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local CATEGORY_ITEM_ACTION_MODE = 1
local ITEM_LIST_ACTION_MODE = 2
local INVENTORY_CATEGORY_LIST = "categoryList"
local INVENTORY_ITEM_LIST = "itemList"
-----------------------------
-- Companion Equipment
-----------------------------
COMPANION_EQUIPMENT_GAMEPAD_SCENE = ZO_InteractScene : New ( "companionEquipmentGamepad" , SCENE_MANAGER , ZO_COMPANION_MANAGER : GetInteraction ( ) )
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_BagsSearch_Screen . Initialize ( self , "companionEquipmentTextSearch" , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , COMPANION_EQUIPMENT_GAMEPAD_SCENE )
end
end
end
end
end
end
end
end
-- Initialize needed bags
end
-- setup our lists
end
end
-- we only want to update immediately if we are in the gamepad companion equipment scene
if self . selectedItemFilterType == ITEMFILTERTYPE_JEWELRY or self . selectedItemFilterType == ITEMFILTERTYPE_ARMOR or self . selectedItemFilterType == ITEMFILTERTYPE_WEAPONS then
end
end
RefreshSelectedData ( ) --dialog will refresh selected when it hides, so only do it if it's not showing
end
end
local SELECT_DEFAULT_ENTRY = true
end
end
end
end
-- override of ZO_Gamepad_ParametricList_Screen:OnStateChanged
if newState == SCENE_SHOWING then
--figure out which list to land on
-- We normally do not want to enter the gamepad companion equipment on the item list
-- the exception is if we are coming back to the companion equipment, like from looting a container
if listToActivate == INVENTORY_ITEM_LIST and not SCENE_MANAGER : WasSceneOnStack ( self . scene : GetName ( ) ) then
listToActivate = INVENTORY_CATEGORY_LIST
end
-- switching the active list will handle activating/refreshing header, keybinds, etc.
local SELECT_DEFAULT_ENTRY = true
elseif newState == SCENE_SHOWN then
else
end
end
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
--clear the currentListType so we can refresh it when we re-enter
end
end
--if no currentFrameTimeSeconds a manual update was called from outside the update loop.
if not currentFrameTimeSeconds or ( self . nextUpdateTimeSeconds and ( currentFrameTimeSeconds >= self . nextUpdateTimeSeconds ) ) then
-- it's possible we removed the last item from this list
-- so we want to switch back to the category list
else
-- don't refresh item actions if we are switching back to the category view
-- otherwise we get keybindstrip errors (Item actions will try to add an "A" keybind
-- and we already have an "A" keybind)
end
else -- CATEGORY_ITEM_ACTION_MODE
end
end
-- don't refresh item actions if we are in the category view
-- otherwise we get a keybind conflict
end
end
end
end
do
local GAMEPAD_INVENTORY_UPDATE_DELAY_S = 0.01
end
end
end
end
return
end
-- Needed here for on hide as well as changing tabs
end
end
-- if our scene isn't showing we shouldn't actually switch the lists
-- we'll rely on the scene showing to set the list
if listDescriptor == INVENTORY_CATEGORY_LIST then
elseif listDescriptor == INVENTORY_ITEM_LIST then
end
else
end
end
-- make sure to wipe out the keybinds added by actions
--restore the selected inventory item
--if we refresh item actions we will get a keybind conflict
if currentList then
end
end
else
end
--refresh so keybinds react to newly selected item
end
end
end
--------------
-- Keybinds --
--------------
{
{
end ,
end ,
} ,
{
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryListKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
return self . selectedItemFilterType == ITEMFILTERTYPE_JEWELRY or self . selectedItemFilterType == ITEMFILTERTYPE_ARMOR or self . selectedItemFilterType == ITEMFILTERTYPE_WEAPONS
end
{
{
end ,
end ,
} ,
{
disabledDuringSceneHiding = true ,
return self . selectedItemUniqueId ~= nil and targetData ~= nil and ZO_InventorySlot_CanDestroyItem ( targetData )
end ,
if ZO_InventorySlot_CanDestroyItem ( targetData ) and ZO_InventorySlot_InitiateDestroyItem ( targetData ) then
end
end
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . itemFilterKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : OnBackButtonClicked ( ) end )
end
else
end
end
end
end
end
end
end
end
end
end
end
end
end
local targetData
if actionMode == ITEM_LIST_ACTION_MODE then
end
else -- CATEGORY_ITEM_ACTION_MODE
end
end
end
