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local STORE_WEAPON_GROUP = 1
local STORE_HEAVY_ARMOR_GROUP = 2
local STORE_MEDIUM_ARMOR_GROUP = 3
local STORE_LIGHT_ARMOR_GROUP = 4
local STORE_JEWELRY_GROUP = 5
local STORE_SUPPLIES_GROUP = 6
local STORE_MATERIALS_GROUP = 7
local STORE_QUICKSLOTS_GROUP = 8
local STORE_COLLECTIBLE_GROUP = 9
local STORE_QUEST_ITEMS_GROUP = 10
local STORE_ANTIQUITY_LEADS_GROUP = 11
local STORE_OTHER_GROUP = 12
-------------------
--Utility functions
-------------------
if itemData . entryType == STORE_ENTRY_TYPE_COLLECTIBLE then
return STORE_COLLECTIBLE_GROUP
elseif itemData . entryType == STORE_ENTRY_TYPE_QUEST_ITEM then
return STORE_QUEST_ITEMS_GROUP
elseif itemData . entryType == STORE_ENTRY_TYPE_ANTIQUITY_LEAD then
return STORE_ANTIQUITY_LEADS_GROUP
elseif itemData . equipType == EQUIP_TYPE_RING or itemData . equipType == EQUIP_TYPE_NECK then
return STORE_JEWELRY_GROUP
elseif itemData . itemType == ITEMTYPE_WEAPON or itemData . displayFilter == ITEMFILTERTYPE_WEAPONS then
return STORE_WEAPON_GROUP
elseif itemData . itemType == ITEMTYPE_ARMOR or itemData . displayFilter == ITEMFILTERTYPE_ARMOR then
local armorType
if itemData . bagId and itemData . slotIndex then
else
end
if armorType == ARMORTYPE_HEAVY then
return STORE_HEAVY_ARMOR_GROUP
elseif armorType == ARMORTYPE_MEDIUM then
return STORE_MEDIUM_ARMOR_GROUP
elseif armorType == ARMORTYPE_LIGHT then
return STORE_LIGHT_ARMOR_GROUP
end
return STORE_SUPPLIES_GROUP
return STORE_MATERIALS_GROUP
return STORE_QUICKSLOTS_GROUP
end
return STORE_OTHER_GROUP
end
if itemData . storeGroup == STORE_COLLECTIBLE_GROUP then
elseif itemData . storeGroup == STORE_QUEST_ITEMS_GROUP then
elseif itemData . storeGroup == STORE_ANTIQUITY_LEADS_GROUP then
else
end
end
if traitType == ITEM_TRAIT_TYPE_WEAPON_ORNATE or traitType == ITEM_TRAIT_TYPE_ARMOR_ORNATE or traitType == ITEM_TRAIT_TYPE_JEWELRY_ORNATE then
else
end
end
local DEFAULT_SORT_KEYS =
{
bestGamepadItemCategoryName = { tiebreaker = "name" } ,
requiredLevel = { tiebreaker = "requiredChampionPoints" , isNumeric = true } ,
requiredChampionPoints = { tiebreaker = "iconFile" , isNumeric = true } ,
iconFile = { tiebreaker = "uniqueId" } ,
uniqueId = { isId64 = true } ,
customSortOrder = { tiebreaker = "bestGamepadItemCategoryName" , isNumeric = true } ,
}
return ZO_TableOrderingFunction ( data1 , data2 , "bestGamepadItemCategoryName" , DEFAULT_SORT_KEYS , ZO_SORT_ORDER_UP )
end
return ZO_TableOrderingFunction ( data1 , data2 , "customSortOrder" , DEFAULT_SORT_KEYS , ZO_SORT_ORDER_UP )
end
local BUY_ITEMS_SORT_KEYS =
{
bestGamepadItemCategoryName = { tiebreaker = "name" } ,
meetsRequirementsToBuy = { tiebreaker = "meetsRequirementsToEquip" , isNumeric = true } ,
meetsRequirementsToEquip = { tiebreaker = "icon" , isNumeric = true } ,
slotIndex = { isId64 = true } ,
}
local BUY_ITEMS_SORT_KEYS_VALUE =
{
bestGamepadItemCategoryName = { tiebreaker = "stackBuyPrice" } ,
stackBuyPrice = { tiebreaker = "stackBuyPriceCurrency1" , isNumeric = true } ,
stackBuyPriceCurrency1 = { tiebreaker = "stackBuyPriceCurrency2" , isNumeric = true } ,
stackBuyPriceCurrency2 = { tiebreaker = "name" , isNumeric = true } ,
meetsRequirementsToBuy = { tiebreaker = "meetsRequirementsToEquip" , isNumeric = true } ,
meetsRequirementsToEquip = { tiebreaker = "icon" , isNumeric = true } ,
slotIndex = { isId64 = true } ,
}
local keys = BUY_ITEMS_SORT_KEYS
if defaultSortField == STORE_DEFAULT_SORT_FIELD_VALUE then
keys = BUY_ITEMS_SORT_KEYS_VALUE
end
return ZO_TableOrderingFunction ( data1 , data2 , "bestGamepadItemCategoryName" , keys , ZO_SORT_ORDER_UP )
