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--[[
Trading House Utilities (combo box, data unpacking, etc...)
--]]
end
return comboBox
end
function ZO_TradingHouse_SortComboBoxEntries ( entryData , sortType , sortOrder , anchorFirstEntry , anchorLastEntry )
local firstEntry = entryData [ 1 ] [ ZO_RANGE_COMBO_INDEX_TEXT ]
local lastEntry = entryData [ # entryData ] [ ZO_RANGE_COMBO_INDEX_TEXT ]
local name1 = item1 [ ZO_RANGE_COMBO_INDEX_TEXT ]
local name2 = item2 [ ZO_RANGE_COMBO_INDEX_TEXT ]
if anchorFirstEntry then
if name1 == firstEntry then
return true
elseif name2 == firstEntry then
return false
end
end
if anchorLastEntry then
if name1 == lastEntry then
return false
elseif name2 == lastEntry then
return true
end
end
return ( name1 < name2 )
end
-- Sort the entries, while ensuring that the anchored entries remain where they are.
end
-- Global so that the external filter objects can use it.
function ZO_TradingHouse_InitializeRangeComboBox ( control , entryData , callback , interfaceColorType , colorIndex )
ZO_TradingHouse_InitializeColoredComboBox ( comboBox , entryData , callback , interfaceColorType , colorIndex )
return comboBox
end
if ( entryData ) then
if ( comboBox ) then
end
end
end
--[[
Trading House Filter
]] --
-- Base class for the trading house filters
return filter
end
end
end
end
end
end
--[[
MultiFilter Setting Object
This is used to drive a more complex series of filter settings where each object can access specific controls
to set up multiple filter types. Like searching for Armor -> Apparel -> Rings, because we want to present
information to the user in a different way than the data is actually organized from the enums.
This is a global object, specific modules will be defined in their own files and registered with the trading
house filters.
--]]
end
end
end
end
end
--[[
Trading House Manager
--]]
return manager
end
TRADING_HOUSE_SCENE = ZO_InteractScene : New ( "tradinghouse" , SCENE_MANAGER , ZO_TRADING_HOUSE_INTERACTION )
end
if ( newState == SCENE_SHOWING ) then
elseif ( newState == SCENE_HIDING ) then
elseif ( newState == SCENE_HIDDEN ) then
end
end
end
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
-- Post Item
{
keybind = "UI_SHORTCUT_SECONDARY" ,
end
end ,
end
end ,
return true
end
return false
end ,
end
return true
end ,
} ,
-- Switch Guilds
{
if ( selectedGuildId ) then
return GetGuildName ( selectedGuildId ) -- TODO: Incorrect...this needs to pull from the guilds that the trading house has access to.
end
end ,
keybind = "UI_SHORTCUT_TERTIARY" ,
end ,
end ,
} ,
}
end
end
local iconData =
{
{
categoryName = SI_TRADING_HOUSE_MODE_BROWSE ,
descriptor = ZO_TRADING_HOUSE_MODE_BROWSE ,
normal = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_up.dds" ,
pressed = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_down.dds" ,
disabled = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_disabled.dds" ,
highlight = "EsoUI/Art/TradingHouse/tradinghouse_browse_tabIcon_over.dds" ,
} ,
{
categoryName = SI_TRADING_HOUSE_MODE_SELL ,
descriptor = ZO_TRADING_HOUSE_MODE_SELL ,
normal = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_up.dds" ,
pressed = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_down.dds" ,
disabled = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_disabled.dds" ,
highlight = "EsoUI/Art/TradingHouse/tradinghouse_sell_tabIcon_over.dds" ,
