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local GAMEPAD_PLAYER_EMOTE_SCENE_NAME = "gamepad_player_emote"
local GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local EMPTY_QUICKSLOT_TEXTURE = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local MODE_CATEGORY_INACTIVE = 0
local MODE_CATEGORY_SELECTION = 1
local MODE_EMOTE_SELECTION = 2
local MODE_EMOTE_ASSIGNMENT = 3
ZO_EMOTE_COLUMN_WIDTH = 400
ZO_EMOTE_ROW_HEIGHT = 70
local NUM_EMOTE_ITEMS_IN_COLUMN = 9
local NUM_EMOTE_ITEM_COLUMNS = 3
local NUM_EMOTES_ON_PAGE = NUM_EMOTE_ITEM_COLUMNS * NUM_EMOTE_ITEMS_IN_COLUMN
local EMOTE_GRID_MODE_EMOTES = 0
local EMOTE_GRID_MODE_QUICK_CHAT = 1
local GAMEPAD_EMOTE_ICON_PATH = "EsoUI/Art/Emotes/Gamepad/gp_emoteIcon_"
local GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local GAMEPAD_EMOTE_ICONS = {
[ EMOTE_CATEGORY_INVALID ] = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH ,
[ EMOTE_CATEGORY_CEREMONIAL ] = GAMEPAD_EMOTE_ICON_PATH .. "ceremonial.dds" ,
[ EMOTE_CATEGORY_CHEERS_AND_JEERS ] = GAMEPAD_EMOTE_ICON_PATH .. "cheersJeers.dds" ,
[ EMOTE_CATEGORY_DEPRECATED ] = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH ,
[ EMOTE_CATEGORY_EMOTION ] = GAMEPAD_EMOTE_ICON_PATH .. "emotion.dds" ,
[ EMOTE_CATEGORY_ENTERTAINMENT ] = GAMEPAD_EMOTE_ICON_PATH .. "entertain.dds" ,
[ EMOTE_CATEGORY_FOOD_AND_DRINK ] = GAMEPAD_EMOTE_ICON_PATH .. "eatDrink.dds" ,
[ EMOTE_CATEGORY_GIVE_DIRECTIONS ] = GAMEPAD_EMOTE_ICON_PATH .. "direction.dds" ,
[ EMOTE_CATEGORY_PERPETUAL ] = GAMEPAD_EMOTE_ICON_PATH .. "perpetual.dds" ,
[ EMOTE_CATEGORY_PHYSICAL ] = GAMEPAD_EMOTE_ICON_PATH .. "physical.dds" ,
[ EMOTE_CATEGORY_POSES_AND_FIDGETS ] = GAMEPAD_EMOTE_ICON_PATH .. "fidget.dds" ,
[ EMOTE_CATEGORY_PROP ] = GAMEPAD_EMOTE_ICON_PATH .. "prop.dds" ,
[ EMOTE_CATEGORY_SOCIAL ] = GAMEPAD_EMOTE_ICON_PATH .. "social.dds" ,
[ EMOTE_CATEGORY_PERSONALITY_OVERRIDE ] = GAMEPAD_EMOTE_ICON_PATH .. "personality.dds" ,
}
-- TODO: Must use the blue gamepad icons for personalities
local GAMEPAD_PERSONALITY_EMOTE_ICONS = {
[ EMOTE_CATEGORY_INVALID ] = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH ,
[ EMOTE_CATEGORY_CEREMONIAL ] = GAMEPAD_EMOTE_ICON_PATH .. "ceremonial_personality.dds" ,
[ EMOTE_CATEGORY_CHEERS_AND_JEERS ] = GAMEPAD_EMOTE_ICON_PATH .. "cheersJeers_personality.dds" ,
[ EMOTE_CATEGORY_DEPRECATED ] = GAMEPAD_EMOTE_EMPTY_SLOT_ICON_PATH ,
[ EMOTE_CATEGORY_EMOTION ] = GAMEPAD_EMOTE_ICON_PATH .. "emotion_personality.dds" ,
[ EMOTE_CATEGORY_ENTERTAINMENT ] = GAMEPAD_EMOTE_ICON_PATH .. "entertain_personality.dds" ,
[ EMOTE_CATEGORY_FOOD_AND_DRINK ] = GAMEPAD_EMOTE_ICON_PATH .. "eatDrink_personality.dds" ,
[ EMOTE_CATEGORY_GIVE_DIRECTIONS ] = GAMEPAD_EMOTE_ICON_PATH .. "direction_personality.dds" ,
[ EMOTE_CATEGORY_PERPETUAL ] = GAMEPAD_EMOTE_ICON_PATH .. "perpetual_personality.dds" ,
[ EMOTE_CATEGORY_PHYSICAL ] = GAMEPAD_EMOTE_ICON_PATH .. "physical_personality.dds" ,
[ EMOTE_CATEGORY_POSES_AND_FIDGETS ] = GAMEPAD_EMOTE_ICON_PATH .. "fidget_personality.dds" ,
[ EMOTE_CATEGORY_PROP ] = GAMEPAD_EMOTE_ICON_PATH .. "prop_personality.dds" ,
[ EMOTE_CATEGORY_SOCIAL ] = GAMEPAD_EMOTE_ICON_PATH .. "social_personality.dds" ,
}
--
-- ZO_EmoteItem class. These items wrap the controls that make up the grid of emotes the user can select from
--
local EMOTE_ITEM_TYPE_NONE = 0
local EMOTE_ITEM_TYPE_EMOTE = 1
local EMOTE_ITEM_TYPE_QUICK_CHAT = 2
return emote
end
end
self . control : SetAnchor ( TOPLEFT , nil , TOPLEFT , ( column - 1 ) * ZO_EMOTE_COLUMN_WIDTH , ( row - 1 ) * ZO_EMOTE_ROW_HEIGHT )
end
end
end
end
if emoteInfo . isOverriddenByPersonality then
else
end
end
end
end
end
end
end
--
-- ZO_GamepadEmoteGrid class. This class manages the full grid of items including page switching
--
end
local COLUMN_MAJOR = false
end
do
end
