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ZO_GAMEPAD_COLLECTIONS_PANEL_TEXTURE_SQUARE_DIMENSION = 1024
ZO_GAMEPAD_COLLECTIONS_PANEL_TEXTURE_COORD_RIGHT = ZO_GAMEPAD_QUADRANT_2_3_CONTENT_BACKGROUND_WIDTH / ZO_GAMEPAD_COLLECTIONS_PANEL_TEXTURE_SQUARE_DIMENSION
local GAMEPAD_COLLECTIONS_ACTIONS_DIALOG_NAME = "GAMEPAD_COLLECTIONS_ACTIONS_DIALOG"
local GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME = "GAMEPAD_COLLECTIONS_INVENTORY_RENAME_COLLECTIBLE"
local TIME_NEW_PERSISTS_WHILE_SELECTED_MS = 200
end
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , GAMEPAD_COLLECTIONS_BOOK_SCENE )
{
}
{
-- The title text will be updated to the name of the collections category
}
{
-- The title text will be updated to the name of the collections category/subcategory
}
end
end
end
end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectibleUpdated" , function ( ... ) self : OnCollectibleUpdated ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectionUpdated" , function ( ) self : OnCollectionUpdated ( ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectiblesUpdated" , function ( ) self : OnCollectionUpdated ( ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectionNotificationRemoved" , function ( ... ) self : OnCollectionNotificationRemoved ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnCollectibleNewStatusRemoved" , function ( ... ) self : OnCollectionNewStatusRemoved ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnUpdateCooldowns" , function ( ... ) self : OnUpdateCooldowns ( ... ) end )
EVENT_MANAGER : RegisterForUpdate ( "ZO_GamepadCollectionsBook" , 250 , function ( ) self : UpdateActiveCollectibleCooldownTimer ( ) end )
end
end
end
local function CategoryEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
if self : DoesCategoryHaveAnyNewCollectibles ( entryData . categoryIndex , entryData . subcategoryIndex ) or ( COLLECTIONS_BOOK_SINGLETON : IsCategoryIndexDLC ( entryData . categoryIndex ) and COLLECTIONS_BOOK_SINGLETON : DoesAnyDLCHaveQuestPending ( ) ) then
end
end
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
local function CollectibleEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
data . brandNew = data . data . isNew or COLLECTIONS_BOOK_SINGLETON : IsDLCIdQuestPending ( data . collectibleId )
end
end
list : AddDataTemplate ( "ZO_GamepadItemEntryTemplate" , CollectibleEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadItemEntryTemplate" , CollectibleEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
if browseInfo ~= nil then
if browseInfo . subcategoryIndex then
else
end
end
end
end
end
-- Category Keybind
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select Category
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
return entryData ~= nil
end
return false
end ,
sound = SOUNDS . GAMEPAD_MENU_FORWARD ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
-- Subcategory Keybind
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select Subcategory
{
keybind = "UI_SHORTCUT_PRIMARY" ,
end ,
return entryData ~= nil
end ,
sound = SOUNDS . GAMEPAD_MENU_FORWARD ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . subcategoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : ShowList ( self . categoryList ) end )
-- Collection Keybind
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Set Active or Put Away Collectible
{
local categoryType = collectibleData . categoryType
local nameStringId
if categoryType == COLLECTIBLE_CATEGORY_TYPE_DLC then