} ,
{
categoryName = SI_TRADING_HOUSE_MODE_LISTINGS ,
descriptor = ZO_TRADING_HOUSE_MODE_LISTINGS ,
normal = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_up.dds" ,
pressed = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_down.dds" ,
disabled = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_disabled.dds" ,
highlight = "EsoUI/Art/TradingHouse/tradinghouse_listings_tabIcon_over.dds" ,
} ,
}
end
end
local mode = tabData . descriptor
local notSellMode = mode ~= ZO_TRADING_HOUSE_MODE_SELL
local notBrowseMode = mode ~= ZO_TRADING_HOUSE_MODE_BROWSE
local notListingsMode = mode ~= ZO_TRADING_HOUSE_MODE_LISTINGS
if ( mode == ZO_TRADING_HOUSE_MODE_SELL ) then
else
end
if ( mode == ZO_TRADING_HOUSE_MODE_LISTINGS ) then
end
if ( mode == ZO_TRADING_HOUSE_MODE_SELL ) then
end
end
end
end
end
return self : CanDoCommonOperation ( ) and self : IsInSellMode ( ) and self : HasEnoughMoneyToPostPendingItem ( )
end
end
end
end
end
ZO_CurrencyControl_SetSimpleCurrency ( moneyControl , CURRENCY_TYPE_MONEY , self . m_playerMoney [ CURRENCY_TYPE_MONEY ] , INVENTORY_CURRENCY_OPTIONS )
end
end
end
else
end
end
self . m_search : AddSetter ( ZO_TradingHouse_NumericRangeSetter : New ( TRADING_HOUSE_FILTER_TYPE_PRICE , self . m_minPriceEdit , self . m_maxPriceEdit ) )
self . m_search : AddSetter ( ZO_TradingHouse_NumericRangeSetter : New ( function ( ) return self . m_levelRangeFilterType end , self . m_minLevelEdit , self . m_maxLevelEdit ) )
self . m_qualityCombo = ZO_TradingHouse_InitializeRangeComboBox ( browseItems : GetNamedChild ( "CommonQuality" ) , ZO_TRADING_HOUSE_QUALITIES , ZO_TradingHouse_ComboBoxSelectionChanged , INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS , 1 )
self . m_search : AddSetter ( ZO_TradingHouseComboBoxSetter : New ( TRADING_HOUSE_FILTER_TYPE_QUALITY , self . m_qualityCombo ) )
end
local SEARCH_RESULTS_DATA_TYPE = 1
local ITEM_LISTINGS_DATA_TYPE = 2
local GUILD_SPECIFIC_ITEM_DATA_TYPE = 3
local ITEM_RESULT_CURRENCY_OPTIONS =
{
showTooltips = false ,
font = "ZoFontGameShadow" ,
iconSide = RIGHT ,
}
local slotIndex = result . slotIndex
ZO_CurrencyControl_SetSimpleCurrency ( sellPriceControl , result . currencyType , result . purchasePrice , ITEM_RESULT_CURRENCY_OPTIONS , nil , self . m_playerMoney [ result . currencyType ] < result . purchasePrice )
-- Cached for verification when the player tries to purchase this
resultControl . sellerName = result . sellerName
resultControl . purchasePrice = result . purchasePrice
resultControl . currencyType = result . currencyType
return resultControl
end
timeRemainingControl : SetText ( zo_strformat ( SI_TRADING_HOUSE_BROWSE_ITEM_REMAINING_TIME , ZO_FormatTime ( result . timeRemaining , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS , TIME_FORMAT_DIRECTION_DESCENDING ) ) )
end
end
ZO_ScrollList_AddDataType ( searchResultsList , SEARCH_RESULTS_DATA_TYPE , "ZO_TradingHouseSearchResult" , 52 , SetupSearchResultRow , nil , nil , ZO_InventorySlot_OnPoolReset )
ZO_ScrollList_AddDataType ( searchResultsList , GUILD_SPECIFIC_ITEM_DATA_TYPE , "ZO_TradingHouseSearchResult" , 52 , SetupGuildSpecificItemRow , nil , nil , ZO_InventorySlot_OnPoolReset )
end
end
local index = postedItem . slotIndex
