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local FLOW_UNINITIALIZED = 0
local FLOW_WARNING = 1
local FLOW_CONFIRMATION = 2
local FLOW_PURCHASING = 3
local FLOW_SUCCESS = 4
local FLOW_FAILED = 5
local DIALOG_FLOW =
{
[ FLOW_WARNING ] = "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_CONTINUE" ,
[ FLOW_CONFIRMATION ] = "GAMEPAD_MARKET_PURCHASE_CONFIRMATION" ,
[ FLOW_PURCHASING ] = "GAMEPAD_MARKET_PURCHASING" ,
[ FLOW_SUCCESS ] = "GAMEPAD_MARKET_PURCHASE_SUCCESS" ,
[ FLOW_FAILED ] = "GAMEPAD_MARKET_PURCHASE_FAILED" ,
}
ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS =
{
showTooltips = false ,
useShortFormat = false ,
font = "ZoFontGamepadHeaderDataValue" ,
iconSide = RIGHT ,
iconSize = 28 ,
isGamepad = true ,
}
ZO_GAMEPAD_MARKET_PURCHASE_SCENE_NAME = "gamepad_market_purchase"
local g_buyCrownsData
local g_buyCrownsTextParams
return {
ZO_CurrencyControl_SetSimpleCurrency ( control , ZO_Currency_MarketCurrencyToUICurrency ( marketCurrencyType ) , GetPlayerMarketCurrency ( marketCurrencyType ) , ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS )
return true
end ,
}
end
return {
ZO_CurrencyControl_SetSimpleCurrency ( control , ZO_Currency_MarketCurrencyToUICurrency ( marketCurrencyType ) , cost , ZO_GAMEPAD_MARKET_CURRENCY_OPTIONS )
return true
end ,
}
end
return manager
end
if newState == SCENE_SHOWN then
local queuedDialogInfo = self . queuedDialogInfo
if queuedDialogInfo then
ZO_Dialogs_ShowGamepadDialog ( queuedDialogInfo . dialogName , queuedDialogInfo . dialogData , queuedDialogInfo . dialogParams )
end
end
end )
end
local IS_NO_CHOICE = true
end
end
end
local defaultMarketBackButton =
{
keybind = "DIALOG_NEGATIVE"
}
local insufficientFundsButtons = { }
local buyCrownsButtons = { }
local buyPlusButtons = { }
local consoleStoreName
local buyCrownsMainText
local buyPlusMainText
if uiPlatform == UI_PLATFORM_PS4 then
elseif uiPlatform == UI_PLATFORM_XBOX then
else -- PC Gamepad insufficient crowns and buy crowns dialog data
local openURLButton =
{
end ,
}
insufficientFundsButtons [ 1 ] = openURLButton
buyCrownsButtons [ 1 ] = openURLButton
buyCrownsMainText = SI_CONFIRM_OPEN_URL_TEXT
g_buyCrownsData = ZO_BUY_CROWNS_URL_TYPE
g_buyCrownsTextParams = ZO_BUY_CROWNS_FRONT_FACING_ADDRESS
buyPlusMainText = nil --no plans for this currently
end
if consoleStoreName then -- PS4/XBox insufficient crowns and buy crowns dialog data
buyCrownsMainText = SI_GAMEPAD_MARKET_BUY_CROWNS_TEXT_LABEL
g_buyCrownsTextParams = { mainTextParams = { ZO_PrefixIconNameFormatter ( "crowns" , GetString ( SI_CURRENCY_CROWN ) ) , consoleStoreName } }
end
insufficientFundsButtons [ 1 ] =
{
}
buyCrownsButtons [ 1 ] =
{
}
end
buyPlusMainText = SI_GAMEPAD_MARKET_BUY_PLUS_TEXT_CONSOLE
{
} )
end
insufficientFundsButtons [ 2 ] = defaultMarketBackButton
buyCrownsButtons [ 2 ] = defaultMarketBackButton
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_CONTINUE" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
[ 1 ] =
{
} ,
[ 2 ] =
{
} ,
} ,
if not self . doMoveToNextFlowPosition then
end
end
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_PURCHASE_CROWNS" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons = insufficientFundsButtons ,
end ,
}
ESO_Dialogs [ "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_EXIT" ] =
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons = { defaultMarketBackButton } ,
end ,
end ,
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . STATIC_LIST ,
} ,
title =
{
} ,
canQueue = true ,
itemInfo = { } , --we'll generate the entries on setup
buttons =
{
{
keybind = "DIALOG_NEGATIVE" ,
end ,
} ,
{
keybind = "DIALOG_SECONDARY" ,
self . doMoveToNextFlowPosition = true
end ,
} ,
} ,
mustChoose = true ,
end ,
} )
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons = buyCrownsButtons
} )
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons = buyPlusButtons
} )
self . result = result
if tutorialTrigger ~= TUTORIAL_TRIGGER_NONE then