local emoteControl = ZO_ObjectPool_CreateControl ( "ZO_PlayerEmoteItemControl" , objectPool , self . control )
end
end
end
for column = 1 , NUM_EMOTE_ITEM_COLUMNS do
for row = 1 , NUM_EMOTE_ITEMS_IN_COLUMN do
end
end
end
end
local FIRST_PAGE = 1
end
return emoteData . showInGamepadUI
end
end
end
end
return nil
end
end
end
end
end
do
local SHOW_GRID_ITEM = true
local HIDE_GRID_ITEM = false
--[[
Refresh the grid by resetting the visibleEmotes boolean array used by ZO_GamepadGrid and then setting controls
Visible or Hidden based on how many items are needed to be shown for the current list size on the current page
--]]
local emoteStartIndex = ( ( currentPage - 1 ) * NUM_EMOTES_ON_PAGE )
local numEmotesToShow = numEmotes > 0 and zo_min ( numEmotes - emoteStartIndex , NUM_EMOTES_ON_PAGE ) or numEmotes
local numShown = 0
for column = 1 , NUM_EMOTE_ITEM_COLUMNS do
if numShown < numEmotesToShow then
end
for row = 1 , NUM_EMOTE_ITEMS_IN_COLUMN do
if numShown < numEmotesToShow then
numShown = numShown + 1
end
else
end
end
end
end
end
end
-- functions overriden from base class
end
end
if column > 0 and row > 0 then
end
end
end
end
--
-- ZO_GamepadPlayerEmote class. This class creates our gamepad scene and emote category list and contains
-- a ZO_GamepadEmoteGrid object and quickslot radial menu
end
end
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , GAMEPAD_PLAYER_EMOTE_SCENE )
end
function ( )
else
end
end )
end
if targetData then
end
end
end
list : AddDataTemplate ( GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
if category ~= EMOTE_CATEGORY_INVALID then
end
end
end
end
ZO_GamepadGenericHeader_Initialize ( self . contentHeader , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER )
if currentData then
end
end
end
end ,
}
end
self . emoteListGrid = ZO_GamepadEmoteGrid : New ( self . emoteListGridControl , self . control : GetNamedChild ( "RightPaneContainerFooter" ) )
end
self . radialMenu = ZO_RadialMenu : New ( self . radialControl , "ZO_GamepadPlayerEmoteRadialMenuEntryTemplate" , nil , "SelectableItemRadialMenuEntryAnimation" , "RadialMenu" )
--store entry controls to animate with later
end
end
end
end
if personalityName ~= "" then
self . headerData . data1Text = ZO_PERSONALITY_EMOTES_COLOR : Colorize ( zo_strformat ( SI_GAMEPAD_SOCIAL_PERSONALITY , personalityName ) )
else
end
end
-- keybinds when a category is selected
{
keybind = "UI_SHORTCUT_PRIMARY" ,
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
end
end ,
} ,
{
keybind = "UI_SHORTCUT_SECONDARY" ,
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
end ,
} ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
-- keybinds when assigning emotes
GAME_NAVIGATION_TYPE_BUTTON ,
GAME_NAVIGATION_TYPE_BUTTON ,
-- keybinds when selecting a category
GAME_NAVIGATION_TYPE_BUTTON ,
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
end
end
end
end
end
end
-- This will Activate the menu and show it
end
-- This will deactivate the menu and hide it
end
if GAMEPAD_EMOTE_ICONS [ category ] then
return GAMEPAD_EMOTE_ICONS [ category ]
end
return GAMEPAD_EMOTE_ICONS [ EMOTE_CATEGORY_INVALID ]
end
if GAMEPAD_PERSONALITY_EMOTE_ICONS [ category ] then
return GAMEPAD_PERSONALITY_EMOTE_ICONS [ category ]
end
return GAMEPAD_PERSONALITY_EMOTE_ICONS [ EMOTE_CATEGORY_INVALID ]
end
local id = emote . id
local found = false
local icon
found = emoteInfo ~= nil
if found then
if emoteInfo . isOverriddenByPersonality then
else
end
end
if found then
end
end
if found then
else
self . radialMenu : AddEntry ( EMPTY_QUICKSLOT_STRING , EMPTY_QUICKSLOT_TEXTURE , EMPTY_QUICKSLOT_TEXTURE , nil , { name = EMPTY_QUICKSLOT_STRING , slot = i } )
end
end
end
end
end
local slotIndex = selectedData . slot + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
end
end
end
end
end
end
--Global XML Handlers
-----------------------
end |