-- Calling this function will add keybinds to the strip, likely using the primary key
-- The primary key will conflict with the category keybind descriptor if added
local targetData
if actionMode == ITEM_LIST_ACTION_MODE then
else -- CATEGORY_ITEM_ACTION_MODE
end
end
--If there is an item selected and it has a cooldown, let the refresh function get called until it is no longer in cooldown
end
end
-----------------------------
-- Selected Inventory Data --
-----------------------------
if selectedData then
else
end
end
-- the action dialog will trigger a refresh when it's finished so no need to refresh now
-- this also prevents issues where we get 2 single slot updates while showing but only refresh for the first one
if inventoryData then
if self . selectedItemUniqueId and CompareId64s ( inventoryData . uniqueId , self . selectedItemUniqueId ) ~= 0 then
ZO_Dialogs_ReleaseDialog ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) -- The previously selected item no longer exists, back out of the command list
end
ZO_Dialogs_ReleaseDialog ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) -- The equipped item was deleted from the category list, back out of command list
ZO_Dialogs_ReleaseDialog ( ZO_GAMEPAD_INVENTORY_ACTION_DIALOG ) -- The previously selected filter is empty
end
end
end
end
-------------------
-- Category List --
-------------------
if not selectedData then return end
if selectedData . equipSlot and GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_LEFT_TOOLTIP , BAG_COMPANION_WORN , selectedData . equipSlot ) then
local isHidden , highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden ( selectedData . equipSlot or EQUIP_SLOT_NONE , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
if isHidden then
GAMEPAD_TOOLTIPS : SetStatusLabelText ( GAMEPAD_LEFT_TOOLTIP , GetString ( SI_GAMEPAD_EQUIPPED_ITEM_HEADER ) , nil , ZO_SELECTED_TEXT : Colorize ( GetHiddenByStringForVisualLayer ( highestPriorityVisualLayerThatIsShowing ) ) )
else
GAMEPAD_TOOLTIPS : SetStatusLabelText ( GAMEPAD_LEFT_TOOLTIP , GetString ( SI_GAMEPAD_EQUIPPED_ITEM_HEADER ) )
end
else
end
end
list : AddDataTemplate ( "ZO_GamepadItemEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
--Match the tooltip to the selected data because it looks nicer
end
--Match the functionality to the target data
if targetData then
else
end
end
end
if weaponType == WEAPONTYPE_AXE or weaponType == WEAPONTYPE_HAMMER or weaponType == WEAPONTYPE_SWORD or weaponType == WEAPONTYPE_DAGGER then
return GAMEPAD_WEAPON_CATEGORY_ONE_HANDED_MELEE
elseif weaponType == WEAPONTYPE_TWO_HANDED_SWORD or weaponType == WEAPONTYPE_TWO_HANDED_AXE or weaponType == WEAPONTYPE_TWO_HANDED_HAMMER then
return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE
elseif weaponType == WEAPONTYPE_FIRE_STAFF or weaponType == WEAPONTYPE_FROST_STAFF or weaponType == WEAPONTYPE_LIGHTNING_STAFF then
return GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF
elseif weaponType == WEAPONTYPE_HEALING_STAFF then
return GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF
elseif weaponType == WEAPONTYPE_BOW then
return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
elseif weaponType ~= WEAPONTYPE_NONE then
return GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED
end
end
return categoryType == GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE or
categoryType == GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF or
categoryType == GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF or
categoryType == GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
end
if not isListEmpty then
local hasAnyNewItems = SHARED_INVENTORY : AreAnyItemsNew ( ZO_InventoryUtils_DoesNewItemMatchFilterType , filterType , BAG_BACKPACK )
end
end
local twoHandIconFile
local headersUsed = { }
if not locked and not isListEmpty then
if not slotHasItem then
iconFile = nil
end
--special case where a two handed weapon icon shows up in offhand slot at lower opacity
if iconFile
and equipSlot == EQUIP_SLOT_MAIN_HAND
twoHandIconFile = iconFile
end
local offhandTransparency
if twoHandIconFile and equipSlot == EQUIP_SLOT_OFF_HAND then
iconFile = twoHandIconFile
twoHandIconFile = nil
offhandTransparency = 0.5
end
end
local hasAnyNewItems = SHARED_INVENTORY : AreAnyItemsNew ( DoesNewItemMatchEquipSlot , nil , BAG_BACKPACK )
