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local GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_WIDTH = 1024local GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_WIDTH = 832ZO_GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_COORDS_RIGHT = GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_WIDTH / GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_WIDTHlocal GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_HEIGHT = 1024local GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_HEIGHT = 955ZO_GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_COORDS_BOTTOM = GAMEPAD_ZONE_STORIES_BACKGROUND_TEXTURE_HEIGHT / GAMEPAD_ZONE_STORIES_BACKGROUND_SOURCE_HEIGHTlocal COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX = 0ZO_ZoneStories_Gamepad = ZO_Object.MultiSubclass(ZO_ZoneStories_Shared, ZO_Gamepad_ParametricList_Screen)end local templateData = { gridListClass = ZO_GridScrollList_Gamepad, gridListClassInitExtraArgs = { "ZO_ZoneStories_Gamepad_GridScrollList_Highlight" }, achievements = { entryTemplate = "ZO_ZoneStory_AchievementTile_Gamepad_Control", dimensionsX = ZO_ZONE_STORIES_ACHIEVEMENT_TILE_GAMEPAD_DIMENSIONS_X, dimensionsY = ZO_ZONE_STORIES_ACHIEVEMENT_TILE_GAMEPAD_DIMENSIONS_Y, gridPaddingX = 5, gridPaddingY = 25, }, activityCompletion = { headerTemplate = "ZO_ZoneStory_ActivityCompletionHeader_Gamepad", entryTemplate = "ZO_ZoneStory_ActivityCompletionTile_Gamepad_Control", dimensionsX = ZO_ZONE_STORIES_ACTIVITY_COMPLETION_TILE_GAMEPAD_DIMENSIONS_X, dimensionsY = ZO_ZONE_STORIES_ACTIVITY_COMPLETION_TILE_GAMEPAD_DIMENSIONS_Y, gridPaddingX = 5, gridPaddingY = 12, headerHeight = 70, }, headerPrePadding = 25 } local ACTIVATE_LIST_ON_SHOW = true ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_LIST_ON_SHOW, GAMEPAD_ZONE_STORIES_SCENE) local function SubMenuEntrySetup(entryControl, data, selected, reselectingDuringRebuild, enabled, active) ZO_SharedGamepadEntry_OnSetup(entryControl, data, selected, reselectingDuringRebuild, enabled, active) local NO_TINT = nil local iconControl = entryControl.statusIndicator end iconControl:AddIcon("EsoUI/Art/Icons/mapKey/mapKey_player.dds", NO_TINT, GetString(SI_SCREEN_NARRATION_CURRENT_ZONE_ICON_NARRATION)) end end self:GetMainList():AddDataTemplate("ZO_GamepadItemSubEntryTemplate", SubMenuEntrySetup, ZO_GamepadMenuEntryTemplateParametricListFunction) -- Initialize shared elements in info display area { } -- Adds Zone Stories to category list in Activity Finder local gamepadCategoryData = categoryData.gamepadData if newState == SCENE_SHOWING then elseif newState == SCENE_SHOWN then end end)end -- Function override requiredendend end local arePriorityQuestsBlocked, errorStringText = ZO_ZoneStories_Manager.GetZoneCompletionTypeBlockingInfo(zoneId, ZONE_COMPLETION_TYPE_PRIORITY_QUESTS) if arePriorityQuestsBlocked and errorStringText ~= nil then end return nil endendend local trackActivityKeybind = { if completionType and completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS then end end end, keybind = "UI_SHORTCUT_SECONDARY", if completionType and completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS then local SET_AUTO_MAP_NAVIGATION_TARGET = true return end end end, if not isZoneAvailable then return false, errorString end if isZoneComplete then return false end if completionType and completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS then end local isCompletionTypeBlocked, blockingErrorStringText = ZO_ZoneStories_Manager.GetZoneCompletionTypeBlockingInfo(zoneId, completionType) if isCompletionTypeBlocked then return false, blockingErrorStringText end end if not canContinueZone then return false end return true end, return false end if completionType and completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS then end return true end, } { -- Select { keybind = "UI_SHORTCUT_PRIMARY", end, }, -- Track Activity trackActivityKeybind, -- Back } -- Zone Selected Keybind Strip -- Track Activity trackActivityKeybind, -- Stop Tracking { keybind = "UI_SHORTCUT_RIGHT_STICK", end, end, end, }, -- Back end, "UI_SHORTCUT_NEGATIVE", SOUNDS.GAMEPAD_MENU_BACK), -- Cycle tooltip forward { keybind = "UI_SHORTCUT_RIGHT_SHOULDER", if selectedData then -- data with a completion type of ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS is a different -- entry type than the others (it doesn't have zoneData) and it only ever shows 1 tooltip -- all the other types have at least 2 tooltips to show and so always cycle return selectedData.completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS end return false end, if selectedData then