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ZO_GAMEPAD_QUADRANT_4_WIDE_LEFT = ZO_GAMEPAD_QUADRANT_4_RIGHT - ZO_GAMEPAD_QUADRANT_4_WIDE_WIDTH
--Gamepad Interaction
---------------------
return interaction
end
if ( newState == SCENE_HIDDEN ) then
elseif newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
end
end
end
end
end
if selected then
else
end
end
end
end
local MAX_CURRENCY_CONTROLS = 3
local REWARD_TYPE_CURRENCY_OPTIONS =
{
[ REWARD_TYPE_MONEY ] = GAMEPAD_INVENTORY_CURRENCY_OPTIONS ,
[ REWARD_TYPE_ALLIANCE_POINTS ] = GAMEPAD_INVENTORY_ALLIANCE_POINTS_OPTIONS ,
[ REWARD_TYPE_INSPIRATION ] = GAMEPAD_INVENTORY_INSPIRATION_CURRENCY_OPTIONS ,
[ REWARD_TYPE_BATTLE_TOKENS ] = GAMEPAD_INVENTORY_CURRENCY_OPTIONS ,
}
end
-- Setup Interaction with parametric scroll list
for i = 1 , MAX_CURRENCY_CONTROLS do
end
creatorFunc ( currencyControl , currencyData . name , currencyData . amount , REWARD_TYPE_CURRENCY_OPTIONS [ currencyData . rewardType ] )
end
end
end
end )
self . itemList : AddDataTemplate ( "ZO_InteractWindow_GamepadBodyTextItem" , SetupBodyText , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : AddDataTemplate ( "ZO_QuestReward_Title_Gamepad" , SetupRewardTitle , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : AddDataTemplate ( "ZO_QuestReward_Gamepad" , SetupReward , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : AddDataTemplate ( "ZO_ChatterOption_Gamepad" , SetupOption , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : SetDataTemplateReleaseFunction ( "ZO_ChatterOption_Gamepad" , ReleaseChatterOptionControl )
end
do
local MOVABLE_TOOLTIP_ANCHOR_TABLE =
{
}
local MOVABLE_TOOLTIP_SHOW_LEFT_DIVIDER = false
local MOVABLE_TOOLTIP_HIDE_RIGHT_DIVIDER = true
GAMEPAD_TOOLTIPS : SetMovableTooltipVerticalRules ( MOVABLE_TOOLTIP_SHOW_LEFT_DIVIDER , MOVABLE_TOOLTIP_HIDE_RIGHT_DIVIDER )
end
end
end
end
if selectedData then
local itemData = selectedData . itemData
if itemData and itemData . rewardType == REWARD_TYPE_AUTO_ITEM then
if itemData . itemType == REWARD_ITEM_TYPE_ITEM then
elseif itemData . itemType == REWARD_ITEM_TYPE_COLLECTIBLE then
local collectibleData = itemData . collectibleData
local NOT_PURCHASEABLE = false
GAMEPAD_TOOLTIPS : LayoutCollectible ( GAMEPAD_MOVABLE_TOOLTIP , nil , collectibleData . name , collectibleData . nickname , collectibleData . unlocked , NOT_PURCHASEABLE , collectibleData . description )
end
return
end
end
end
end
if selectedData . isChatterOption then
end
end
GAME_NAVIGATION_TYPE_BUTTON ,
)
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , BackCallback )
end
end
end
end
local chatterBegin = nil
for i = 1 , numData do
if itemData . isChatterOption then
chatterBegin = i
break
end
end
if chatterBegin then
end
end
end
function ZO_GamepadInteraction : PopulateChatterOption ( controlID , optionIndex , optionText , optionType , optionalArg , isImportant , chosenBefore )
local chatterData = self : GetChatterOptionData ( optionIndex , optionText , optionType , optionalArg , isImportant , chosenBefore )
if chatterData . isImportant then
end
end
end
end
if # rewardData == 0 then
return
end
local currencyRewards = { }
local itemRewards = { }
else
end
end
local titleData = { }
titleData . canSelect = false
titleData . currencyRewards = currencyRewards
if itemData . rewardType == REWARD_TYPE_PARTIAL_SKILL_POINTS then
itemData . icon = nil
elseif itemData . rewardType == REWARD_TYPE_AUTO_ITEM and itemData . itemType == REWARD_ITEM_TYPE_COLLECTIBLE then
itemData . collectibleData =
{
unlocked = unlocked ,
}
end
entry . itemData = itemData
end
end
end
end
end
end
end
end |