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ZO_VETERANCY_GRIDLIST_WIDTH_GAMEPAD = ZO_VETERANCY_GRIDLIST_WIDTH + 80ZO_VETERANCY_GRID_ROW ={ RANK = 0, REWARDS_1 = 1, REWARDS_2 = 2,}local g_isVeterancyTooltipShown = true------------------------------ Veterancy Rank----------------------------ZO_Veterancy_RankTile_Gamepad = ZO_Object.MultiSubclass(ZO_ContextualActionsTile_Gamepad, ZO_Veterancy_RankTile_Shared)end -- Don't show reward tooltip when rank is selected endendend------------------------------------ Veterancy Empty Rank----------------------------------ZO_Veterancy_RankTile_Empty_Gamepad = ZO_Object.MultiSubclass(ZO_ContextualActionsTile_Gamepad, ZO_Veterancy_RankTile_Empty_Shared)endendend--------------------------------- Veterancy Reward------------------------------- { keybind = "UI_SHORTCUT_PRIMARY", end, end, }) { keybind = "UI_SHORTCUT_SECONDARY", end, }) { keybind = "UI_SHORTCUT_QUATERNARY", VETERANCY_GAMEPAD:BeginPreview(ZO_PREVIEW_SCREEN_REWARD_DATA_PREVIEW_TYPES.ACTIVE_PREVIEW, self:GetRewardableEventData()) end, end, })end if isSelected then else end else endend g_isVeterancyTooltipShown = not g_isVeterancyTooltipShown if g_isVeterancyTooltipShown then else endend else endendend-------------------------------------- Veterancy Reward Tile------------------------------------ZO_Veterancy_RewardTile_Gamepad = ZO_Object.MultiSubclass(ZO_ContextualActionsTile_Gamepad, ZO_Veterancy_RewardTile_Shared)end -- keybindStripDescriptor and canFocus need to be set after initialize, because ZO_ContextualActionsTile -- won't have finished initializing those until after InitializePlatform is called -- Hide the default highlight that covers the extent of the tile and use the reward control highlight insteadend -- Don't show reward tooltip when rank is selected endendendendend------------------------------------- Veterancy No Reward-----------------------------------ZO_Veterancy_NoRewardTile_Gamepad = ZO_Object.MultiSubclass(ZO_ContextualActionsTile_Gamepad, ZO_Veterancy_NoRewardTile_Shared)endend----------------------------------------------- Veterancy Horizontal Scroll List Gamepad---------------------------------------------function ZO_Veterancy_HorizontalScrollList_Gamepad:EntrySetup(control, data, selected, reselectingDuringRebuild, enabled, activated) -- Make sure to deactivate existing page of the same number before -- reconstructing it to avoid duplicate keybind conflicts local FOREGO_DIRECTIONAL_INPUT = true end ZO_Veterancy_HorizontalScrollList_Shared.EntrySetup(self, control, data, selected, reselectingDuringRebuild, enabled, activated)end----------------------------------------------- Veterancy Grid Scroll List Gamepad---------------------------------------------end local dataToSelect = rankEntryData local numRewards = #rankEntryData.rewardDataList dataToSelect = rankEntryData.rewardDataList[REWARDS_PER_ROW + 1] else dataToSelect = rankEntryData.rewardDataList[1] end end local numRewards = #rankEntryData.rewardDataList local dataToSelect = nil dataToSelect = rankEntryData.rewardDataList[REWARDS_PER_ROW + 1] else dataToSelect = rankEntryData.rewardDataList[1] end end endend--------------------------------------------- Veterancy Focus Horizontal Scroll List--------------------------------------------- Start ZO_GridScrollList_Gamepad_FocusArea Overrides local FOREGO_DIRECTIONAL_INPUT = true if gridList then end end if gridList then end end ZO_GamepadMultiFocusArea_Base.Initialize(self, manager, GridActivateCallback, GridDeactivateCallback)endend local selectedPageIndex = selectedData and selectedData.pageIndexendfunction