nameStringId = SI_DLC_BOOK_ACTION_ACCEPT_QUEST
elseif categoryType == COLLECTIBLE_CATEGORY_TYPE_MEMENTO then
nameStringId = SI_COLLECTIBLE_ACTION_USE
elseif categoryType == COLLECTIBLE_CATEGORY_TYPE_HOUSE then
nameStringId = collectibleData . unlocked and SI_HOUSING_BOOK_ACTION_TRAVEL_TO_HOUSE or SI_HOUSING_BOOK_ACTION_PREVIEW_HOUSE
elseif collectibleData . active then
if categoryType == COLLECTIBLE_CATEGORY_TYPE_ASSISTANT or categoryType == COLLECTIBLE_CATEGORY_TYPE_VANITY_PET then
nameStringId = SI_COLLECTIBLE_ACTION_DISMISS
else
nameStringId = SI_COLLECTIBLE_ACTION_PUT_AWAY
end
else
nameStringId = SI_COLLECTIBLE_ACTION_SET_ACTIVE
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
if collectibleData . categoryType == COLLECTIBLE_CATEGORY_TYPE_HOUSE then
else
end
end ,
if collectibleData . categoryType == COLLECTIBLE_CATEGORY_TYPE_HOUSE then
return true
else
return collectibleData . useable
end
else
return false
end
end ,
sound = SOUNDS . DEFAULT_CLICK ,
return true
end
return true
elseif remaining > 0 then
else
return true
end
end
end
return false
end
} ,
--Assign to Quick Slot
{
keybind = "UI_SHORTCUT_SECONDARY" ,
end ,
local categoryType = entryData . categoryType
end ,
if entryData . isValidForPlayer then
return true
else
end
end ,
sound = SOUNDS . GAMEPAD_MENU_FORWARD ,
} ,
-- Actions
{
-- If there is never going to be a "Link to chat" option then there will only ever be "rename." Since design considers an
-- "action panel" with only one action silly, we want to just make "rename" the default keybind with no other action layer
name = GetString ( IsChatSystemAvailableForCurrentPlatform ( ) and SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND or SI_COLLECTIBLE_ACTION_RENAME ) ,
keybind = "UI_SHORTCUT_TERTIARY" ,
local dialogData =
{
collectibleId = collectibleData . collectibleId ,
active = collectibleData . active ,
}
else
ZO_Dialogs_ShowGamepadDialog ( GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME , { collectibleId = collectibleData . collectibleId , name = collectibleData . nickname } )
end
end ,
if collectibleData then
return true
else
end
else
return false
end
end ,
} ,
--Subscribe
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
keybind = "UI_SHORTCUT_RIGHT_STICK" ,
ZO_Dialogs_ShowGamepadDialog ( "CONFIRM_OPEN_URL_BY_TYPE" , { urlType = APPROVED_URL_ESO_ACCOUNT_SUBSCRIPTION } , { mainTextParams = { GetString ( SI_ESO_PLUS_SUBSCRIPTION_LINK_TEXT ) , GetString ( SI_URL_APPLICATION_WEB ) } } )
else
end
end ,
end ,
} ,
}
else
end
end
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . collectionKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , OnCollectionListBack )
end
--Opens up the provided category, or the current category if no categoryIndex is provided
if categoryIndex then
end
else
end
end
--Opens up the provided subcategory, or the current subcategory if no categoryIndex or subcategoryIndex is provided
if categoryIndex and subcategoryIndex then
end
end
if collectibleId then
break
end
end
end
end
end
return
end
end
if not dontUpdateTitle then
end
end
else
end
end
return
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- Add the categories entries
local categoryName , numSubCategories , numCollectibles , unlockedCollectibles = GetCollectibleCategoryInfo ( categoryIndex )
categoryIndex = categoryIndex ,
categoryName = categoryName ,
numCollectibles = numCollectibles ,
unlockedCollectibles = unlockedCollectibles ,
icon = gamepadIcon ,
}
end
end
if index >= 1 then
index = index - 1
end
return ...
