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ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION = 1
ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION = 2
ZO_GAMEPAD_MARKET_PAGE_NO_DIRECTION = 3 -- No movement, only fading
ZO_GAMEPAD_MARKET_GRID_INITIAL_X_OFFSET = 22
ZO_GAMEPAD_MARKET_GRID_INITIAL_Y_OFFSET = 62
local NUM_VISIBLE_ROWS = 2
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCTS_PER_ROW = 3
ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_PADDING = 5
ZO_GAMEPAD_MARKET_PRODUCT_PADDING = 12
local INDIVIDUAL_PRODUCT_HALF_HEIGHT = ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT / 2
local FOCUS_MOVEMENT_TYPES =
{
MOVE_NEXT = 1 ,
MOVE_PREVIOUS = 2 ,
}
--[[
Gamepad Grid Focus
Similar to ZO_GamepadFocus but supports two dimensional layouts.
Entries must be added left -> right, top -> bottom, row by row
--]]
end
function GamepadGridFocus : Initialize ( control , gridWidth , gridHeight , leftBoundCallBack , rightBoundCallBack , topBoundCallBack , bottomBoundCallBack )
end
self . horizontalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
end
end
do
local LUA_TABLE_OFFSET = 1
local MOVE_DIRECTION_TABLE =
{
[ MOVEMENT_CONTROLLER_NO_CHANGE ] = 0 ,
[ MOVEMENT_CONTROLLER_MOVE_NEXT ] = 1 ,
[ MOVEMENT_CONTROLLER_MOVE_PREVIOUS ] = - 1
}
-- Used to map x/y movement to sound direction for sounds: TOPLEFT, TOP, TOPRIGHT // LEFT, MIDDLE, RIGHT // BOTTOMLEFT, BOTTOM, BOTTOMRIGHT
local DIR_SOUND_MAP_COL_ROW =
{
[ - 1 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 0 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS } ,
[ 0 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 0 ] = nil , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT } ,
[ 1 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT , [ 0 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT } ,
}
local moveX , moveY = self . horizontalMovementController : CheckMovement ( ) , self . verticalMovementController : CheckMovement ( )
if moveX ~= MOVEMENT_CONTROLLER_NO_CHANGE or moveY ~= MOVEMENT_CONTROLLER_NO_CHANGE then
local dx , dy = MOVE_DIRECTION_TABLE [ moveX ] , MOVE_DIRECTION_TABLE [ moveY ]
if gridX < 1 then
end
end
elseif gridY < 1 then
end
end
else
if selectedData then
end
end
end
end
end
end
end
end
end
end
return LUA_TABLE_OFFSET + zo_mod ( zo_floor ( ( index - LUA_TABLE_OFFSET ) / self . gridWidth ) , self . gridHeight )
end
end
local newIndex = zo_min ( gridX + ( ( gridY - LUA_TABLE_OFFSET ) * self . gridWidth ) , # self . data ) -- interleaved index
if selectedData then
end
end
end
--
--[[ Gamepad Market Page Fragment ]] --
--
end
do
local PAGE_IN_ANIMATION = "ZO_GamepadMarket_GridScreen_PageInSceneAnimation"
local PAGE_OUT_ANIMATION = "ZO_GamepadMarket_GridScreen_PageOutSceneAnimation"
local FADE_ANIMATION = "FadeSceneAnimation"
ZO_ConveyorSceneFragment . Initialize ( self , control , alwaysAnimate , PAGE_IN_ANIMATION , PAGE_OUT_ANIMATION )
end
end
end
local FORWARD = true
local BACKWARD = false
return FADE_ANIMATION , FORWARD
return PAGE_IN_ANIMATION , FORWARD
else
return PAGE_OUT_ANIMATION , BACKWARD
end
else
return FADE_ANIMATION , BACKWARD
return PAGE_OUT_ANIMATION , FORWARD
else
return PAGE_IN_ANIMATION , BACKWARD
end
end
end
if isValid then
local middleX = offsetX
local startX , endX = middleX , middleX
if animationTemplate == PAGE_IN_ANIMATION then
elseif animationTemplate == PAGE_OUT_ANIMATION then
end
return startX , endX
end
return 0 , 0
end
end
return GAMEPAD_NAV_QUADRANT_1_2_3_BACKGROUND_FRAGMENT
end
end
--
--[[ Gamepad Market TabBar ScrollList ]] --
--
-- infinite scrolling header tabbar for the b2p market
end
do
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
if selected then
else
end
end
return keybindLabel
end
end
end
local NUM_VISIBLE_CATEGORIES = 5
local OFFSET_BETWEEN_ENTRIES = 100
ZO_HorizontalScrollList . Initialize ( self , control , "ZO_GamepadMarket_TabBarEntryTemplate" , NUM_VISIBLE_CATEGORIES , TabBar_Setup , MenuEntryTemplateEquality )
end
end
end
end
local leftShoulderKeybind =
{
