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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 |
ZO_CURRENCY_SELECTOR_BUTTON_ANIMATION_DURATION_GAMEPAD = 25
local DEGREE_THRESHOLD = 30 * ( ZO_PI / 180 )
local MAGNITUDE_THRESHOLD = 0.1
local g_directionalInputX , g_directionalInputY = 0 , 0
-- ZO_CurrencySelector_Gamepad's horizontal movement and ZO_Spinner_Gamepad's vertical movement share a MagnitudeQuery function in order to bias sensitivity to vertical movement over horizontal movement
if direction == GAMEPAD_SPINNER_DIRECTION_VERTICAL then
-- Reset g_directionalInputX, g_directionalInputY when MagnitudeQuery is called from ZO_Spinner_Gamepad, values carry over for ZO_CurrencySelector_Gamepad
end
if direction == GAMEPAD_SPINNER_DIRECTION_VERTICAL and math . abs ( g_directionalInputY ) < MAGNITUDE_THRESHOLD then
return g_directionalInputY
elseif direction == MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL and math . abs ( g_directionalInputX ) < MAGNITUDE_THRESHOLD then
return - g_directionalInputX
end
if direction == GAMEPAD_SPINNER_DIRECTION_VERTICAL then
if absAngle >= DEGREE_THRESHOLD and absAngle <= ZO_PI - DEGREE_THRESHOLD then
-- When there is vertical movement, the horizontal movement is consumed to ensure that pressing the L-stick at an angle doesn't cause horizontal and vertical movement
g_directionalInputX = 0
return g_directionalInputY
else
return g_directionalInputY
end
else
if absAngle < DEGREE_THRESHOLD or absAngle > ZO_PI - DEGREE_THRESHOLD then
g_directionalInputY = 0
return - g_directionalInputX
else
return - g_directionalInputX
end
end
end
-----------------------
-- Digit Spinner
-----------------------
function ZO_CurrencySelectorDigitSpinner_Gamepad : Initialize ( control , min , max , isGamepad , spinnerMode , accelerationTime , magnitudeQueryFunction , owner )
ZO_Spinner_Gamepad . Initialize ( self , control , min , max , isGamepad , spinnerMode , accelerationTime , magnitudeQueryFunction )
end
do
local MOVEMENT_RELEASED = true
end
end
-----------------------
-- Digit
-----------------------
local ACCELERATION_TIME = 250
self . spinner = ZO_CurrencySelectorDigitSpinner_Gamepad : New ( self . control , 0 , 9 , GAMEPAD_SPINNER_DIRECTION_VERTICAL , SPINNER_MODE_WRAP , ACCELERATION_TIME , MagnitudeQuery , self )
--Ignore tooltip narration when narrating these spinners
self . buttonUpAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_GamepadCurrencySelector_ButtonBumpUpAnimation" , self . increase )
self . buttonDownAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_GamepadCurrencySelector_ButtonBumpDownAnimation" , self . decrease )
--Register the spinner for narration
end
end
end
end
end
end
end
if active then
else
end
end
end
end
if previousValue ~= newValue then
if g_directionalInputY > 0 then
elseif g_directionalInputY < 0 then
end
end
else
if g_directionalInputY > 0 or g_directionalInputX < 0 then
zo_callLater ( self . playUpAnimBackwardsFunction , ZO_CURRENCY_SELECTOR_BUTTON_ANIMATION_DURATION_GAMEPAD )
elseif g_directionalInputY < 0 or g_directionalInputX > 0 then
zo_callLater ( self . playDownAnimBackwardsFunction , ZO_CURRENCY_SELECTOR_BUTTON_ANIMATION_DURATION_GAMEPAD )
end
end
elseif buttonReleased then
end
end
end
end
end
-----------------------
-- Currency Selector
-----------------------
local DIGIT_NAMES =
{
}
hasEnough = true
end
end
end
--When adding or removing values from this table, make sure the DIGIT_NAMES table is updated accordingly
{
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "Hundreds" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "Thousands" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "TenThousands" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "HundredThousands" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "Millions" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "TenMillions" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "HundredMillions" ) , OnValueChangedCallback ) ,
ZO_CurrencySelectorDigit_Gamepad : New ( self . control : GetNamedChild ( "Billions" ) , OnValueChangedCallback ) ,
}
{
}
self . movementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL , nil , MagnitudeQuery )
local NUMBER_TICKS_TO_START_ACCELERATING = 2
local ACCELERATION_MAGNITUDE_FACTOR = 5
end
local narrations = { }
--Get the narration text for the spinner itself
ZO_AppendNarration ( narrations , ZO_FormatVerticalSpinnerNarrationText ( spinner : GetName ( ) , spinner : GetFormattedValueText ( ) ) )
--Get the narration text for the total set value of the currency selector
local currencyString = ZO_Currency_FormatGamepad ( self . currencyType , self : GetValue ( ) , ZO_CURRENCY_FORMAT_AMOUNT_NAME )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_CURRENCY_SELECTOR_TOTAL_VALUE_NARRATION ) ) )
return narrations
end
--Set up the necessary information for narration
end
end
end
end
end
end
end
local total = 0
local digitValue = 1
end
digitValue = digitValue * 10
end
end
end
local ENABLED_DIGIT_ALPHA = 1
local DISABLED_DIGIT_ALPHA = 0.2
local firstEnabledDigit = 1
firstEnabledDigit = i
break
end
end
end
local nextDigit = i * 3 + 1
spacer : SetColor ( 1 , 1 , 1 , firstEnabledDigit >= nextDigit and ENABLED_DIGIT_ALPHA or DISABLED_DIGIT_ALPHA )
end
end
end
-- If we are showing then only update the digits if it is larger.
-- This way we won't have to clamp which might confuse the user.
else
end
end
end
end
end
local numDigits = 0
repeat
numDigits = numDigits + 1
until maxValue <= 0
return numDigits
end
end
local nextDigit = i * 3 + 1
end
end
end
end
end
end
end
end
end
return
elseif index < 1 then
return
end
end
end
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end |