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end
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , nil , CADWELLS_ALMANAC_GAMEPAD_SCENE )
self . headerData = {
}
end
self . entryHeaderData = {
}
end
-- NOTE: self:Update() will implicitly call self:RefreshEntryHeaderDescriptionAndObjectives() when it rebuilds the list,
-- as such, there is no need to refresh the details directly here, which simplifies the logic.
end
end
self . control : RegisterForEvent ( EVENT_CADWELL_PROGRESSION_LEVEL_CHANGED , OnCadwellProgressionLevelChanged )
end
self . keybindStripDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Back
}
end
end
end
for progressionLevel = CADWELL_PROGRESSION_LEVEL_SILVER , CADWELL_PROGRESSION_LEVEL_GOLD do
break
end
local zones = { }
local numCompletedObjectives = 0
if completed then
numCompletedObjectives = numCompletedObjectives + 1
end
end
table . insert ( zones , { progressionLevel = progressionLevel , name = zoneName , description = zoneDescription , order = zoneOrder , numObjectives = numObjectives , numCompletedObjectives = numCompletedObjectives , index = zoneIndex } )
end
for zoneIndex = 1 , # zones do
local zoneInfo = zones [ zoneIndex ]
entryData . zoneInfo = zoneInfo
local template
if zoneIndex == 1 then
-- TODO: Do they want the icons in here somehow?
--local down, up, over = GetIconsForCadwellProgressionLevel(progressionLevel)
template = "ZO_GamepadMenuEntryTemplateWithHeader"
else
template = "ZO_GamepadMenuEntryTemplate"
end
end
end
end
end
if not targetData then
return
end
local zoneInfo = targetData . zoneInfo
local progressionLevel = zoneInfo . progressionLevel
local zoneIndex = zoneInfo . index
local numObjectives = zoneInfo . numObjectives
local numCompletedObjectives = zoneInfo . numCompletedObjectives
end
end |