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ZO_MARKET_NAME = "Market"
ZO_MARKET_PREVIEW_WAIT_TIME_MS = 500
ZO_MARKET_DISPLAY_LOADING_DELAY_MS = 500
ZO_MARKET_CATEGORY_TYPE_NONE = "none"
ZO_MARKET_CATEGORY_TYPE_FEATURED = "featured"
ZO_MARKET_CATEGORY_TYPE_ESO_PLUS = "esoPlus"
ZO_MARKET_FEATURED_CATEGORY_INDEX = 0
ZO_MARKET_ESO_PLUS_CATEGORY_INDEX = - 1
ZO_MARKET_PREVIEW_TYPE_PREVIEWABLE = 0
ZO_MARKET_PREVIEW_TYPE_BUNDLE = 1
ZO_MARKET_PREVIEW_TYPE_CROWN_CRATE = 2
ZO_MARKET_PREVIEW_TYPE_BUNDLE_HIDES_CHILDREN = 3
--
--[[ Market Singleton ]] --
--
return market
end
end
-- if we are locked we need to inform both UIs that we need to refresh categories
-- because otherwise only the active UI will refresh and the other will get into a bad state
if marketState == MARKET_STATE_LOCKED then
-- keyboard market won't exist on consoles
if keyboardMarket then
end
if gamepadMarket then
end
end
end
end
end
end
end
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_MARKET_STATE_UPDATED , function ( eventId , ... ) OnMarketStateUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_CROWN_UPDATE , function ( eventId , ... ) OnCrownsUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_CROWN_GEM_UPDATE , function ( eventId , ... ) OnCrownGemsUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_MARKET_PURCHASE_RESULT , function ( eventId , ... ) OnMarketPurchaseResult ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_MARKET_PRODUCT_SEARCH_RESULTS_READY , function ( ) OnMarketSearchResultsReady ( ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_COLLECTIBLE_UPDATED , function ( eventId , ... ) OnMarketCollectibleUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_COLLECTIBLES_UPDATED , function ( eventId , ... ) OnMarketCollectibleUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_MARKET_SHOW_MARKET_PRODUCT , function ( eventId , ... ) OnShowMarketProduct ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( ZO_MARKET_NAME , EVENT_MARKET_SHOW_MARKET_AND_SEARCH , function ( eventId , ... ) OnShowMarketAndSearch ( ... ) end )
end
end
local consoleStoreName
if platformServiceType == PLATFORM_SERVICE_TYPE_PS4 then
elseif platformServiceType == PLATFORM_SERVICE_TYPE_XBOX then
elseif platformServiceType == PLATFORM_SERVICE_TYPE_STEAM then
self . insufficientFundsMainText = zo_strformat ( SI_MARKET_INSUFFICIENT_FUNDS_TEXT_STEAM , ZO_PrefixIconNameFormatter ( "crowns" , GetString ( SI_CURRENCY_CROWN ) ) )
else
self . insufficientFundsMainText = zo_strformat ( SI_GAMEPAD_MARKET_INSUFFICIENT_FUNDS_TEXT_WITH_LINK , ZO_PrefixIconNameFormatter ( "crowns" , GetString ( SI_CURRENCY_CROWN ) ) , GetString ( SI_MARKET_INSUFFICIENT_FUNDS_LINK_TEXT ) )
end
if consoleStoreName then -- PS4/XBox insufficient crowns and buy crowns dialog data
self . insufficientFundsMainText = zo_strformat ( SI_GAMEPAD_MARKET_INSUFFICIENT_FUNDS_TEXT_CONSOLE_LABEL , ZO_PrefixIconNameFormatter ( "crowns" , GetString ( SI_CURRENCY_CROWN ) ) , consoleStoreName )
end
end
local errorStrings = { }
local promptBuyCrowns = false
local allowContinue = true
end
end
if expectedPurchaseResult == MARKET_PURCHASE_RESULT_ALREADY_COMPLETED_INSTANT_UNLOCK then
allowContinue = false
table . insert ( errorStrings , zo_strformat ( SI_MARKET_UNABLE_TO_PURCHASE_TEXT , GetString ( "SI_MARKETPURCHASABLERESULT" , expectedPurchaseResult ) ) )
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_NOT_ENOUGH_VC then
allowContinue = false
promptBuyCrowns = true
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_NOT_ENOUGH_CROWN_GEMS then
allowContinue = false
table . insert ( errorStrings , zo_strformat ( SI_MARKET_UNABLE_TO_PURCHASE_TEXT , GetString ( "SI_MARKETPURCHASABLERESULT" , expectedPurchaseResult ) ) )
elseif expectedPurchaseResult == MARKET_PURCHASE_RESULT_NOT_ENOUGH_ROOM then
allowContinue = false
end
for i = 1 , # errorStrings do
if i == 1 then
else
end
end
local dialogParams = {
}
local hasErrors = # errorStrings > 0
return hasErrors , dialogParams , promptBuyCrowns , allowContinue
end
--
--[[ Market Shared ]] --
--
return market
end
-- clean up any preview that may have been left over
-- Special buckets to contain MarketProducts in lieu of a Category/Subcategory
-- If you add a new bucket, make sure to update all the places that used them
-- such as GamepadMarket:GetCategoryDataFromId or Market:GetMarketProductInfo
end
end )
end
-- ensure that we are in the correct state
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
end
end
end
end
end
-- difference is the difference in crowns for this update. For instance, new crowns purchased will show a positive difference.