end
-- Add the categories entries
for subcategoryIndex = 1 , numSubCategories do
local subCategoryName , subNumCollectibles , subNumUnlockedCollectibles = GetCollectibleSubCategoryInfo ( categoryIndex , subcategoryIndex )
local icon
--[[
-- TODO: Show eye icon next to subcategories that have visible active collectibles
-- commented out for now for some design investigation
if COLLECTIONS_BOOK_SINGLETON.DoesCollectibleListHaveVisibleCollectible(self:GetCollectibleIds(categoryIndex, subcategoryIndex, subNumCollectibles)) then
icon = "EsoUI/Art/Inventory/inventory_icon_visible.dds"
end
--]]
categoryIndex = categoryIndex ,
subcategoryIndex = subcategoryIndex ,
categoryName = formattedSubcategoryName ,
numCollectibles = subNumCollectibles ,
unlockedCollectibles = subNumUnlockedCollectibles ,
icon = icon ,
}
end
end
local unlockedData = { }
local lockedData = { }
-- If there are subcategories, but the neutral category doesn't have anything in it, then choose the first subcategory
if not subcategoryIndex and numCollectibles == 0 and numSubCategories > 0 then
subcategoryIndex = 1
end
--Special case: The primary residence is sorted to the top of the category for housing
local housingData = entryData . housingData
if housingData and housingData . isPrimaryResidence then
else
end
else
end
end
end
-- Looking at a subcategory
if subcategoryIndex then
local subCategoryName , subNumCollectibles = GetCollectibleSubCategoryInfo ( categoryIndex , subcategoryIndex )
for collectibleIndex = 1 , subNumCollectibles do
end
else
-- Add top level collectibles
for collectibleIndex = 1 , numCollectibles do
end
-- If there are any subcategories, then this is the general tab
if numSubCategories == 0 then
end
end
self : BuildListFromTable ( collectionList , unlockedData , GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED ) )
self : BuildListFromTable ( collectionList , lockedData , GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_LOCKED ) )
end
local visualLayerHidden , highestPriorityVisualLayerThatIsShowing = WouldCollectibleBeHidden ( data . collectibleId )
end
end
function ZO_GamepadCollectionsBook : BuildCollectibleData ( categoryIndex , subCategoryIndex , collectibleIndex )
local name , description , iconFile , lockedIconFile , unlocked , purchasable , active , categoryType , hint , isPlaceholder = GetCollectibleInfo ( collectibleId )
iconFile = unlocked and iconFile or lockedIconFile
local visualLayerHidden , highestPriorityVisualLayerThatIsShowing = WouldCollectibleBeHidden ( collectibleId )
local housingData
if categoryType == COLLECTIBLE_CATEGORY_TYPE_HOUSE then
if hint == "" then
else
end
housingData = {
}
end
if visualLayerHidden and not active then
visualLayerHidden = false
end
collectibleId = collectibleId ,
referenceData = referenceData ,
description = description ,
hint = hint ,
iconFile = iconFile ,
backgroundFile = backgroundFile ,
collectibleId = collectibleId ,
categoryType = categoryType ,
unlocked = unlocked ,
unlockState = unlockState ,
purchasable = purchasable ,
useable = useable ,
active = active ,
visualLayerHidden = visualLayerHidden ,
highestPriorityVisualLayerThatIsShowing = highestPriorityVisualLayerThatIsShowing ,
blocked = collectibleBlocked ,
isPlaceholder = isPlaceholder ,
notificationId = notificationId ,
hasNameBeenFormatted = false ,
isNew = isNew ,
isValidForPlayer = isValidForPlayer ,
housingData = housingData ,
}
entryData . isEquippedInCurrentCategory = active
if visualLayerHidden then
end
if collectibleBlocked then
else
end
if remainingMS > 0 and durationMS > 0 then
end
return entryData
end
if # dataTable >= 1 then
if i == 1 then
else
end
end
end
end
if oldSelectedData then
if oldData . notificationId ~= nil then
oldData . notificationId = nil
end
oldData . isNew = false
end
end
if selectedData then
self . clearNewStatusCallId = zo_callLater ( self . trySetClearNewFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED_MS )
end
end
end
end
end
end
end
if collectibleData . categoryType == COLLECTIBLE_CATEGORY_TYPE_DLC then
elseif collectibleData . categoryType == COLLECTIBLE_CATEGORY_TYPE_HOUSE then
else
end
else
end
end
local categoryName = collectibleData . categoryName
local SHOW_VISUAL_LAYER_INFO = true
local SHOW_BLOCK_REASON = true
GAMEPAD_TOOLTIPS : LayoutCollectible ( GAMEPAD_LEFT_TOOLTIP , collectibleData . collectibleId , categoryName , collectibleData . name , collectibleData . nickname , collectibleData . purchasable , collectibleData . description , collectibleData . hint , collectibleData . isPlaceholder , SHOW_VISUAL_LAYER_INFO , timeRemainingS , SHOW_BLOCK_REASON )
