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ZO_GAMEPAD_MARKET_SCENE_NAME = "gamepad_market"
ZO_GAMEPAD_MARKET_PREVIEW_SCENE_NAME = "gamepad_market_preview"
ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE_NAME = "gamepad_market_bundle_contents"
ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME = "gamepad_market_locked"
local EMPTY_TAB_HEADER_ENTRY = { text = "" } -- Default tab header, used to have a tab entry before the market results have been pulled
local DEFAULT_AMOUNT_CROWNS = 0
local BUNDLE_PRODUCTS_PER_ROW = 2
local INDIVIDUAL_PRODUCTS_PER_ROW = 3
local PRODUCTS_PER_COLUMN = 2
local BUNDLE_PRODUCTS_PER_PAGE = BUNDLE_PRODUCTS_PER_ROW * PRODUCTS_PER_COLUMN
local INDIVIDUAL_PRODUCTS_PER_PAGE = INDIVIDUAL_PRODUCTS_PER_ROW * PRODUCTS_PER_COLUMN
local MINIMUM_NUM_PAGES = 1
local NO_SELECTION_MODE = 1
local GRID_SELECTION_MODE = 2
local FILTER_SELECTION_MODE = 3
local DROP_DOWN_SELECTION_MODE = 4
local BUNDLE_PRODUCT_PADDING = 20
local INDIVIDUAL_PRODUCT_PADDING = 20
local FIRST_CATEGORY_INDEX = 1
local MARKET_BUY_CROWNS_BUTTON =
{
keybind = "UI_SHORTCUT_TERTIARY" ,
}
--
--[[ Gamepad Market Preview ]] --
--
return preview
end
GAMEPAD_MARKET_PREVIEW_SCENE = ZO_RemoteScene : New ( ZO_GAMEPAD_MARKET_PREVIEW_SCENE_NAME , SCENE_MANAGER )
GAMEPAD_MARKET_PREVIEW_SCENE : RegisterCallback ( "StateChange" , function ( ... ) self : OnStateChanged ( ... ) end )
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
else
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
end ,
} ,
MARKET_BUY_CROWNS_BUTTON ,
{
keybind = "UI_SHORTCUT_LEFT_TRIGGER" ,
end ,
} ,
{
keybind = "UI_SHORTCUT_RIGHT_TRIGGER" ,
end ,
} ,
}
end
end
end
GAMEPAD_TOOLTIPS : LayoutCollectible ( GAMEPAD_MOVABLE_TOOLTIP , self . marketProduct : GetTooltipLayoutArgs ( ) )
else
end
else
end
end
end
end
end
end
end
if ( newState == SCENE_SHOWING ) then
elseif ( newState == SCENE_HIDING ) then
end
end
end
end
--
--[[ Gamepad Market ]] --
--
end
end
ZO_GamepadMarket_GridScreen . Initialize ( self , control , BUNDLE_PRODUCTS_PER_ROW , PRODUCTS_PER_COLUMN , { EMPTY_TAB_HEADER_ENTRY } , OutOfBoundsUpwards )
end
if newState == SCENE_GROUP_SHOWING then
elseif newState == SCENE_GROUP_HIDDEN then
end
end )
end
end
if selectedData then
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end
end
end
end
end
end
end
end
end
local previousPageDescriptor =
{
keybind = "UI_SHORTCUT_LEFT_TRIGGER" ,
ethereal = true ,
end ,
}
local nextPageDescriptor =
{
keybind = "UI_SHORTCUT_RIGHT_TRIGGER" ,
ethereal = true ,
end ,
}
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
else
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
end ,
} ,
{
else
end
end ,
keybind = "UI_SHORTCUT_SECONDARY" ,
if marketProduct ~= nil and ( ( marketProduct : HasPreview ( ) and IsCharacterPreviewingAvailable ( ) ) or marketProduct : IsBundle ( ) ) then
return true
end
end ,
else
end
end ,
} ,
MARKET_BUY_CROWNS_BUTTON ,
previousPageDescriptor ,
nextPageDescriptor ,
}
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
} ,
previousPageDescriptor ,
nextPageDescriptor ,
}
end
end
-- Set to sane default to prevent unknown states when switching selection modes from various places (tabs, pages, showing/hiding, highligh changes, start button, etc...)