end
end
end
end
end
end
if justUnlocked then
end
end
if numJustUnlocked > 0 then
end
end
end
end
else -- MARKET_STATE_LOCKED
end
end
end
end
end
end
else
end
end
end
end
end
end
do
local MARKET_PRODUCT_SORT_KEYS =
{
isBundle = { tiebreaker = "name" , tieBreakerSortOrder = ZO_SORT_ORDER_UP } ,
stackCount = { } ,
}
return ZO_TableOrderingFunction ( entry1 , entry2 , "isBundle" , MARKET_PRODUCT_SORT_KEYS , ZO_SORT_ORDER_DOWN )
end
end
do
local MARKET_PRODUCT_SORT_KEYS =
{
tierOrdering = { tiebreaker = "name" , tieBreakerSortOrder = ZO_SORT_ORDER_UP } ,
stackCount = { } ,
}
return ZO_TableOrderingFunction ( entry1 , entry2 , "tierOrdering" , MARKET_PRODUCT_SORT_KEYS , ZO_SORT_ORDER_DOWN )
end
end
do
local MARKET_PRODUCT_SORT_KEYS =
{
isBundle = { tiebreaker = "isValidForPlayer" , tieBreakerSortOrder = ZO_SORT_ORDER_DOWN } ,
isValidForPlayer = { tiebreaker = "name" , tieBreakerSortOrder = ZO_SORT_ORDER_UP } ,
stackCount = { } ,
}
return ZO_TableOrderingFunction ( entry1 , entry2 , "isBundle" , MARKET_PRODUCT_SORT_KEYS , ZO_SORT_ORDER_DOWN )
end
end
do
-- ... is a list of tables containing product ids and presentationIndexes
if index >= 1 then
local presentationInfo =
{
presentationIndex = ZO_FEATURED_PRESENTATION_INDEX ,
}
index = index - 1
end
return ...
end
end
end
local marketProducts = { }
for tierIndex = 1 , numTiers do
for productIndex = 1 , numProducts do
local productInfo =
{
productId = productId ,
tierId = tierId ,
tierOrdering = tierOrdering ,
}
end
end
return marketProducts
end
local marketProducts = { }
if numChildren > 0 then
for childIndex = 1 , numChildren do
local isBundle = productType == MARKET_PRODUCT_TYPE_BUNDLE
local isValidForPlayer = true
if productType == MARKET_PRODUCT_TYPE_COLLECTIBLE then
end
local productInfo = {
productId = childMarketProductId ,
isBundle = isBundle ,
isValidForPlayer = isValidForPlayer ,
}
end
end
return marketProducts
end
if parentData then
end
end
local finalSubcategoryIndex = subCategoryIndex
finalSubcategoryIndex = nil
end
local numMarketProducts
if finalSubcategoryIndex then
else
end
self : LayoutMarketProducts ( self : GetMarketProductIds ( categoryIndex , finalSubcategoryIndex , numMarketProducts ) )
end
local canPreview = false
local isActivePreview = false
if marketProduct ~= nil then -- User is hovering over a MarketProduct
isActivePreview = true
end
end
return isPreviewing , canPreview , isActivePreview
end
return canPreview and not isActivePreview
end
if purchaseState == MARKET_PRODUCT_PURCHASE_STATE_NOT_PURCHASED then
else
end
end
end
end
end
end
end
--clear the current tutorial when hiding so we don't push an extra action layer
end
end
end
end
end )
local numProducts = 0
numProducts = numProducts + 1
end
end
table . insert ( self . labeledGroups , { name = labeledGroupName , table = labeledGroupTable , numProducts = numProducts } )
end
end
end
end
end
local productInfo = {
product = product ,
}
end
do
local NO_SUBCATEGORY = nil
for marketProductIndex = 1 , numMarketProducts do
if id == productId then
end
end
for subcategoryIndex = 1 , numSubCategories do
local _ , numSubCategoryMarketProducts = GetMarketProductSubCategoryInfo ( categoryIndex , subcategoryIndex )
for marketProductIndex = 1 , numSubCategoryMarketProducts do
if id == productId then
end
end
end
end
end
end
end
end
end
end
if marketProduct then
return ZO_MARKET_PREVIEW_TYPE_BUNDLE_HIDES_CHILDREN
else
return ZO_MARKET_PREVIEW_TYPE_BUNDLE
end
else
if productType == MARKET_PRODUCT_TYPE_CROWN_CRATE then
return ZO_MARKET_PREVIEW_TYPE_CROWN_CRATE
else
return ZO_MARKET_PREVIEW_TYPE_PREVIEWABLE
end
end
else
return ZO_MARKET_PREVIEW_TYPE_PREVIEWABLE
end
end
--[[ Functions to be overridden ]] --
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
return true
end
--[[Search]] --
--------------
end
end
for i = 1 , numResults do
end
local effectiveSubCategory = subcategoryIndex or "root"
end
end
end
--
--[[ Market Preview]] --
--
return preview
end
end
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
do
local PREVIEW_UPDATE_INTERVAL_MS = 100
-- for the first preview we won't put a restriction on when we can preview the next one
-- previewing a product automatically sets this to false so manually set it to true
EVENT_MANAGER : RegisterForUpdate ( "ZO_MarketPreview" , PREVIEW_UPDATE_INTERVAL_MS , function ( ... ) self : OnUpdate ( ... ) end )
end
end
-- optional override
end
end
end
if not self . canChangePreview and ( currentTimeMs - self . lastSetChangeTime ) > ZO_MARKET_PREVIEW_WAIT_TIME_MS then
end
end
end
end
else
end
end
end
local previewVariationDisplayName = GetMarketProductPreviewVariationDisplayName ( self . marketProductId , self . previewVariationIndex )
if previewVariationDisplayName == "" then
else
return previewVariationDisplayName
end
end
end
end
end
end
end
end
end
end
-- optional override
end
-- optional override
end |