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-------------------------
-- Armory Gamepad
-------------------------
local ARMORY_OVERVIEW_MODE = 1
local ARMORY_VIEW_BUILD_MODE = 2
local ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG = "ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG"
if newState == SCENE_FRAGMENT_SHOWING then
-- Since always defaulting to the overview mode, refresh the list before getting the target data.
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
ARMORY_ROOT_GAMEPAD_SCENE = ZO_InteractScene : New ( "armoryRootGamepad" , SCENE_MANAGER , ZO_ARMORY_MANAGER : GetInteraction ( ) )
ARMORY_ROOT_GAMEPAD_SCENE : SetHideSceneConfirmationCallback ( function ( scene , nextSceneName , bypassHideSceneConfirmationReason )
--If we tried to hide the scene because the gamepad preferred mode changed, close the armory when the build operation completes to prevent the user from getting stuck in a bad state
if bypassHideSceneConfirmationReason == ZO_BHSCR_GAMEPAD_MODE_CHANGED then
end
else
end
end )
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , ARMORY_ROOT_GAMEPAD_SCENE )
-- Initialize grid list object
local ALWAYS_ANIMATE = true
ARMORY_BUILD_ICON_PICKER_FRAGMENT = ZO_FadeSceneFragment : New ( self . armoryBuildIconPickerGridListControl , ALWAYS_ANIMATE )
self . armoryBuildIconPicker = ZO_ArmoryBuildIconPicker_Gamepad : New ( self . armoryBuildIconPickerGridListControl )
end
end
end
end )
end
end )
end
end
end
do
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
--First, set up the header data that never changes
{
}
end
else
--If we are not in the view build mode, clear out the build name and curse text
end
end
end
{
{
end ,
if targetData . isNewBuildSlot then
ShowMarketAndSearch ( GetString ( SI_CROWN_STORE_SEARCH_ADDITIONAL_ARMORY_SLOTS ) , MARKET_OPEN_OPERATION_UNLOCK_ARMORY_BUILD_SLOT )
else
end
end ,
} ,
{
end ,
end ,
} ,
{
end ,
ZO_ARMORY_MANAGER : ShowBuildOperationConfirmationDialog ( ARMORY_BUILD_OPERATION_TYPE_RESTORE , targetData . data . buildIndex )
end ,
return not targetData . isNewBuildSlot
end ,
return zo_strformat ( SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT , ZO_FormatTimeMilliseconds ( GetArmoryOperationsCooldownDurationMs ( ) , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
end ,
} ,
{
end ,
ZO_ARMORY_MANAGER : ShowBuildOperationConfirmationDialog ( ARMORY_BUILD_OPERATION_TYPE_SAVE , targetData . data . buildIndex )
end ,
return not targetData . isNewBuildSlot
end ,
return zo_strformat ( SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT , ZO_FormatTimeMilliseconds ( GetArmoryOperationsCooldownDurationMs ( ) , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
end ,
} ,
{
ZO_Dialogs_ShowGamepadDialog ( ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG , { currentList = self : GetCurrentList ( ) } )
end ,
return not targetData . isNewBuildSlot
end ,
} ,
}
{
{
end ,
if not targetData . isBuildSkillsEntry and not targetData . isBuildChampionEntry then
return false
end
return true
end ,
if targetData . isBuildSkillsEntry then
elseif targetData . isBuildChampionEntry then
end
end ,
} ,
{
end ,
end ,
} ,
{
end ,
ZO_ARMORY_MANAGER : ShowBuildOperationConfirmationDialog ( ARMORY_BUILD_OPERATION_TYPE_RESTORE , self . selectedBuildData . buildIndex )
end ,
return not targetData . isNewBuildSlot
end ,
return zo_strformat ( SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT , ZO_FormatTimeMilliseconds ( GetArmoryOperationsCooldownDurationMs ( ) , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
end ,
} ,
{
end ,
ZO_ARMORY_MANAGER : ShowBuildOperationConfirmationDialog ( ARMORY_BUILD_OPERATION_TYPE_SAVE , self . selectedBuildData . buildIndex )
end ,
return not targetData . isNewBuildSlot
end ,
return zo_strformat ( SI_ARMORY_BUILD_OPERATION_COOLDOWN_ALERT , ZO_FormatTimeMilliseconds ( GetArmoryOperationsCooldownDurationMs ( ) , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS ) )
end
end ,
} ,
{
ZO_Dialogs_ShowGamepadDialog ( ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG , { currentList = self : GetCurrentList ( ) } )
end ,
} ,
}
end
list : AddDataTemplate ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , NO_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" )
end
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplate ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , NO_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" )
end
end
end
end
end
end
end
end
end
end
end
end
if state then
end
end
end
do
local MAIN_HAND_EQUIP_SLOT =
{
[ EQUIP_SLOT_MAIN_HAND ] = true ,
[ EQUIP_SLOT_BACKUP_MAIN ] = true ,
}
local OFF_HAND_TO_MAIN_HAND_MAP =
{
[ EQUIP_SLOT_OFF_HAND ] = EQUIP_SLOT_MAIN_HAND ,
[ EQUIP_SLOT_BACKUP_OFF ] = EQUIP_SLOT_BACKUP_MAIN ,