end
infoPanel . unlockStatusControl : SetText ( GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , collectibleData . unlockState ) )
local questAcceptLabelStringId = collectibleData . active and SI_DLC_BOOK_QUEST_STATUS_ACCEPTED or SI_DLC_BOOK_QUEST_STATUS_NOT_ACCEPTED
infoPanel . questStatusControl : SetText ( zo_strformat ( SI_GAMEPAD_DLC_BOOK_QUEST_STATUS_INFO , questName , GetString ( questAcceptLabelStringId ) ) )
local showsQuest = not ( collectibleData . active or collectibleData . unlockState == COLLECTIBLE_UNLOCK_STATE_LOCKED )
local questAcceptIndicator = infoPanel . questAcceptIndicator
local questAcceptDescription = infoPanel . questAcceptDescription
if showsQuest then
elseif collectibleData . unlockState == COLLECTIBLE_UNLOCK_STATE_LOCKED then
else
end
end
local housingData = collectibleData . housingData
housingPanel . houseTypeLabel : SetText ( GetString ( "SI_HOUSECATEGORYTYPE" , housingData . houseCategoryType ) )
housingPanel . collectedStatusLabel : SetText ( GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , collectibleData . unlockState ) )
local hasNickName = collectibleData . nickname ~= ""
if hasNickName then
housingPanel . nicknameLabel : SetText ( ZO_CachedStrFormat ( SI_TOOLTIP_COLLECTIBLE_NICKNAME , collectibleData . nickname ) )
else
end
if collectibleData . unlockState == COLLECTIBLE_UNLOCK_STATE_LOCKED then
else
local primaryResidenceText = housingData . isPrimaryResidence and GetString ( SI_YES ) or GetString ( SI_NO )
end
end
function ZO_GamepadCollectionsBook : BrowseToCollectible ( collectibleId , categoryIndex , subcategoryIndex )
{
categoryIndex = categoryIndex ,
subcategoryIndex = subcategoryIndex ,
collectibleId = collectibleId ,
}
end
--[[Global functions]] --
------------------------
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
canQueue = true ,
end ,
title =
{
} ,
parametricList =
{
-- Link In Chat
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
end ,
} ,
} ,
-- Rename
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
ZO_Dialogs_ShowGamepadDialog ( GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME , { collectibleId = dialog . data . collectibleId , name = dialog . data . name } )
end ,
end
} ,
} ,
-- Unlock Permanently (Purchase)
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
end ,
return collectibleData . purchasable and collectibleData . unlockState ~= COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED
end
} ,
} ,
} ,
buttons =
{
{
keybind = "DIALOG_PRIMARY" ,
end ,
} ,
{
keybind = "DIALOG_NEGATIVE" ,
} ,
}
} )
end
-------------------
-- Rename Collectible
-------------------
local inputText = ""
local dialogName = GAMEPAD_COLLECTIONS_RENAME_COLLECTIBLE_DIALOG_NAME
end
local HIDE_UNVIOLATED_RULES = true
local violationString = ZO_ValidNameInstructions_GetViolationString ( self . selectedName , self . nameViolations , HIDE_UNVIOLATED_RULES )
local headerData =
{
messageText = violationString ,
messageTextAlignment = TEXT_ALIGN_LEFT ,
}
else
end
end
end
local SAVE_EXISTING_TEXT = true
end
{
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
end ,
title =
{
} ,
{
} ,
parametricList =
{
-- user name
{
template = "ZO_GamepadTextFieldItem" ,
templateData = {
nameField = true ,
end ,
control . editBoxControl : SetText ( zo_strformat ( SI_COLLECTIBLE_NAME_FORMATTER , parametricDialog . data . name ) )
else
end
end ,
} ,
} ,
} ,
blockDialogReleaseOnPress = true ,
buttons =
{
{
keybind = "DIALOG_PRIMARY" ,
end ,
} ,
{
keybind = "DIALOG_SECONDARY" ,
end ,
end ,
clickSound = SOUNDS . DIALOG_ACCEPT ,
} ,
{
keybind = "DIALOG_NEGATIVE" ,
end ,
} ,
}
} )
end
function ZO_GamepadCollectionsBook : HasAnyNotifications ( optionalCategoryIndexFilter , optionalSubcategoryIndexFilter )
return NOTIFICATIONS_PROVIDER : HasAnyNotifications ( optionalCategoryIndexFilter , optionalSubcategoryIndexFilter )
end
function ZO_GamepadCollectionsBook : DoesCategoryHaveAnyNewCollectibles ( categoryIndex , subcategoryIndex )
return COLLECTIONS_BOOK_SINGLETON . DoesCategoryHaveAnyNewCollectibles ( categoryIndex , subcategoryIndex )
end
end
end
return
end
end
end
if not self . control : IsHidden ( ) and self . currentList == self . collectionList and self . collectionList then
end
end
end
--[[Global functions]] --
------------------------
end |