timeRemainingControl : SetText ( zo_strformat ( SI_TRADING_HOUSE_BROWSE_ITEM_REMAINING_TIME , ZO_FormatTime ( postedItem . timeRemaining , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT_DESCRIPTIVE , TIME_FORMAT_PRECISION_SECONDS , TIME_FORMAT_DIRECTION_DESCENDING ) ) )
ZO_CurrencyControl_SetSimpleCurrency ( sellPriceControl , CURRENCY_TYPE_MONEY , postedItem . purchasePrice , ITEM_RESULT_CURRENCY_OPTIONS )
end
ZO_ScrollList_AddDataType ( postedItemsList , ITEM_LISTINGS_DATA_TYPE , "ZO_TradingHouseItemListing" , 52 , SetupPostedItemRow , nil , nil , ZO_InventorySlot_OnPoolReset )
end
else
end
end
if ( itemData ) then
end
end
end
end
end
if ( isPending ) then
else
end
end
-- convenience wrapper for clearing out the pending item and updating the post count
end
if ( currentListings < maxListings ) then
self . m_currentListings : SetText ( zo_strformat ( SI_TRADING_HOUSE_LISTING_COUNT , currentListings , maxListings ) )
else
self . m_currentListings : SetText ( zo_strformat ( SI_TRADING_HOUSE_LISTING_COUNT_FULL , currentListings , maxListings ) )
end
end
local INVOICE_CURRENCY_OPTIONS =
{
showTooltips = false ,
font = "ZoFontWinT1" ,
}
end
-- Only called from the MONEY_INPUT control callback chain
ZO_CurrencyControl_SetSimpleCurrency ( self . m_invoiceSellPrice , CURRENCY_TYPE_MONEY , sellPrice , INVOICE_CURRENCY_OPTIONS )
ZO_CurrencyControl_SetSimpleCurrency ( self . m_invoiceListingFee , CURRENCY_TYPE_MONEY , listingFee , INVOICE_CURRENCY_OPTIONS )
ZO_CurrencyControl_SetSimpleCurrency ( self . m_invoiceTheirCut , CURRENCY_TYPE_MONEY , tradingHouseCut , INVOICE_CURRENCY_OPTIONS )
ZO_CurrencyControl_SetSimpleCurrency ( self . m_invoiceProfit , CURRENCY_TYPE_MONEY , profit , INVOICE_CURRENCY_OPTIONS )
-- verify the user has enough cash
else
end
else
end
end
end
ZO_Inventory_BindSlot ( self . m_pendingItem , SLOT_TYPE_TRADING_HOUSE_POST_ITEM , self . m_pendingItemSlot , BAG_BACKPACK )
self . m_pendingItemName : SetText ( zo_strformat ( SI_TOOLTIP_ITEM_NAME , GetItemName ( BAG_BACKPACK , self . m_pendingItemSlot ) ) )
local initialSellPrice = sellPrice * stackCount * 3 -- markup by default (gamedata? stays in lua?)
end
end
ZO_ItemSlot_SetupSlot ( self . m_pendingItem , 0 , "EsoUI/Art/TradingHouse/tradinghouse_emptySellSlot_icon.dds" )
end
end
end
end
end
end
end
local success = result == TRADING_HOUSE_RESULT_SUCCESS
if ( responseType == TRADING_HOUSE_RESULT_POST_PENDING ) then
if ( success ) then
end
elseif ( responseType == TRADING_HOUSE_RESULT_SEARCH_PENDING ) then
if ( success ) then
-- Hide the fictional "awaiting search results" animation?
end
elseif ( responseType == TRADING_HOUSE_RESULT_PURCHASE_PENDING ) then
if ( success ) then
end
elseif ( responseType == TRADING_HOUSE_RESULT_LISTINGS_PENDING ) then
if ( success ) then
self . m_requestListingsOnResponseReceived = nil -- make sure that we don't request again right after we get an answer.
end
elseif ( responseType == TRADING_HOUSE_RESULT_CANCEL_SALE_PENDING ) then
if ( success ) then
-- Refresh all listings when the cancel goes through
-- This doesn't need to ensure that the listings were received because the interface to cancel a listing requires that
-- the listings have been received from the server.
end
end
end
end
end
if ( result ) then
end
end
local numItems = # scrollData
-- If no results were returned, disallow further searches (until one or more search criteria are modified),
-- and display a "no items found" label.