local zoneData = selectedData.zoneData local completionType = selectedData.completionType self.tooltipSelectedIndex = ZO_ZoneStories_Gamepad.GetValidatedTooltipIndex(zoneData, completionType, self.tooltipSelectedIndex + 1) ZO_ZoneStories_Gamepad.LayoutCompletionTypeTooltip(zoneData, completionType, self.tooltipSelectedIndex) --Re-narrate when cycling the tooltip end end, }, -- Cycle tooltip backward { keybind = "UI_SHORTCUT_LEFT_SHOULDER", if selectedData then -- data with a completion type of ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS is a different -- entry type than the others (it doesn't have zoneData) and it only ever shows 1 tooltip -- all the other types have at least 2 tooltips to show and so always cycle return selectedData.completionType ~= ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS end return false end, if selectedData then local zoneData = selectedData.zoneData local completionType = selectedData.completionType self.tooltipSelectedIndex = ZO_ZoneStories_Gamepad.GetValidatedTooltipIndex(zoneData, completionType, self.tooltipSelectedIndex - 1) ZO_ZoneStories_Gamepad.LayoutCompletionTypeTooltip(zoneData, completionType, self.tooltipSelectedIndex) --Re-narrate when cycling the tooltip end end, }, }end -- by default the first tooltip is the activity description tooltip and the second will either be a tooltip that -- will list out all the activities for the completion type -- However, if the completionType has associated achievements we will show individual tooltips for each achievement -- instead of the list tooltip local maxTooltipIndex = 1 local numAssociatedAchievements = GetNumAssociatedAchievementsForZoneCompletionType(zoneData.id, completionType) if numAssociatedAchievements > 0 then maxTooltipIndex = numAssociatedAchievements end -- wrap the tooltip index if tooltipIndex < COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX then return maxTooltipIndex elseif tooltipIndex > maxTooltipIndex then return COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX else return tooltipIndex endend if tooltipIndex == COMPLETION_ACTIVITY_DESCRIPTION_TOOLTIP_INDEX then else local achievementId = GetAssociatedAchievementIdForZoneCompletionType(zoneData.id, completionType, tooltipIndex) if achievementId ~= 0 then else GAMEPAD_TOOLTIPS:LayoutZoneStoryActivityCompletionTypeList(GAMEPAD_RIGHT_TOOLTIP, zoneData, completionType) end endendend endend if selectedData then endend endendend if selectedData then local selectedZoneId = selectedData.id local isZoneAvailable, zoneAvailableErrorText = ZO_ZoneStories_Manager.GetZoneAvailability(selectedZoneId) local blockingErrorText = "" if not isZoneAvailable and zoneAvailableErrorText ~= nil then blockingErrorText = zoneAvailableErrorText else local arePriorityQuestsBlocked, errorStringText = ZO_ZoneStories_Manager.GetZoneCompletionTypeBlockingInfo(selectedZoneId, ZONE_COMPLETION_TYPE_PRIORITY_QUESTS) if arePriorityQuestsBlocked and errorStringText ~= nil then blockingErrorText = errorStringText end end end end endend -- Deselect previous tile if oldSelectedData and oldSelectedData.dataEntry then end oldSelectedData.isSelected = false end -- Select newly selected tile. if selectedData and selectedData.dataEntry then end selectedData.isSelected = true local completionType = selectedData.completionType if completionType == ZONE_COMPLETION_TYPE_FEATURED_ACHIEVEMENTS then else local zoneData = selectedData.zoneData local completedActivities = ZO_ZoneStories_Manager.GetActivityCompletionProgressValues(zoneData.id, completionType) if completedActivities > 0 then -- the first tooltip is the activity description tooltip so if we've already completed some of the -- activities for this type we want to skip to the next tooltip -- this should resolve to 1 and since we are guaranteed to have 2 tooltips it doesn't need to be validated end ZO_ZoneStories_Gamepad.LayoutCompletionTypeTooltip(zoneData, completionType, self.tooltipSelectedIndex) end else endend local trackedEntryData local defaultEntryData if trackedZoneId ~= 0 and trackedZoneId == zoneData.id then trackedEntryData = entryData elseif zoneData.id == defaultZoneId then defaultEntryData = entryData end end local selectedEntryData = trackedEntryData or defaultEntryData if selectedEntryData then endend if lastActivityCompletionControl then self.trackingMessageLabel:SetAnchor(TOP, lastActivityCompletionControl, BOTTOM, 0, 15, ANCHOR_CONSTRAINS_Y) endend end return nilend if selectedData then return selectedData.completionType end return nilend end return nilend if entryData and entryData.id == zoneId then break end endendend |