}
local BACKBAR_SLOTS =
{
[ EQUIP_SLOT_BACKUP_MAIN ] = true ,
[ EQUIP_SLOT_BACKUP_OFF ] = true ,
[ EQUIP_SLOT_BACKUP_POISON ] = true ,
}
local narrations = { }
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
return narrations
end
end
if numBuilds < MAX_NUM_ARMORY_BUILDS then
local entryData = ZO_GamepadEntryData : New ( GetString ( SI_ARMORY_UNLOCK_NEW_BUILD_ENTRY_NAME ) , "EsoUI/Art/Armory/newBuild_Icon.dds" )
entryData . isNewBuildSlot = true
end
end
local skillsEntryData = ZO_GamepadEntryData : New ( GetString ( SI_GAMEPAD_ARMORY_SKILLS_CATEGORY ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_skills.dds" )
skillsEntryData . isBuildSkillsEntry = true
local championEntryData = ZO_GamepadEntryData : New ( GetString ( SI_GAMEPAD_ARMORY_CHAMPION_CATEGORY ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_champion.dds" )
championEntryData . isBuildChampionEntry = true
local attributeEntryData = ZO_GamepadEntryData : New ( GetString ( SI_GAMEPAD_ARMORY_ATTRIBUTES_CATEGORY ) , "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_icon_character.dds" )
attributeEntryData . tooltipFunction = function ( ) GAMEPAD_TOOLTIPS : LayoutArmoryBuildAttributes ( GAMEPAD_LEFT_TOOLTIP , self . selectedBuildData ) end
local headersUsed = { }
local equipmentSlots = { }
local mainHandLinks = { }
local mainHandEquipType = OFF_HAND_TO_MAIN_HAND_MAP [ equipType ]
local shouldHideEquipType = isWeaponSwapLocked and BACKBAR_SLOTS [ equipType ]
if mainHandEquipType then
shouldHideEquipType = shouldHideEquipType or GetItemLinkEquipType ( mainHandLinks [ mainHandEquipType ] ) == EQUIP_TYPE_TWO_HAND
end
if not shouldHideEquipType then
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_VALID then
entryData . tooltipFunction = function ( ) GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_LEFT_TOOLTIP , bagId , slotIndex ) end
if MAIN_HAND_EQUIP_SLOT [ equipType ] then
mainHandLinks [ equipType ] = itemLink
end
elseif slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_MISSING or slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
entryData : SetText ( zo_strformat ( SI_GAMEPAD_ARMORY_EQUIPMENT_FORMATTER , GetString ( "SI_EQUIPSLOT" , equipType ) ) )
if slotState == ARMORY_BUILD_EQUIP_SLOT_STATE_INACCESSIBLE then
if bagId == BAG_BANK then
local nameWithNickname
if collectibleId ~= 0 then
if collectibleData then
end
end
if nameWithNickname and nameWithNickname ~= "" then
tooltipString = zo_strformat ( SI_ARMORY_BUILD_EQUIPMENT_IN_HOUSE_BANK_TOOLTIP , ZO_SELECTED_TEXT : Colorize ( nameWithNickname ) )
end
end
end
-- If we get here, that means the item is missing
end
entryData . tooltipFunction = function ( ) GAMEPAD_TOOLTIPS : LayoutTextBlockTooltip ( GAMEPAD_LEFT_TOOLTIP , tooltipString ) end
else
entryData : SetText ( zo_strformat ( SI_GAMEPAD_ARMORY_EQUIPMENT_FORMATTER , GetString ( "SI_EQUIPSLOT" , equipType ) ) )
end
--Headers for Equipment Visual Categories (Weapons, Apparel): display header for the first equip slot of a category to be visible
if headersUsed [ visualCategory ] == nil then
headersUsed [ visualCategory ] = true
else
end
end
end
end
end
end
end
end
--We need to reset the tooltip instead of clearing so that the generic header will hide
end
if selectedData and not selectedData . isNewBuildSlot then
else
elseif selectedData . isBuildSkillsEntry then
elseif selectedData . isBuildChampionEntry then
end
end
end
end
local dialogName = ARMORY_BUILD_NAME_ICON_GAMEPAD_DIALOG
local HIDE_UNVIOLATED_RULES = true
local violationString = ZO_ValidNameInstructions_GetViolationString ( self . selectedName , self . violations , HIDE_UNVIOLATED_RULES )
local headerData =
{
messageTextAlignment = TEXT_ALIGN_LEFT ,
}
else
end
end
end
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
local buildData
local selectedData
end
if buildData then
end
dialog . buildData = buildData
dialog . selectedData = selectedData
end ,
blockDialogReleaseOnPress = true , -- We'll handle Dialog Releases ourselves since we don't want DIALOG_PRIMARY to release the dialog on press.
title =
{
} ,
parametricList =
{
-- name edit box
{
template = "ZO_Gamepad_GenericDialog_Parametric_TextFieldItem" ,
templateData =
{
nameField = true ,
end
end ,
end
end ,
end ,
narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP ,
} ,
} ,
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData =
{
end ,
end ,
} ,
} ,
} ,
if newSelectedData . nameField and targetControl then
local FORCE_UPDATE = true
else
end
end ,
buttons =
{
-- Cancel Button
{
else
end
end ,
else
end
end
end ,
} ,
-- Select Button (used for entering name)
{
else
end
end ,
if targetData . finishedSelector then
end
end ,
} ,
} ,
end
end ,
} )
end
-----------------------------
-- Global XML Functions
-----------------------------
end |