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local DEFAULT_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local DEFAULT_HEADER_TEMPLATE = "ZO_GamepadMenuEntryHeaderTemplate"
--[[
Initializes the ZO_GamepadInventoryList. This should not be called directly, as it will be called by New().
control must be an XML control for intializing a parameteric list.
inventoryType must be one of the Bag enum values, or a table containing multiple bag enum values.
selectedDataCallback may be a function to call when the selected item has changed. May be nil.
entryEditCallback may be a function to call when initializing the ZO_GamepadEntryData for display.
If specified, it should take a single argument which will be the ZO_GamepadEntryData, and will
be called after entry:InitializeInventoryVisualData() and entry.itemData is set. May be nil.
categorizationFunction may be a function to call to retrieve the category string for an inventory
item. If specified, should take a inventoryData (as returned by SHARED_INVENTORY:GenerateSingleSlotData)
and return a string category. If nil, defaults to ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription().
sortFunction may be a function that is passed to table.sort to sort the entries for display. If nil, a default
will be used tgat will sort alphabetically by category than by name.
useTriggers: Should the control bind the triggers to jump categories when activated? If nil, defaults to true.
]]
function ZO_GamepadInventoryList : Initialize ( control , inventoryType , slotType , selectedDataCallback , entrySetupCallback , categorizationFunction , sortFunction , useTriggers , template , templateSetupFunction )
else
end
end
local function VendorEntryTemplateSetup ( entryControl , data , selected , selectedDuringRebuild , enabled , activated )
ZO_SharedGamepadEntry_OnSetup ( entryControl , data , selected , selectedDuringRebuild , enabled , activated )
end
self . list : AddDataTemplate ( self . template , templateSetupFunction or VendorEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . list : AddDataTemplateWithHeader ( self . template , templateSetupFunction or VendorEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , DEFAULT_HEADER_TEMPLATE )
-- generate the trigger keybinds so we can add/remove them later when necessary
end
if selectedData then
end
end
end
-- Don't activate on show in case there is another element that is intended to be active (ie. when the list is empty and the header should be selected instead)
end
-- To ensure the list isn't left greyed-out once we've entered due to factors such as pending animations that would
-- cause an effective hidden state, no longer calling self:Deactivate() here. Expecting managing classes to handle this.
end
if bagId == currentInventoryType then
break
end
end
end
if bagId == currentInventoryType then
--we should always have a bag table to match all entries in self.inventoryTypes but this will catch any issue with that
if bag then
local entry = bag [ slotIndex ]
if entry then
if itemData then
itemData . bestGamepadItemCategoryName = ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription ( itemData )
else -- The item was removed.
end
else -- The item is new.
end
-- don't loop over any more inventoryTypes, we've handled the slot update
break
end
end
end
end
end
{
end ,
} )
end
end
end
local newInventoryTypes
newInventoryTypes = inventoryTypes
else
newInventoryTypes = { inventoryTypes }
end
if newInventoryTypes then
local sameBags = true
sameBags = false
break
end
end
if not sameBags then
--Refresh list will also regenerate these tables for each bag, but if the inventory list is hidden it will set a dirty flag instead and do it when it is effectively shown. This is a problem
--when a single slot update occurs because it checks self.inventoryTypes to know if we have a bag table in dataByBagAndSlotIndex to work with but we haven't rebuilt dataByBagAndSlotIndex yet
-- so we end up with an index on a bag table that doesn't exist. So we rebuild dataByBagAndSlotIndex immediately here.
end
return true
end
end
return false
end
else
end
end
end
end
--[[
Add a function called when the selected item is changed.
]] --
end
--[[
Remove a function called when the selected item is changed.
]] --
end
--[[
Add a function called when the target data is changed.
]] --
end
--[[
Remove a function called when the target data is changed.
]] --
end
--[[
categorizationFunction function may be a function which takes a inventory data and returns
a category string.
]] --
end
--[[
Sets the function which is passed to table.sort() when sorting the inventory inventory items.