end
end
end
if selectionMode == GRID_SELECTION_MODE then
elseif selectionMode == FILTER_SELECTION_MODE then
elseif selectionMode == DROP_DOWN_SELECTION_MODE then
end
end
end
end
-- Check if we're moving down from the filter drop down
if self . selectionMode == FILTER_SELECTION_MODE and # self . focusList . data > 0 and self . verticalMovementController : CheckMovement ( ) == MOVEMENT_CONTROLLER_MOVE_NEXT then
end
end
end
end
end
end
end
end
end
end
end
end
else
end
else
end
end
end
end
end
do
return {
numProducts = numProducts ,
soundId = SOUNDS . MARKET_SUB_CATEGORY_SELECTED ,
parentData = parentData ,
categoryIndex = index ,
}
end
return {
control = CreateControlFromVirtual ( ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE , parent , ZO_GAMEPAD_MARKET_PAGE_CONTENT_TEMPLATE , index ) ,
subCategories = { } ,
numSubCategories = numSubCategories ,
soundId = SOUNDS . MARKET_CATEGORY_SELECTED ,
categoryIndex = index
}
end
-- We handle the bundles category specifically because the gamepad design calls for the bundles category to have larger tiles
-- This is true even if another category, for instance costumes, contains bundles
-- At the moment there's no other way to deal with specific categores other than specifically by name
local BUNDLES_CATEGORY_NAME = "Bundles"
local categoryData = CreateCategoryData ( name , self . contentContainer , categoryIndex , numSubCategories )
categoryData . isBundleCategory = isBundleCategory
local hasChildren = numSubCategories > 0
if hasChildren then
for i = 1 , numSubCategories do
local subCategoryName , numSubCategoryMarketProducts = GetMarketProductSubCategoryInfo ( categoryIndex , i )
local subCategoryData = CreateSubCategoryData ( subCategoryName , categoryData , i , numSubCategoryMarketProducts )
end
end
local tabEntry =
{
}
end
end
for i = 1 , numCategories do
end
end
end
if index >= 1 then
index = index - 1
end
return ...
end
local productsPerRow , productPadding , productWidth , productHeight
productsPerRow , productPadding , productWidth , productHeight = BUNDLE_PRODUCTS_PER_ROW , BUNDLE_PRODUCT_PADDING , ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_WIDTH , ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_HEIGHT
else
productsPerRow , productPadding , productWidth , productHeight = INDIVIDUAL_PRODUCTS_PER_ROW , INDIVIDUAL_PRODUCT_PADDING , ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_WIDTH , ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT
end
self : PrepareGridForBuild ( productsPerRow , PRODUCTS_PER_COLUMN , productWidth , productHeight , productPadding )
for i = 1 , numProducts do
end
end
local direction = ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION
-- We have to account for tab wrapping and perceived direction traversal
if self . currentCategoryData . categoryIndex ~= FIRST_CATEGORY_INDEX or self . lastCategoryData . categoryIndex ~= # self . headerData . tabBarEntries then
direction = ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION
end
elseif self . currentCategoryData . categoryIndex == # self . headerData . tabBarEntries and self . lastCategoryData . categoryIndex == FIRST_CATEGORY_INDEX then
direction = ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION
end
end
end
if ZO_GAMEPAD_MARKET_LOCKED then -- This can be called before the lock screen has been initialized
end
-- When the market is shown make sure that regardless of the last state we get the correct mode settings. Setting selectionMode to nil will ensure that keybindings are correctly reset
self . isLockedForCategoryRefresh = false -- Once shown we always want to make sure we can update the categories
else
end
end
end
if self . isInitialized and ( not SCENE_MANAGER : GetScene ( ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME ) : IsShowing ( ) ) then
-- Don't hide the market, let the lock screen push on top of the market on the scene stack to prevent issues with hide/push in close proximity
end
end
-- handled by GamepadMarketPurchaseManager
end
end
--
-- [[ Market Product Tooltip ]]--
--
do
local marketTitleStyle =
{
fontSize = 42 ,
customSpacing = 8 ,
fontColorField = GAMEPAD_TOOLTIP_COLOR_GENERAL_COLOR_1 ,
uppercase = false ,
}
local marketCategoryStyle =
{
fontSize = 27 ,
customSpacing = 8 ,