end
local BUYBACK_ITEMS_SORT_KEYS =
{
bestGamepadItemCategoryName = { tiebreaker = "name" } ,
meetsRequirementsToBuy = { tiebreaker = "meetsRequirementsToEquip" , isNumeric = true } ,
meetsRequirementsToEquip = { tiebreaker = "icon" , isNumeric = true } ,
slotIndex = { isId64 = true } ,
}
return ZO_TableOrderingFunction ( data1 , data2 , "bestGamepadItemCategoryName" , BUYBACK_ITEMS_SORT_KEYS , ZO_SORT_ORDER_UP )
end
local REPAIR_ITEMS_SORT_KEYS =
{
repairCost = { tiebreaker = "condition" , isNumeric = true } ,
condition = { tiebreaker = "displayQuality" , isNumeric = true } ,
displayQuality = { tiebreaker = "quality" } ,
-- quality is deprecated, included here for addon backwards compatibility
quality = { tiebreaker = "stackCount" } ,
stackCount = { tiebreaker = "slotIndex" } ,
slotIndex = { isId64 = true } ,
}
end
--- Gamepad versions have extra data / differently named values in templates
itemData . stackCount = itemData . stack
itemData . sellPrice = itemData . price
if itemData . sellPrice == 0 then
itemData . sellPrice = itemData . stackBuyPriceCurrency1
end
itemData . selectedNameColor = ZO_SELECTED_TEXT
itemData . unselectedNameColor = ZO_DISABLED_TEXT
if not itemData . meetsRequirementsToBuy and ZO_StoreManager_DoesBuyStoreFailureLockEntry ( itemData . buyStoreFailure ) then
itemData . locked = true
end
end
return items
end
local unequippedItems = { }
--- Setup sort filter
if itemData . bagId ~= BAG_WORN and not itemData . stolen and not itemData . isPlayerLocked and searchContext and TEXT_SEARCH_MANAGER : IsDataInSearchTextResults ( searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , itemData . bagId , itemData . slotIndex ) then
itemData . isEquipped = false
itemData . meetsRequirementsToBuy = true
itemData . meetsRequirementsToEquip = itemData . meetsUsageRequirements
itemData . customSortOrder = itemData . sellInformationSortOrder
end
end
return unequippedItems
end
local items = { }
if searchContext and TEXT_SEARCH_MANAGER : IsDataInSearchTextResults ( searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , BAG_BUYBACK , entryIndex ) then
local icon , name , stackCount , price , functionalQuality , meetsRequirementsToEquip , displayQuality = GetBuybackItemInfo ( entryIndex )
if stackCount > 0 then
local totalPrice = price * stackCount
local buybackData =
{
slotIndex = entryIndex ,
stackCount = stackCount ,
price = price ,
sellPrice = totalPrice ,
functionalQuality = functionalQuality ,
displayQuality = displayQuality ,
-- self.quality is deprecated, included here for addon backwards compatibility
quality = displayQuality ,
meetsRequirementsToBuy = true ,
meetsRequirementsToEquip = meetsRequirementsToEquip ,
stackBuyPrice = totalPrice ,
itemLink = itemLink ,
itemType = itemType ,
equipType = equipType ,
traitInformation = traitInformation ,
sellInformation = sellInformation ,
}
end
end
end
return items
end
if searchContext and TEXT_SEARCH_MANAGER : IsDataInSearchTextResults ( searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , bagId , slotIndex ) then
if stackCount > 0 then
if repairCost > 0 then
damagedItem . condition = condition
damagedItem . repairCost = repairCost
damagedItem . isEquippedInCurrentCategory = damagedItem . bagId == BAG_WORN
end
end
end
end
end
end
local items = { }
return items
end
-- optFilterFunction is an optional additional check to make when gathering all the stolen items
-- ... are bag ids to get items from
local isStolen = itemData . stolen
else
return isStolen
end
end
local unequippedItems = { }
--- Setup sort filter
itemData . isEquipped = false
