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 |
local DEFAULT_SELECTED_QUEST_INDEX = 1
return object
end
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
end )
end
end
--The alchemy info updates later than everything else, so we need to do another refresh once it's ready
if treeNode then
--Make sure we don't actually add the same message a bunch of times
if not treeNode . alreadyChecked then
local _ , curCount , maxCount = GetJournalQuestConditionInfo ( questData . questIndex , QUEST_MAIN_STEP_INDEX , conditionInfo . conditionIndex )
local missingMessage , missingDescription = CRAFT_ADVISOR_MANAGER : GetMissingMessage ( conditionInfo , curCount , maxCount )
if missingMessage then
local missingNode = self . navigationTree : AddNode ( "ZO_ActiveWritNavigationEntry" , { errorHeader = missingMessage , errorText = missingDescription , missing = true } , treeNode )
end
end
treeNode . alreadyChecked = true
end
end
end )
CRAFT_ADVISOR_MANAGER : RegisterCallback ( "SelectedQuestConditionsUpdated" , function ( ) self : RefreshQuestList ( ) end )
end
end
--We need to do this to prevent the filters and displayed quest getting out of sync in certain cases when switching between gamepad and keyboard
end
local DEFAULT_INDENT = 60
local DEFAULT_SPACING = - 20
local DEFAULT_WIDTH = 350
self . navigationTree = ZO_Tree : New ( self . control : GetNamedChild ( "NavigationContainerScrollChild" ) , DEFAULT_INDENT , DEFAULT_SPACING , DEFAULT_WIDTH )
local OPEN_TEXTURE = "EsoUI/Art/Journal/journal_Quest_Selected.dds"
local CLOSED_TEXTURE = ""
local OVER_OPEN_TEXTURE = "EsoUI/Art/Journal/journal_Quest_Selected.dds"
local OVER_CLOSED_TEXTURE = ""
if open then
ZO_SelectableLabel_SetNormalColor ( control . text , ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_SELECTED ) ) )
end
else
ZO_SelectableLabel_SetNormalColor ( control . text , ZO_ColorDef : New ( GetColorForCon ( GetCon ( data . level ) ) ) )
end
end
local DEFAULT_SELECTION_FUNCTION = nil
local DEFAULT_EQUALITY_FUNCTION = nil
local DEFAULT_CHILD_INDENT = nil
self . navigationTree : AddTemplate ( "ZO_ActiveWritHeader" , TreeHeaderSetup , DEFAULT_SELECTION_FUNCTION , DEFAULT_EQUALITY_FUNCTION , DEFAULT_CHILD_INDENT , 0 )
control : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_DISABLED ) )
else
control : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_SELECTED ) )
end
end
end
self . navigationTree : AddTemplate ( "ZO_ActiveWritNavigationEntry" , TreeEntrySetup , DEFAULT_SELECTION_FUNCTION , TreeEntryEquality )
end
-- Add items to the tree
local questNodes = { }
local firstNode = nil
local previousNode = nil
--First, add the quest name
local _ , _ , _ , _ , conditionCount = GetJournalQuestStepInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX )
local conditionInfoIndex = 1 ;
--Add the conditions for the quest
for conditionIndex = 1 , conditionCount do
local conditionText , curCount , maxCount , isFailCondition , isComplete , _ , isVisible , conditionType = GetJournalQuestConditionInfo ( questInfo . questIndex , QUEST_MAIN_STEP_INDEX , conditionIndex )
local taskNode = self . navigationTree : AddNode ( "ZO_ActiveWritNavigationEntry" , { name = conditionText } , questNodes [ questInfo ] )
firstNode = firstNode or taskNode
if previousNode then
previousNode . nextNode = taskNode
end
if i == # quests and conditionIndex == conditionCount then
taskNode . nextNode = firstNode
end
previousNode = taskNode
--There are certain cases where we want to defer adding the missing text, so don't do it here in that case
--Determine if we need to add an error message after this condition
if questInfo . conditionData [ conditionInfoIndex ] and questInfo . conditionData [ conditionInfoIndex ] . conditionIndex == conditionIndex then
local missingMessage , missingDescription = CRAFT_ADVISOR_MANAGER : GetMissingMessage ( questInfo . conditionData [ conditionInfoIndex ] , curCount , maxCount )
if missingMessage then
local missingNode = self . navigationTree : AddNode ( "ZO_ActiveWritNavigationEntry" , { errorHeader = missingMessage , errorText = missingDescription , missing = true } , questNodes [ questInfo ] )
previousNode . nextNode = missingNode
if i == # quests and conditionIndex == conditionCount then
missingNode . nextNode = firstNode
end
previousNode = missingNode
end
conditionInfoIndex = conditionInfoIndex + 1
end
end
end
end
end
else
end
end
end
local TOOLTIP_OFFSET_X = 15
local TOOLTIP_OFFSET_Y = 0
local DEFAULT_FONT = ""
end
end
end |