fontColorField = GAMEPAD_TOOLTIP_COLOR_GENERAL_COLOR_2 ,
uppercase = true ,
}
local marketCostStyle =
{
fontSize = 27 ,
customSpacing = 8 ,
fontColorField = GAMEPAD_TOOLTIP_COLOR_GENERAL_COLOR_1
}
local MarketTooltipMixin = { }
local GAMEPAD_MARKET_CURRENCY_OPTIONS_TOOLTIP =
{
showTooltips = false ,
useShortFormat = false ,
iconSide = RIGHT ,
iconSize = 25 ,
}
-- Name
headerSection : AddLine ( zo_strformat ( SI_MARKET_PRODUCT_NAME_FORMATTER , product . name ) , marketTitleStyle )
-- Category
headerSection : AddLine ( GetString ( SI_GAMEPAD_MARKET_BUNDLES_TOOLTIP_BUNDLE_HEADER ) , marketCategoryStyle )
end
-- Price
headerSection : AddSimpleCurrency ( CURRENCY_TYPE_CROWNS , product . costAmount , GAMEPAD_MARKET_CURRENCY_OPTIONS_TOOLTIP , nil , nil , marketCostStyle )
-- Description
end
-- Using a mixin because adding a method to ZO_Tooltip doesn't work with GAMEPAD_TOOLTIPS if the method is added after ZO_Tooltip_Gamepad.lua is loaded
end
--
--[[ Gamepad Market Bundle Contents ]] --
--
return bundleContents
end
ZO_GamepadMarket_GridScreen . Initialize ( self , control , INDIVIDUAL_PRODUCTS_PER_ROW , PRODUCTS_PER_COLUMN )
GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE = ZO_RemoteScene : New ( ZO_GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE_NAME , SCENE_MANAGER )
GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE : RegisterCallback ( "StateChange" , function ( ... ) self : OnStateChanged ( ... ) end )
end
return ZO_GamepadMarketProductBundleAttachment : New ( objectPool : GetNextControlId ( ) , self . currentCategoryControl , self , self . productName )
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end
end
GAMEPAD_MARKET_BUNDLE_CONTENTS_SCENE : GetSceneGroup ( ) : RegisterCallback ( "StateChange" , function ( oldState , newState )
if newState == SCENE_GROUP_SHOWING then
elseif newState == SCENE_GROUP_HIDDEN then
end
end )
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
end ,
} ,
{
keybind = "UI_SHORTCUT_SECONDARY" ,
return self . selectedMarketProduct ~= nil and self . bundle ~= nil and self . selectedMarketProduct : HasPreview ( ) and IsCharacterPreviewingAvailable ( )
end ,
} ,
MARKET_BUY_CROWNS_BUTTON ,
}
end
end
end
do
local BLANK_HINT = ""
local IS_PURCHASEABLE = true
self : PrepareGridForBuild ( INDIVIDUAL_PRODUCTS_PER_ROW , PRODUCTS_PER_COLUMN , ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_WIDTH , ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT , INDIVIDUAL_PRODUCT_PADDING )
for i = 1 , numProducts do
local id , iconFile , name , itemQuality , requiredLevel , itemCount = GetMarketProductItemInfo ( bundleId , i )
marketProduct : ShowAsBundleItem ( id , iconFile , name , itemQuality , requiredLevel , itemCount , itemLink , i , background )
end
for i = 1 , numCollectibles do
local collectibleId , iconFile , name , type , description , unlocked = GetMarketProductCollectibleInfo ( bundleId , i )
marketProduct : ShowAsBundleCollectible ( collectibleId , iconFile , name , unlocked , layoutArgs , i , background )
end
end
end
end
end
if selectedData then
GAMEPAD_TOOLTIPS : LayoutCollectible ( GAMEPAD_MOVABLE_TOOLTIP , self . selectedMarketProduct : GetTooltipLayoutArgs ( ) )
else
GAMEPAD_TOOLTIPS : LayoutItem ( GAMEPAD_MOVABLE_TOOLTIP , self . selectedMarketProduct : GetTooltipLayoutArgs ( ) )
end
else
end
end
end
end
--
-- [[ Market Locked Screen ]]--
--
return locked
end
local headerData =
{
}
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
}
ZO_GAMEPAD_MARKET_LOCKED_SCENE = ZO_RemoteScene : New ( ZO_GAMEPAD_MARKET_LOCKED_SCENE_NAME , SCENE_MANAGER )
ZO_GAMEPAD_MARKET_LOCKED_SCENE : RegisterCallback ( "StateChange" , function ( ... ) self : OnStateChanged ( ... ) end )
end
if ( newState == SCENE_SHOWN ) then
elseif ( newState == SCENE_HIDDEN ) then
end
end
-- Clear the scene stack and make sure that the player menu is behind the gamepad market base scene
-- To Do: If in the future the crowns store can be reached from a scene other than the main menu then a new solution will need to be created, potentially requiring a popToScene function in ZO_SceneManager
SCENE_MANAGER : Push ( ZO_GAMEPAD_MARKET_SCENE_NAME ) -- Push the market scene on top, now the back button acts as we expect
end
end
--
--[[ XML Handlers ]] --
--
end
end
end
end |