]] --
end
--[[
entryEditCallback may be a function to call when initializing the ZO_GamepadEntryData for display.
If specified, it should take a single argument which will be the ZO_GamepadEntryData, and will
be called after entry:InitializeInventoryVisualData() and entry.itemData is set. May be nil.
]] --
end
--[[
itemFilterFunction function may be a function which takes an inventory data and returns whether to
include the item in the inventory list. If set to nil, all items will be included.
]] --
end
--[[
SetOnRefreshListCallback sets a function that will be called whenever the list is refreshed.
]] --
end
--[[
Sets whether to bind the triggers to jump categories while the list is active.
If the list is currently active, this will add/remove the bindings immediately.
]] --
return
end
if useTriggers then
else
end
end
end
--[[
Returns the currently selected entry's data.
]] --
end
--[[
Returns the currently selected entry's control.
]] --
end
--[[
Returns the underlying parameteric list.
]] --
end
--[[
Moves the selection to the next item.
]] --
end
--[[
Moves the selection to the previous item.
]] --
end
--[[
Query if the inventory list is empty
]] --
do
if slotData then
return true
end
end
return false
end
return false
end
end
end
return true
end
end
--[[
Passthrough functions for operating on the parametric list itself
]] --
end
end
end
end
--[[
Moves the selection to the specified item.
The same arguments can be provided as ZO_ParametricScrollList.SetSelectedIndex() accepts.
]] --
end
--[[
Activates the inventory list.
]] --
end
end
--[[
Deactivates the inventory list.
]] --
end
end
--[[
GetNumItems the inventory list.
]] --
end
--[[
GetSelectedIndex the inventory list.
]] --
end
--[[
An internal helper function used to initialize or update a ZO_GamepadEntryData
with itemData.
]] --
entry . itemData = itemData
end
end
local DEFAULT_GAMEPAD_ITEM_SORT =
{
bestGamepadItemCategoryName = { tiebreaker = "name" } ,
requiredLevel = { tiebreaker = "requiredChampionPoints" , isNumeric = true } ,
requiredChampionPoints = { tiebreaker = "iconFile" , isNumeric = true } ,
iconFile = { tiebreaker = "uniqueId" } ,
uniqueId = { isId64 = true } ,
}
return ZO_TableOrderingFunction ( data1 , data2 , "bestGamepadItemCategoryName" , DEFAULT_GAMEPAD_ITEM_SORT , ZO_SORT_ORDER_UP )
end
local categorizationFunction = self . categorizationFunction or ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription
if slotData then
-- itemData is shared in several places and can write their own value of bestItemCategoryName.
-- We'll use bestGamepadItemCategoryName instead so there are no conflicts.
end
end
end
local slots = { }
end
end
return slots
end
do
-- No category selected, don't filter out anything.
return true
end
if filterCategories [ filterData ] then
return true
end
end
return false
end
--[[
If the list is hidden, queues a refresh for the next time the list is shown.
Otherwise, clears and fully refreshes the list.
]] --
self . shouldTriggerRefreshCallback = self . shouldTriggerRefreshCallback or shouldTriggerRefreshListCallback
end
end
local currentBestCategoryName = nil
local passesTextFilter = TEXT_SEARCH_MANAGER : IsDataInSearchTextResults ( self . searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , itemData . bagId , itemData . slotIndex )
if passesTextFilter and passesCategoryFilter then
if self . currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and itemData . bestGamepadItemCategoryName ~= currentBestCategoryName then
currentBestCategoryName = itemData . bestGamepadItemCategoryName
else
end
end
end
end
end
end
end
end
--[[
Refreshes the appearance of the list without clearing and fully refreshing the list
]] --
end
--[[
Enables or disables direcitonal input to the list.
enable must be a boolean.
]] --
end
--[[
Sets if the inventory list is aligned to the screen center.
Does not need an expectedEntryHeight
]] --
end
--[[
Gets the control of the list
]] --
end
--[[
Returns true if the list is active
]] --
end
end
end |