itemData . meetsRequirementsToBuy = true
itemData . meetsRequirementsToEquip = itemData . meetsUsageRequirements
end
return unequippedItems
end
return itemData . sellPrice > 0
end
return IsStolenItemSellable ( itemData ) and searchContext and TEXT_SEARCH_MANAGER : IsDataInSearchTextResults ( searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , itemData . bagId , itemData . slotIndex )
end
-- can't sell stolen things from BAG_WORN so just check BACKPACK
end
return searchContext and TEXT_SEARCH_MANAGER : IsDataInSearchTextResults ( searchContext , BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT , itemData . bagId , itemData . slotIndex )
end
end
local TRAIN_ORDER = { RIDING_TRAIN_SPEED , RIDING_TRAIN_STAMINA , RIDING_TRAIN_CARRYING_CAPACITY }
local items = { }
for i = 1 , # TRAIN_ORDER do
local trainingType = TRAIN_ORDER [ i ]
local extraData =
{
trainingType = trainingType ,
bonus = bonus ,
maxBonus = maxBonus ,
isSkillTrainable = canBeTrained and ( bonus < maxBonus ) ,
}
local itemData =
{
iconFile = STABLE_TRAINING_TEXTURES_GAMEPAD [ trainingType ] ,
ignoreStoreVisualInit = true ,
}
end
return items
end
--When using the ItemSortFunc, you'll want to ensure that your updateFunc provides an itemData.bestGamepadItemCategoryName
--Typically bestGamepadItemCategoryName is acquired like so:
--e.g.: itemData.storeGroup = GetItemStoreGroup(itemData, IS_STORE_ITEM)
-- itemData.bestGamepadItemCategoryName = GetBestItemCategoryDescription(itemData)
local MODE_TO_UPDATE_FUNC = {
}
-- These functions are appropriated by ZO_GamepadStoreListComponent without inheriting.
function ZO_GamepadStoreList : Initialize ( control , mode , setupFunction , overrideTemplate , overrideHeaderTemplateSetupFunction )
end
-- These functions are appropriated by ZO_GamepadStoreListComponent without inheriting.
end
local function VendorEntryHeaderTemplateSetup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
function ZO_GamepadStoreList : SetMode ( mode , setupFunction , overrideTemplate , overrideHeaderTemplateSetupFunction , templatePrefix , headerPrefix )
local headerTemplateSetupFunction = overrideHeaderTemplateSetupFunction or VendorEntryHeaderTemplateSetup
local DEFAULT_EQUALITY_FUNCTION = nil
self : AddDataTemplate ( self . template , setupFunction , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , templatePrefix )
self : AddDataTemplateWithHeader ( self . template , setupFunction , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" , headerTemplateSetupFunction , headerPrefix )
end
-- These functions are appropriated by ZO_GamepadStoreListComponent without inheriting.
local currentBestCategoryName = nil
--This is only used by stables
if stableTrainingData then
entry . trainingData = stableTrainingData
--Force the narration text here so we don't try to narrate the progress bar
local MIN_BONUS = 0
else
local narrations = { }
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_ITEM_CONDITION_PERCENT , entryData . condition ) ) )
end
end
return narrations
end
return ZO_GetHorizontalDirectionalInputNarrationData ( GetString ( SI_SCREEN_NARRATION_ITEM_PREVIEW_STATE_PREVIOUS ) , GetString ( SI_SCREEN_NARRATION_ITEM_PREVIEW_STATE_NEXT ) )
end
return { }
end
end
if not itemData . ignoreStoreVisualInit then
end
if itemData . locked then
end
if itemData . bestGamepadItemCategoryName and itemData . bestGamepadItemCategoryName ~= currentBestCategoryName then
currentBestCategoryName = itemData . bestGamepadItemCategoryName
else
end
end
end
-- These functions are appropriated by ZO_GamepadStoreListComponent without inheriting.
end
end |