1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 |
--------------------------------------------
-- SocialOptionsDialog Gamepad
--------------------------------------------
end
self . control : RegisterForEvent ( EVENT_FRIEND_PLAYER_STATUS_CHANGED , function ( _ , displayName , characterName , oldStatus , newStatus ) self : OnPlayerStatusChanged ( displayName , characterName , oldStatus , newStatus ) end )
self . control : RegisterForEvent ( EVENT_GUILD_MEMBER_PLAYER_STATUS_CHANGED , function ( _ , _ , displayName , characterName , oldStatus , newStatus ) self : OnPlayerStatusChanged ( displayName , characterName , oldStatus , newStatus ) end )
end
local parametricList = { }
--Saving the displayName and online state of the person the dialog is being opened for.
end
local parametricList = { }
{
parametricList = parametricList ,
}
end
-- This function is meant to be overridden by a subclass
end
local grouping =
{
options = { } ,
}
return id
end
assert ( grouping ~= nil , "You must get a valid id from AddOptionTemplateGroup before adding options" )
table . insert ( grouping . options , { buildFunction = buildFunction , conditionFunction = conditionFunction } )
end
end
end
end
end
else
end
end
return conditionMet
end
return true
end
end
end
return false
end
function ZO_SocialOptionsDialogGamepad : BuildOptionEntry ( header , label , callback , finishedCallback , icon )
local entry = {
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
} ,
}
return entry
end
if option == nil then
return
end
end
end
end
function ZO_SocialOptionsDialogGamepad : AddSocialOptionsKeybind ( descriptor , callback , keybind , name , sound , enabledCallback )
descriptor [ # descriptor + 1 ] =
{
end ,
end ,
}
end
--Hiding the options dialog if the player's online status changes.
function ZO_SocialOptionsDialogGamepad : OnPlayerStatusChanged ( displayName , characterName , oldStatus , newStatus )
local isOnline = newStatus ~= PLAYER_STATUS_OFFLINE
end
end
end
--Shared Options
end
end
end
end
}
end
local unusedHeader = nil
end
end
else
MAIL_GAMEPAD : GetSend ( ) : ComposeMailTo ( ZO_FormatUserFacingCharacterOrDisplayName ( self . socialData . displayName ) )
end
end
local unusedHeader = nil
end
end
local finishCallback = function ( ) StartChatInput ( "" , CHAT_CHANNEL_WHISPER , self . socialData . displayName ) end
local unusedHeader = nil
end
return IsGroupModificationAvailable ( ) and not self : SelectedDataIsPlayer ( ) and IsUnitSoloOrGroupLeader ( "player" )
end
-- PS can send platform invites to offline players which they can then use to launch the game and join
return self : ShouldAddInviteToGroupOption ( ) and ( self : SelectedDataIsLoggedIn ( ) or ZO_IsPlaystationPlatform ( ) )
end
return function ( )
local NOT_SENT_FROM_CHAT = false
local DISPLAY_INVITED_MESSAGE = true
end
end
local unusedHeader = nil
end
end
end
local unusedHeader = nil
end
end
local unusedHeader = nil
end
end
local unusedHeader = nil
end
end
--To make sure we use the correct index if friends list was updated while the dialog is being displayed.
if updatedData then
ZO_ShowGamerCardFromDisplayNameOrFallback ( displayName , ZO_ID_REQUEST_TYPE_DISPLAY_NAME , displayName )
end
ZO_ShowGamerCardFromDisplayNameOrFallback ( displayName , ZO_ID_REQUEST_TYPE_IGNORE_INFO , data . ignoreIndex )
elseif displayName then
else
end
end
end
return nil
end
local stringId
if platform == UI_PLATFORM_PC then
stringId = SI_FRIEND_MENU_IGNORE
ZO_Dialogs_ShowGamepadDialog ( "CONFIRM_IGNORE_FRIEND" , self . socialData , { mainTextParams = { ZO_FormatUserFacingDisplayName ( self . socialData . displayName ) } } )
end
stringId = SI_GAMEPAD_CONTACTS_MENU_IGNORE
ZO_ShowConsoleIgnoreDialogFromDisplayNameOrFallback ( self . socialData . displayName , ZO_ID_REQUEST_TYPE_FRIEND_INFO , self . socialData . friendIndex )
end
end
end
return nil
end
end
ZO_Dialogs_ShowGamepadDialog ( "CONFIRM_REMOVE_FRIEND" , self . socialData , { mainTextParams = { ZO_FormatUserFacingDisplayName ( self . socialData . displayName ) } } )
end
end
end
end
return not IsFriend ( DecorateDisplayName ( self . socialData . displayName ) ) and not IsIgnored ( DecorateDisplayName ( self . socialData . displayName ) ) and not self : SelectedDataIsPlayer ( )
end
else
end
end
end |