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----
-- ZO_MarketAnnouncement_Gamepad
----
local VERTICAL_FOCUS_INDEX =
{
CAROUSEL = 1 ,
ACTION_TILES = 2
}
end
-- This data must be setup before parent initialize is called
{
[ ZO_ACTION_TILE_TYPE . EVENT_ANNOUNCEMENT ] = "ZO_EventAnnouncementTile_Gamepad_Control" ,
[ ZO_ACTION_TILE_TYPE . DAILY_REWARDS ] = "ZO_DailyRewardsTile_Gamepad_Control" ,
[ ZO_ACTION_TILE_TYPE . ZONE_STORIES ] = "ZO_ZoneStoriesTile_Gamepad_Control" ,
}
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_MARKET_ANNOUNCEMENT_WELCOME ) ) )
--If the crown store is locked or the carousel is empty, include that in the header narration
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_MARKET_ANNOUNCEMENT_LOCKED_CROWN_STORE_TITLE ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_MARKET_ANNOUNCEMENT_LOCKED_CROWN_STORE_DESCRIPTION ) ) )
else
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_MARKET_ANNOUNCEMENT_NO_FEATURED_PRODUCTS_TITLE ) ) )
end
end
return narrations
end
local AUTO_SCROLL = true
self . carousel = ZO_MarketProductCarousel_Gamepad : New ( self . carouselControl , "ZO_MarketAnnouncementMarketProductTile_Gamepad_Control" , AUTO_SCROLL )
--Because the announcements are not using the keybind strip, we need to manually narrate the keybinds
local narrationData = { }
--Generate the narration for the scroll keybind if applicable
local scrollNarrationData =
{
--The gamepad scroll "keybind" isn't a real keybind so just use the key that gives us the narration we want here
keybindName = ZO_Keybindings_GetNarrationStringFromKeys ( KEY_GAMEPAD_RIGHT_STICK , KEY_INVALID , KEY_INVALID , KEY_INVALID , KEY_INVALID ) ,
}
else
local scrollUpNarrationData =
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( "UI_SHORTCUT_RIGHT_STICK_UP" ) or GetString ( SI_ACTION_IS_NOT_BOUND ) ,
}
local scrollDownNarrationData =
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( "UI_SHORTCUT_RIGHT_STICK_DOWN" ) or GetString ( SI_ACTION_IS_NOT_BOUND ) ,
}
end
end
--Generate the narration for the select button if it is visible
if selectButtonNarrationData then
end
--Generate the narration for the help button if it is visible
if helpButtonNarrationData then
end
--Generate the narration for the close button
--Only narrate the directional input if there is more than one market product
local directionalInputNarrationData = ZO_GetHorizontalDirectionalInputNarrationData ( GetString ( SI_SCREEN_NARRATION_TABBAR_PREVIOUS_KEYBIND ) , GetString ( SI_SCREEN_NARRATION_TABBAR_NEXT_KEYBIND ) )
end
return narrationData
end )
-- Action Tile Focus object must be setup before vertical navigation
self . actionTileListFocus = ZO_GamepadFocus : New ( self . actionTileListControl , nil , MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
end
if isSelected then
--Re-narrate when the selection changes
end
end
end
end
{
end ,
end ,
end ,
--Because the announcements are not using the keybind strip, we need to manually narrate the keybinds
local narrationData = { }
--Generate the narration for the select button if it's visible
if selectButtonNarrationData then
end
--Generate the narration for the close button
return narrationData
end ,
}
end
else
end
end
end
end
local NARRATE_HEADER = true
end
end
local WIDE_SPACING = false
end )
end
end
local SHOW_UNBOUND = true
local DEFAULT_GAMEPAD_ACTION_NAME = nil
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . upLabel , "UI_SHORTCUT_RIGHT_STICK_UP" , SHOW_UNBOUND , DEFAULT_GAMEPAD_ACTION_NAME , OnInputChanged )
-- We only need to register one of the above with OnInputChanged because one call of that function does everything we need
end
end
end
end
end
end
end
end
end
end
--The name for the close button is set separately from the keybind, so we need to manually add it to the narration data
return closeButtonNarrationData
end
--global XML functions
end
if not ( currentState == BSTATE_DISABLED or currentState == BSTATE_DISABLED_PRESSED ) then
if playForward then
else
end
end
end |