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--
-- Global Gamepad Entry Template Setup
--
local NEW_ICON_TEXTURE = "EsoUI/Art/Miscellaneous/Gamepad/gp_icon_new.dds"
local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
local EQUIPPED_THIS_SLOT_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds"
local EQUIPPED_OTHER_SLOT_TEXTURE = "EsoUI/Art/Inventory/Gamepad/gp_inventory_icon_equipped.dds" --same for now
local MAIL_ATTACHED_TEXTURE = "EsoUI/Art/Miscellaneous/Gamepad/check.dds"
local TRADE_ITEM_TEXTURE = "EsoUI/Art/Miscellaneous/Gamepad/check.dds" -- TODO: This will probably be a different icon.
local ACHIEVEMENT_EARNED_TEXTURE = "EsoUI/Art/Miscellaneous/Gamepad/check.dds" -- TODO: This will probably be a different icon.
local CAN_LEVEL_TEXTURE = "EsoUI/Art/MenuBar/Gamepad/gp_playerMenu_statusIcon_pointsToSpend.dds"
local UPGRADE_SKILL_TEXTURE = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds"
local ASSISTED_TEXTURE = "EsoUI/Art/Journal/Gamepad/gp_trackedQuestIcon.dds"
--icon and highlights
end
--cooldown timer
--general item indicators
end
end
if trait1 then
{
trait1 ,
trait2 ,
trait3 ,
trait4 ,
}
end
end
if subLabel2 then
else
end
end
--skill lines
--abilities
end
end
if ( dropdown ~= nil ) then
end
end
--Height Computers
-------------------------------
--Resize to fit controls have a bad interaction with labels where they cannot instantly determine their height. This is a problem when the parametric
--scroll list sets up an entry and then queries its height right afterwards, before the height is resolved. For this reason, when label height is the
--determining factor for the height of an entry, we replace the GetHeight function with our own function that uses GetTextHeight (which does resolve
--instantly). The GetHeight function should be able to compute what the height of the entry will be.
do
end
end
end
do
end
end
return height
end
end
end
--Setup Subfunctions
if label then
end
end
end
end
end
local GAMEPAD_DEFAULT_COOLDOWN_TEXTURE = "EsoUI/Art/Mounts/timer_icon.dds"
if not wasInCooldown then
control . cooldown : StartCooldown ( remaining , duration , CD_TYPE_RADIAL , CD_TIME_TYPE_TIME_UNTIL , NO_LEADING_EDGE )
end
else
end
end
end
if icon then
end
--multi-icons control their own alpha, don't set it directly on the icon if you're using a multi-icon
end
if numIcons > 0 then
for i = 1 , numIcons do
end
end
if stackCountLabel then
else
end
end
local r , g , b = 1 , 1 , 1
end
else
end
end
else
end
end
end
end
if statusIndicator then
--multi-icons control their own alpha, don't set it directly on the icon if you're using a multi-icon
end
local isItemNew
else
end
end
end
end
end
end
end
end
end
end
end
--NOTE: This is the beginning of the gamepad template setup refactor.
--The data received by this function is an object defined in ZO_GamepadEntryData,
--creating a new one will get you everything needed for a basic entry.
--To add further visual data you need to define a Initialize helper function
--similar to InitializeInventoryVisualData().
if ( bankIconContainer ~= nil ) then
end
if ( heraldryIconContainer ~= nil ) then
end
if ( storeIconContainer ~= nil ) then
end
end
--
--This function is intended to only set visual information about the entryData,
--which is should have stored on it from your helper function.
--
--If you find yourself adding something specific to your new system see if it
--can be created in a generic way and added to the GamepadEntryData class.
--For instance control.craftingInfo was turned into a subLabel for
--future use by other systems and Timer/TimerOverlay was turned into control.cooldown
function ZO_SharedGamepadEntry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
control : SetDimensions ( ZO_GAMEPAD_DEFAULT_LIST_ENTRY_WIDTH , selected and ZO_GAMEPAD_DEFAULT_LIST_ENTRY_SELECTED_HEIGHT or ZO_GAMEPAD_DEFAULT_LIST_ENTRY_HEIGHT )
end
else
end
end
end
else
end
end
end
end
if label then
end
else
end
end
end
end
end
--[[ Global Helper Functions ]] --
GAMEPAD_HEADER_DEFAULT_PADDING = 80
GAMEPAD_HEADER_SELECTED_PADDING = - 40
GAMEPAD_DEFAULT_POST_PADDING = 16
end
end
end
end
if disabled then
else
end
end
function SharedGamepadEntryTemplateSetup ( control , text , pressedTexture , normalTexture , highlightTexture , selected , activated , stackCount )
end
end
if pressedTexture and normalTexture then
else
end
if stackCount and stackCount > 1 then
else
end
end
end
end
end
end
function ZO_GamepadMenuEntryTemplate_Setup ( control , text , pressedTexture , normalTexture , highlightTexture , selected , activated , stackCount )
SharedGamepadEntryTemplateSetup ( control , text , pressedTexture , normalTexture , highlightTexture , selected , activated , stackCount )
end
control . focusedChangedAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "GamepadMenuEntryFocusedAnimation" , control )
end
if activated then
else
end
end
end
-- Checkbox
end
function ZO_GamepadCheckBoxTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
end
else
end
end
end
end
end
-- Header Label
end
function ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
-- The header can not be selected, unless explicitly overriden by the user.
end
-- Set the header's text. If it is a function, call it and use it's return value.
end
end
-- Set the header's text color. If it is a function, call it and use it's return value.
end
else
end
end
end
end
function ZO_GamepadTabBarTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
--[[ Pip Code ]] --
pipCreator . drawLayer = drawLayer
return pipCreator
end
if ( not numPips ) or ( numPips == 0 ) then
return
end
for i = 1 , numPips do
local active = ( activePipIndex == i )
if active then
else
end
end
end
end
return IsInGamepadPreferredMode ( ) and baseTemplate .. "_Gamepad_Template" or baseTemplate .. "_Keyboard_Template"
end |