--Even though this is an ethereal keybind, the name will still be read during screen narration
end ,
etherealNarrationOrder = 100 ,
handlesKeyUp = true ,
-- handled on up due to the potential chord with GAMEPAD_BUTTON_3 causing ordering issues
-- when previewing and attempting to change categories
if not isUp then
return
end
end ,
}
local rightShoulderKeybind =
{
--Even though this is an ethereal keybind, the name will still be read during screen narration
end ,
etherealNarrationOrder = 101 ,
handlesKeyUp = true ,
-- handled on up due to the potential chord with GAMEPAD_BUTTON_3 causing ordering issues
-- when previewing and attempting to change categories
if not isUp then
return
end
end ,
}
{
leftShoulderKeybind ,
rightShoulderKeybind ,
}
end
if selectedData then
--If the selected data has a custom narration function, use that
else
--Otherwise just form a narration from the text
end
end
end
end
--
--[[ Gamepad Market Grid Screen ]] --
--
self . scrollbar : SetHandler ( "OnUpdate" , function ( _ , timeSecs ) self : OnScrollBarDimAlphaUpdate ( timeSecs ) end )
self . currentCategoryControl = self . contentContainer . scrollChild -- Used for product parenting, may be updated by subclass
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . headerData . titleText ) )
return narrations
end
end
end
end
end
-- calculate offset needed to scroll grid entries to the absolute screen center instead of the relative container center
local absoluteContentCenterY = contentOffsetY + relativeContentCenterY
end
--Narrate both the header and subheader when the screen is activated
local NARRATE_HEADER = true
local NARRATE_SUB_HEADER = true
end
end
end
end
end
end
function ZO_GamepadMarket_GridScreen : PrepareGridForBuild ( itemsPerRow , itemWidth , itemHeight , itemPadding )
end
end
local row , col , _ , gridYHeight = ZO_Anchor_BoxLayout ( self . currentItemAnchor , control , # self . gridEntries , self . itemsPerRow , self . itemPadding , self . itemPadding , self . itemWidth , self . itemHeight , ZO_GAMEPAD_MARKET_GRID_INITIAL_X_OFFSET , self . gridYPaddingOffset )
focusData . gridY = row + 1
focusData . gridX = col + 1
focusData . centerScrollHeight = gridYHeight + INDIVIDUAL_PRODUCT_HALF_HEIGHT
focusData . categoryName = categoryName
end
end
end
do
local SLIDER_MIN_VALUE = 0
self . contentContainer . scrollChild : SetHeight ( self . gridYHeight + INDIVIDUAL_PRODUCT_HALF_HEIGHT + ( ZO_GAMEPAD_MARKET_PRODUCT_PADDING * 2 ) + ( self . contentContainer : GetHeight ( ) / 2 ) )
end
end
{
tabBarEntries = initialTabBarEntries
}
end
if headerData then
local tabBarEntries = headerData . tabBarEntries
if tabBarEntries then
end
end
end
end
end
end
end
end
end
ZO_MARKET_PREVIEW_GAMEPAD : BeginPreview ( self . previewProductIds , previewIndex , function ( ... ) self : OnPreviewChanged ( ... ) end )
end
end
end
if marketProductId and self . selectedGridEntry and ( self . selectedGridEntry : GetEntryType ( ) ~= ZO_GAMEPAD_MARKET_ENTRY_MARKET_PRODUCT or marketProductId ~= self . selectedGridEntry : GetId ( ) ) then
function ( comparisonValue , focusListEntry )
end
return false
end )
-- If the selection has changed instantly scroll to the new position before the scene is visible
local INCLUDE_SAVED_FOCUS = true
local focusedObject = focusedEntry . object
local SCROLL_INSTANTLY = true
end
end
end
end
-- meant to override ZO_Market_Shared:RefreshProducts()
end
end
function ZO_GamepadMarket_GridScreen : UpdatePreviousAndNewlySelectedProducts ( previousSelectedProduct , newlySelectedProduct )
if previousSelectedProduct and previousSelectedProduct ~= newlySelectedProduct then
end
if newlySelectedProduct then
end
end
end
do
local DIM_ALPHA_TIME_OUT = 1.25 -- This is in seconds as OnUpdate passes seconds for the time argument
local PROGRESS_COMPLETE = 1
local DIM_ALPHA = 0.5
local timeline = scrollbar . timeline
if self . showScrollbar and ( timeSeconds - self . lastAlphaUpdateTime ) > DIM_ALPHA_TIME_OUT and timeline : GetFullProgress ( ) == PROGRESS_COMPLETE and scrollbar : GetAlpha ( ) ~= DIM_ALPHA then
end
end
end
end
end
end
end
end
end
end
end |