end
end
end
end
function ZO_TradingHouseManager : OnSearchResultsReceived ( guildId , numItemsOnPage , currentPage , hasMorePages )
-- Item count will get applied in RebuildSearchResultsPage
end
end
self . m_searchSortHeaders : SetEnabled ( cooldownFinished and self . m_searchAllowed and ( self . m_numItemsOnPage ~= 0 ) )
end
end
end
end
if ( entryData . filterObject ) then -- need to check, because some entries don't have filters
end
end
end
end
end
end
end
-- Select Active Guild for Trading House Dialog
----------------------
if ( selectedGuildId ) then
end
end
end
local dialog = ZO_SelectGuildDialog : New ( dialogControl , "SELECT_TRADING_HOUSE_GUILD" , SelectTradingHouseGuild )
end
end
end
end
end
if not guildId then
-- Player is using a Guild Trader
elseif guildId > 0 then
-- Player is using a regular Guild Store
end
end
if guildName ~= "" then
else
end
end
-- Utility to show a confirmation for some kind of trading house item (listing or search result)
local function SetupTradingHouseItemDialog ( dialogControl , itemInfoFn , slotIndex , slotType , costLabelStringFunction )
-- Item data is set up on the dialog control before the dialog is shown
local icon , itemName , quality , stackCount , _ , _ , purchasePrice , currencyType = itemInfoFn ( slotIndex )
if ( costLabelStringId ) then
costControl : SetText ( zo_strformat ( costLabelStringId , ZO_CurrencyControl_FormatCurrency ( purchasePrice ) ) )
end
end
if currencyType == CURT_ALLIANCE_POINTS then
return SI_TRADING_HOUSE_PURCHASE_ITEM_AMOUNT_ALLIANCE_POINTS
else
return SI_TRADING_HOUSE_PURCHASE_ITEM_AMOUNT
end
end
return nil
end
-- Confirm Item Purchase Dialog
{
setup = function ( self ) SetupTradingHouseItemDialog ( self , GetTradingHouseSearchResultItemInfo , self . purchaseIndex , SLOT_TYPE_TRADING_HOUSE_ITEM_RESULT , GetPurchaseConfirmationTextString ) end ,
title =
{
} ,
buttons =
{
[ 1 ] =
{
end ,
} ,
[ 2 ] =
{
end ,
}
}
} )
end
end
end
-- Confirm Guild Specific Item Purchase Dialog
{
setup = function ( self ) SetupTradingHouseItemDialog ( self , GetGuildSpecificItemInfo , self . guildSpecificItemIndex , SLOT_TYPE_GUILD_SPECIFIC_ITEM , GetPurchaseConfirmationTextString ) end ,
title =
{
} ,
buttons =
{
[ 1 ] =
{
end ,
} ,
[ 2 ] =
{
-- Do nothing
end ,
}
}
} )
end
end
end
ZO_CurrencyControl_SetSimpleCurrency ( sellPriceControl , currencyType , purchasePrice , ITEM_RESULT_CURRENCY_OPTIONS , nil , self . m_playerMoney [ currencyType ] - purchasedItemValue < purchasePrice )
end
end
-- Cancel Listing Confirmation Dialog
{
setup = function ( self ) SetupTradingHouseItemDialog ( self , GetTradingHouseListingItemInfo , self . listingIndex , SLOT_TYPE_TRADING_HOUSE_ITEM_LISTING , GetSellConfirmationAmountTextString ) end ,
title =
{
} ,
buttons =
{
[ 1 ] =
{
dialog . listingIndex = nil
end ,
} ,
[ 2 ] =
{
dialog . listingIndex = nil
end ,
}
}
} )
-- Update the text on the cancel dialog (since it inherited from the purchase item dialog)
dialogControl : GetNamedChild ( "Description" ) : SetText ( GetString ( SI_TRADING_HOUSE_CANCEL_LISTING_DIALOG_DESCRIPTION ) )
end
end
end
--[[
End of Dialog Section
--]]
return false
end
return false
end
return true
end
ZO_AlertNoSuppression ( UI_ALERT_CATEGORY_ALERT , SOUNDS . PLAYER_ACTION_INSUFFICIENT_GOLD , SI_TRADING_HOUSE_ERROR_NOT_ENOUGH_GOLD )
return false
end
return true
end
end
if ( eventType == "confirm" ) then
elseif ( eventType == "cancel" ) then
end
end
end
end
--[[ Overridden Functions ]] --
end
end
end
--[[ Globals ]] --
end |