Veterancy_GamepadFocus_HorizontalScrollList:HandleMovement(horizontalResult, verticalResult) if gridList then end return trueend if gridList then endend if gridList then -- let the grid handle the move if we can move up in the grid return false end endend if gridList then -- let the grid handle the move if we can move down in the grid return false end endend-- End ZO_GridScrollList_Gamepad_FocusArea Overridesfunction Veterancy_GamepadFocus_HorizontalScrollList:OnGridSelectionChanged(oldSelectedData, selectedData) -- Deselect previous entry if oldSelectedData and oldSelectedData.dataEntry then end oldSelectedData.isSelected = false end -- Select newly selected entry. if selectedData and selectedData.dataEntry then end selectedData.isSelected = true if oldSelectedData and oldSelectedData.dataEntry then if gridList then end end endenddo local REWARDS_PER_ROW = 2 function Veterancy_GamepadFocus_HorizontalScrollList:HandleGridListMoveInDirection(gridList, moveX, moveY) return end local currentRowIndex = ZO_VETERANCY_GRID_ROW.RANK local currentRewardIndex = 0 if currentSelectionData.rewardData then if currentRewardIndex <= REWARDS_PER_ROW then currentRowIndex = ZO_VETERANCY_GRID_ROW.REWARDS_1 else currentRowIndex = ZO_VETERANCY_GRID_ROW.REWARDS_2 end end if moveX == MOVEMENT_CONTROLLER_MOVE_NEXT then if ZO_Veterancy_Shared.GetPageIndexFromRankIndex(currentRankIndex) == ZO_Veterancy_Shared.GetMaxRanksPerPage() and (currentRowIndex == ZO_VETERANCY_GRID_ROW.RANK or (currentRowIndex == ZO_VETERANCY_GRID_ROW.REWARDS_1 and currentRewardIndex == REWARDS_PER_ROW)) then -- Move to next page return elseif currentSelectionData.rewardData and currentRewardIndex == currentSelectionData.rewardData:GetRankNumRewards() or local nextRankIndex = currentRankIndex + 1 -- Can't go any further right, so do nothing rather than wrap return elseif currentRowIndex == ZO_VETERANCY_GRID_ROW.REWARDS_2 then local nextNumRewards = #nextRankData.rewardDataList local dataToSelect = nil if nextNumRewards > REWARDS_PER_ROW then dataToSelect = nextRankData.rewardDataList[REWARDS_PER_ROW + 1] else dataToSelect = nextRankData.rewardDataList[1] end return end end elseif moveX == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then and (currentRowIndex == ZO_VETERANCY_GRID_ROW.RANK or currentRewardIndex == 1 or (currentRowIndex == ZO_VETERANCY_GRID_ROW.REWARDS_2 and currentRewardIndex == REWARDS_PER_ROW + 1)) then -- Move to previous page return elseif currentRewardIndex == REWARDS_PER_ROW + 1 then -- Move from last row of rewards to rewards at the previous rank local previousRankIndex = currentRankIndex - 1 local previousNumRewards = #previousRankData.rewardDataList local dataToSelect = previousRankData.rewardDataList[previousNumRewards] return end elseif moveY == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then if currentRowIndex == ZO_VETERANCY_GRID_ROW.RANK and self.manager.repeatableRankFocalArea:CanBeSelected() then -- Order matters here to avoid duplicate keybinds return end end end function Veterancy_GamepadFocus_HorizontalScrollList:RefreshGridList(newData, oldData, reselectingDuringRebuild) local FOREGO_DIRECTIONAL_INPUT = true if not scrollListSelectedData then return end if scrollListSelectedData.pageIndex ~= newData.pageIndex then if oldData then if oldGridList then end end return end return end if not gridList then return end return end local dataToSelect = rankEntryData local numRewards = #rankEntryData.rewardDataList dataToSelect = rankEntryData.rewardDataList[REWARDS_PER_ROW + 1] else dataToSelect = rankEntryData.rewardDataList[1] end end local numRewards = #rankEntryData.rewardDataList