--Headers for Equipment Visual Categories (Weapons, Apparel, Accessories): display header for the first equip slot of a category to be visible
if headersUsed [ visualCategory ] == nil then
headersUsed [ visualCategory ] = true
--No Header Needed
else
end
end
end
end
end
---------------
-- Item List --
---------------
if selectedData then
if selectedData . filterData then
if selectedData . isEquippedInCurrentCategory or selectedData . isEquippedInAnotherCategory or selectedData . equipSlot then
local slotIndex = selectedData . bagId == BAG_COMPANION_WORN and selectedData . slotIndex or nil --equipped quickslottables slotIndex is not the same as slot index's in BAG_COMPANION_WORN
else
end
else
end
end
end
return left . uniqueId == right . uniqueId
end
list : AddDataTemplate ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality , "ZO_GamepadMenuEntryHeaderTemplate" )
end
end
end
end
local DEFAULT_GAMEPAD_ITEM_SORT =
{
bestItemCategoryName = { tiebreaker = "name" } ,
requiredLevel = { tiebreaker = "requiredChampionPoints" , isNumeric = true } ,
requiredChampionPoints = { tiebreaker = "iconFile" , isNumeric = true } ,
iconFile = { tiebreaker = "uniqueId" } ,
uniqueId = { isId64 = true } ,
}
if categoryType == GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED then
elseif categoryType then
end
if armorType ~= ARMORTYPE_NONE then
end
end
function ZO_CompanionEquipment_Gamepad : GetItemDataFilterComparator ( filteredEquipSlot , nonEquipableFilterType )
return function ( itemData )
return false
end
if itemData . actorCategory ~= GAMEPLAY_ACTOR_CATEGORY_COMPANION then
return false
end
if filteredEquipSlot then
end
end
end
end
end
return
end
local filteredEquipSlot = targetCategoryData . equipSlot
local filteredDataTable
filteredDataTable = SHARED_INVENTORY : GenerateFullSlotData ( comparator , BAG_BACKPACK , BAG_COMPANION_WORN )
itemData . bestItemCategoryName = zo_strformat ( SI_INVENTORY_HEADER , GetBestItemCategoryDescription ( itemData ) )
end
local lastBestItemCategoryName
if itemData . bagId == BAG_COMPANION_WORN then
entryData . isEquippedInCurrentCategory = itemData . slotIndex == filteredEquipSlot
entryData . isEquippedInAnotherCategory = itemData . slotIndex ~= filteredEquipSlot
entryData . isHiddenByWardrobe = WouldEquipmentBeHidden ( itemData . slotIndex or EQUIP_SLOT_NONE , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
end
end
if itemData . bestItemCategoryName ~= lastBestItemCategoryName then
lastBestItemCategoryName = itemData . bestItemCategoryName
else
end
end
end
end
if not item then return nil end
if not item . equipSlot then return nil end
if not slotData then
return nil
end
return slotData
end
------------
-- Header --
------------
local headerData
else
end
end
return zo_strformat ( SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT , GetNumBagUsedSlots ( BAG_BACKPACK ) , GetBagSize ( BAG_BACKPACK ) )
end
end
local SELECT_DEFAULT_ENTRY = true
local tabBarEntries =
{
{
end ,
} ,
}
{
tabBarEntries = tabBarEntries ,
}
{
}
end
end
ZO_Dialogs_ShowPlatformDialog ( "CONFIRM_EQUIP_ITEM" , { onAcceptCallback = DoEquip } , { mainTextParams = { itemDisplayQualityColor : Colorize ( GetItemName ( sourceBag , sourceSlot ) ) } } )
else
end
end
end
end
end
-------------------
-- New Status --
-------------------
local TIME_NEW_PERSISTS_WHILE_SELECTED_MS = 200
end
end
end
end
end
if selectedData then
self . clearNewStatusCallId = zo_callLater ( self . trySetClearNewFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED_MS )
end
end
SHARED_INVENTORY : GetItemUniqueId ( self . clearNewStatusBagId , self . clearNewStatusSlotIndex ) == self . clearNewStatusUniqueId
end
end
end
if targetCategoryData and targetCategoryData . equipSlot then
if GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_RIGHT_TOOLTIP , BAG_COMPANION_WORN , targetCategoryData . equipSlot ) then
end
else
end
end
ZO_InventoryUtils_UpdateTooltipEquippedIndicatorText ( tooltipType , equipSlot , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
end
local SELECT_DEFAULT_ENTRY = true
end
--if taking action on an item, it is no longer new
local dialogData =
{
}
end
end
end
end
-----------------------------
-- Global XML Functions
-----------------------------
end |