIONS
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end |