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end
end
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_DO_NOT_CREATE_TAB_BAR , ACTIVATE_ON_SHOW , ANTIQUITY_LORE_SCENE_GAMEPAD )
end
end
{
}
end
else
end
end
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , OnClickCallback )
end
end
end
end
end
function ZO_AntiquityLoreGamepad : OnTargetChanged ( list , targetData , oldTargetData , reachedTarget , targetSelectedIndex )
end
if pushScene then
else
end
end
-- Because the data manager might need to cpompletely rebuild, we need to get the new reference for the data (our old reference might be outdated)
self . currentAntiquityOrSetData = ANTIQUITY_DATA_MANAGER : GetAntiquityData ( self . currentAntiquityOrSetData : GetId ( ) )
else
self . currentAntiquityOrSetData = ANTIQUITY_DATA_MANAGER : GetAntiquitySetData ( self . currentAntiquityOrSetData : GetId ( ) )
end
else
end
end
end
end
self . headerData . messageText = zo_strformat ( SI_ANTIQUITY_CODEX_ENTRIES_FOUND , antiquityOrSetData : GetNumUnlockedLoreEntries ( ) , antiquityOrSetData : GetNumLoreEntries ( ) )
end
do
local narrations = { }
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
--If the entry is unlocked, get the narration for the lore
if entryData . unlocked then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( entryData . description ) )
end
return narrations
end
if antiquityOrSetData then
local controlIndex = 1
local previousControl
local entryTitle = loreEntryData . displayName
local iconTexture = loreEntryData . unlocked and ZO_CHECK_ICON or nil
if loreEntryData . fragmentName then
entryData : AddSubLabels ( { ZO_CachedStrFormat ( SI_ANTIQUITY_NAME_FORMATTER , loreEntryData . fragmentName ) } )
end
controlIndex = controlIndex + 1
end
end
end
end
if targetData then
local targetControl
if currentControl then
end
if loreEntryControl then
-- Scroll the selected lore entry to the center of the scroll control's view.
local targetOffset = currentVerticalScrollOffset + controlOffset - 0.5 * ( scrollHeight - controlHeight )
targetControl = loreEntryControl
end
if targetControl then
end
end
end
local loreEntryControl = ANTIQUITY_LORE_DOCUMENT_MANAGER : AcquireWideDocumentForLoreEntry ( self . loreEntryScrollChild , entryData . antiquityId , entryData . loreEntryIndex )
-- Anchor lore entries back-and-forth (left, right, left, etc.) pattern.
if controlIndex == 1 then
else
local offsetX
if controlIndex % 2 == 0 then
offsetX = 50
else
offsetX = - 50
end
end
return loreEntryControl
end
-- Global UI
end |