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--Layout consts, defining the widths of the list's columns as provided by design--
ZO_GAMEPAD_SOCIAL_LIST_STATUS_WIDTH = 100 - ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_DOUBLE_PADDING_X
ZO_GAMEPAD_SOCIAL_LIST_CLASS_WIDTH = 100 - ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_DOUBLE_PADDING_X
ZO_GAMEPAD_SOCIAL_LIST_ALLIANCE_WIDTH = 110 - ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_DOUBLE_PADDING_X
ZO_GAMEPAD_SOCIAL_LIST_LEVEL_WIDTH = 140 - ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_HEADER_DOUBLE_PADDING_X
ZO_GAMEPAD_SOCIAL_LIST_CHAMPION_POINTS_ICON_OFFSET_X = 20
-----------------
-- Social List
-----------------
ZO_GamepadSocialListPanel = ZO_Object . MultiSubclass ( ZO_GamepadInteractiveSortFilterList , ZO_SocialOptionsDialogGamepad , ZO_SocialListDirtyLogic_Shared )
end
ZO_ScrollList_AddDataType ( self . list , ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_PRIMARY_DATA_TYPE , rowTemplate , ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_ROW_HEIGHT , function ( control , data ) self : SetupRow ( control , data ) end )
end
end
end
end
else
end
end
-- This function is meant to be overridden in subclasses to display the appropriate toolip information
end
end
end
end
local textColor2 = ZO_SELECTED_TEXT
local iconColor = ZO_SELECTED_TEXT
return textColor , iconColor , textColor2
end
local keybindDescriptor = { }
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( keybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON , self : GetBackKeybindCallback ( ) )
if addKeybind then
end
local hideOfflineKeybind =
{
else
end
end ,
SetSetting ( SETTING_TYPE_UI , UI_SETTING_SOCIAL_LIST_HIDE_OFFLINE , tostring ( not GetSetting_Bool ( SETTING_TYPE_UI , UI_SETTING_SOCIAL_LIST_HIDE_OFFLINE ) ) )
local DONT_NARRATE_HEADER = false
end ,
}
end
end
local text = zo_strformat ( SI_GAMEPAD_GUILD_STATUS_SELECTOR_FORMAT , statusTexture , GetString ( "SI_PLAYERSTATUS" , i ) )
end
end
end
self . control : RegisterForEvent ( EVENT_PLAYER_STATUS_CHANGED , function ( _ , oldStatus , newStatus ) self : UpdateStatusDropdownSelection ( newStatus ) end )
end
-- this function is meant be overridden in a subclass
end
end
-- We are not using ZO_ScrollList_Clear because that will clear the selected index
-- and select the first thing in the list. Child classes need the selected index
-- so they can preserve their selection in the list.
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_PRIMARY_DATA_TYPE , data ) )
end
end
end
end
--Do nothing
end
end
end
do
local STATUS_UPDATE_DELAY = 1
end
end
end
end
end
end
local IGNORE_CALLBACK = true
end
end
return self : BuildOptionEntry ( header , GetGuildName ( guildId ) , inviteFunction , nil , ZO_GetLargeAllianceSymbolIcon ( GetGuildAlliance ( guildId ) ) )
end
if guildCount > 0 then
local guildInviteGroupingId = self : AddOptionTemplateGroup ( function ( ) return GetString ( SI_GAMEPAD_CONTACTS_INVITE_TO_GUILD_HEADER ) end )
for i = 1 , guildCount do
local visibleFunction = function ( ) return not self . socialData . isPlayer and DoesPlayerHaveGuildPermission ( guildId , GUILD_PERMISSION_INVITE ) end
end
end
end
local ROW_ENTRY_PAUSE_TIME_MS = 100
local narration = { }
if entryData . characterName then
local narrationStrings = { GetString ( SI_SOCIAL_LIST_PANEL_HEADER_CHARACTER ) , entryData . characterName }
table . insert ( narration , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( narrationStrings , ROW_ENTRY_PAUSE_TIME_MS ) )
end
if entryData . formattedZone then
table . insert ( narration , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( narrationStrings , ROW_ENTRY_PAUSE_TIME_MS ) )
end
if entryData . class then
local gender = entryData . gender or GENDER_MALE
local narrationStrings = { GetString ( SI_GAMEPAD_CONTACTS_LIST_HEADER_CLASS ) , zo_strformat ( SI_CLASS_NAME , GetClassName ( gender , entryData . class ) ) }
table . insert ( narration , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( narrationStrings , ROW_ENTRY_PAUSE_TIME_MS ) )
end
if entryData . formattedAllianceName then
local narrationStrings = { GetString ( SI_GAMEPAD_CONTACTS_LIST_HEADER_ALLIANCE ) , entryData . formattedAllianceName }
table . insert ( narration , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( narrationStrings , ROW_ENTRY_PAUSE_TIME_MS ) )
end
local levelString = ZO_GetLevelOrChampionPointsNarrationString ( entryData . level , entryData . championPoints )
if levelString ~= "" then
table . insert ( narration , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( narrationStrings , ROW_ENTRY_PAUSE_TIME_MS ) )
end
return narration
end
--Overridden from base
end
--This function must be implemented by any child classes in order for screen narration to function
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