local dataToSelect = nil dataToSelect = rankEntryData.rewardDataList[REWARDS_PER_ROW + 1] else dataToSelect = rankEntryData.rewardDataList[1] end else end end endend------------------------------------- Veterancy Focus Max Rank-----------------------------------end if verticalResult == MOVEMENT_CONTROLLER_MOVE_NEXT then return true end return falseend local narrations = {} ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_VETERANCY_REPEATABLE_REWARD_TEXT))) return narrationsend---------------------------- Veterancy--------------------------ZO_Veterancy_Gamepad = ZO_Object.MultiSubclass(ZO_Veterancy_Shared, ZO_GamepadMultiFocusArea_Manager) end return left.rewardData == right.rewardData end local GRID_DATA = ZO_VETERANCY.GRID_DATA local ATTRIBUTE = ZO_VETERANCY.ATTRIBUTE local templateData = { [ZO_VETERANCY.GRID_DATA.SCROLL_CLASS] = ZO_Veterancy_HorizontalScrollList_Gamepad, [ZO_VETERANCY.GRID_DATA.SCROLL_TEMPLATE] = "ZO_Veterancy_GridList_Gamepad", [ZO_VETERANCY.GRID_DATA.CLASS] = ZO_GridScrollList_Gamepad, [ZO_VETERANCY.GRID_DATA.GAMEPAD_HIGHLIGHT] = "ZO_Veterancy_Rank_Gamepad_Highlight_Template", [ZO_VETERANCY.TEMPLATE_TYPE.RANK] = { [ATTRIBUTE.ENTRY_TEMPLATE] = "ZO_Veterancy_RankTile_Template_Gamepad", [ATTRIBUTE.DIMENSION_X] = ZO_VETERANCY_TEMPLATE_RANK_X, [ATTRIBUTE.DIMENSION_Y] = ZO_VETERANCY_TEMPLATE_RANK_Y, [ATTRIBUTE.EQUALITY_FUNCTION] = function(left, right) return left.rankData == right.rankData end, }, [ZO_VETERANCY.TEMPLATE_TYPE.EMPTY_RANK] = { [ATTRIBUTE.ENTRY_TEMPLATE] = "ZO_Veterancy_RankTile_Empty_Template_Gamepad", [ATTRIBUTE.DIMENSION_X] = ZO_VETERANCY_TEMPLATE_RANK_X, [ATTRIBUTE.DIMENSION_Y] = ZO_VETERANCY_TEMPLATE_RANK_Y, [ATTRIBUTE.IS_SELECTABLE] = false, }, [ZO_VETERANCY.TEMPLATE_TYPE.CENTERED_REWARD] = { [ATTRIBUTE.ENTRY_TEMPLATE] = "ZO_Veterancy_RewardTile_CenteredReward_Gamepad", [ATTRIBUTE.DIMENSION_X] = ZO_VETERANCY_TEMPLATE_RANK_X, [ATTRIBUTE.DIMENSION_Y] = ZO_VETERANCY_TEMPLATE_REWARD_Y, }, [ZO_VETERANCY.TEMPLATE_TYPE.LEFT_REWARD] = { [ATTRIBUTE.ENTRY_TEMPLATE] = "ZO_Veterancy_RewardTile_LeftReward_Gamepad", [ATTRIBUTE.DIMENSION_X] = ZO_VETERANCY_TEMPLATE_LEFT_REWARD_X, [ATTRIBUTE.DIMENSION_Y] = ZO_VETERANCY_TEMPLATE_REWARD_Y, }, [ZO_VETERANCY.TEMPLATE_TYPE.RIGHT_REWARD] = { [ATTRIBUTE.ENTRY_TEMPLATE] = "ZO_Veterancy_RewardTile_RightReward_Gamepad", [ATTRIBUTE.DIMENSION_X] = ZO_VETERANCY_TEMPLATE_RIGHT_REWARD_X, [ATTRIBUTE.DIMENSION_Y] = ZO_VETERANCY_TEMPLATE_REWARD_Y, }, [ZO_VETERANCY.TEMPLATE_TYPE.NO_REWARD] = { [ATTRIBUTE.ENTRY_TEMPLATE] = "ZO_Veterancy_RewardTile_NoReward_Gamepad", [ATTRIBUTE.DIMENSION_X] = ZO_VETERANCY_TEMPLATE_RANK_X, [ATTRIBUTE.DIMENSION_Y] = ZO_VETERANCY_TEMPLATE_REWARD_Y, [ATTRIBUTE.IS_SELECTABLE] = false, }, }end -- Function needs to be run after self.pageNavigation has been createdend return end { { keybind = "UI_SHORTCUT_TERTIARY", end, end, }, previousKeybind, nextKeybind, } end ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, OnBack)end -- Grid List Focus -- Max Rank Focus end end self.repeatableRankFocalArea = Veterancy_GamepadFocus_RepeatableRank:New(self, repeatableRankActivateCallback, repeatableRankDeactivateCallback)end endendfunction ZO_Veterancy_Gamepad:RefreshHorizontalScrollList(newData, oldData, reselectingDuringRebuild) endend else end -- Call to shared must happen after input has been activated to not break navigationendendend PREVIEW_SCREEN_ACTIVE_PREVIEW_SCREEN_GAMEPAD:SetPreviewableRewardData(self.activePreviewableRewardData) endend -- Order matters here to avoid duplicate keybindsend endend---------------------------- Global Functions--------------------------end |