self . triggerTutorialOnPurchase = tutorialTrigger
end
end
local LOADING_DELAY = 500 -- delay is in milliseconds
local result = self . result
local hasResult = result ~= nil
if hasResult then
if result == MARKET_PURCHASE_RESULT_SUCCESS then
if useProductInfo then
self . purchaseResultText = zo_strformat ( useProductInfo . transactionCompleteText , self . itemName , self . stackCount )
else
if self . stackCount > 1 then
self . purchaseResultText = zo_strformat ( SI_MARKET_PURCHASE_SUCCESS_TEXT_WITH_QUANTITY , self . itemName , self . stackCount )
else
self . purchaseResultText = zo_strformat ( SI_MARKET_PURCHASE_SUCCESS_TEXT_WITH_COLLECTIBLE , self . itemName )
else
end
end
end
else
self . purchaseFailed = true
end
self . doMoveToNextFlowPosition = true
end , LOADING_DELAY ) -- prevent jarring transition
end
end
EVENT_MANAGER : RegisterForEvent ( "GAMEPAD_MARKET_PURCHASING" , EVENT_MARKET_PURCHASE_RESULT , function ( eventId , ... ) OnMarketPurchaseResult ( data , ... ) end )
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . COOLDOWN ,
} ,
title =
{
} ,
{
} ,
loading =
{
if self . stackCount > 1 then
else
end
end ,
} ,
canQueue = true ,
mustChoose = true ,
} )
{
end
local displayData =
{
}
end ,
end ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
return self . purchaseResultText
end
} ,
buttons =
{
{
keybind = "DIALOG_NEGATIVE" ,
if self . purchaseFromIngame then
else
end
end ,
} ,
{
keybind = "DIALOG_TERTIARY" ,
end ,
if self . result and self . result == MARKET_PURCHASE_RESULT_SUCCESS then
if useProductInfo then
else
return false
end
else
return false
end
end ,
end ,
local marketProductId = self . marketProductId
-- since we are trying to logout/go to another scene we don't want to trigger any of the scene changes
-- or try to show tutorials, however we want to clean up after ourselves
-- in case we don't actually logout
end ,
} ,
} ,
canQueue = true ,
mustChoose = true ,
} )
{
local displayData =
{
}
end ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
return self . purchaseFailedText
end
} ,
buttons = { defaultMarketBackButton } ,
canQueue = true ,
mustChoose = true ,
} )
end
do
local ATTACHMENT_TYPE_ITEM = 1
local ATTACHMENT_TYPE_COLLECTIBLE = 2
local ATTACHMENT_TYPE_INSTANT_UNLOCK = 3
local BULLET_ICON = "EsoUI/Art/Miscellaneous/Gamepad/gp_bullet.dds"
local BULLET_ICON_SIZE = 32
local LABEL_FONT = "ZoFontGamepadCondensed42"
local formattedName
if stackCount > 1 then
else
end
local entryTable = {
icon = BULLET_ICON ,
iconColor = ZO_NORMAL_TEXT ,
iconSize = BULLET_ICON_SIZE ,
label = formattedName ,
labelFont = LABEL_FONT ,
}
return entryTable
end
local marketProduct = self . marketProduct
local marketProductId = self . marketProductId
self . stackCount = 0
if not isBundle then
dialog . listHeader = nil
else
end
self . itemName = colorizedName
local currencyType , cost , hasDiscount , costAfterDiscount , discountPercent = GetMarketProductPricingByPresentation ( self . marketProductId )
local finalCost = cost
if hasDiscount then
finalCost = costAfterDiscount
end
self . productCostCurrencyType = currencyType
self . productCost = finalCost
local itemInfo = dialog . info . itemInfo
if isBundle then
for childIndex = 1 , numChildren do
end
end
else
end
local displayData =
{
}
end
end
do
if usedSlots == totalSlots then
end
return capacityString
end
local inventoryFullData = {
data1 =
{
} ,
}
-- onPurchaseSuccessCallback is only called on a successful transfer, onPurchaseEndCallback is called on transaction success, failure, and decline
-- onPurchaseEndCallback passes a bool value for whether the confirmation scene was reached (true) or not (false)
function ZO_GamepadMarketPurchaseManager : BeginPurchase ( marketProductId , presentationIndex , isPurchaseFromIngame , onPurchaseSuccessCallback , onPurchaseEndCallback )
self . marketProductId = marketProductId
self . presentationIndex = presentationIndex
self . purchaseFromIngame = isPurchaseFromIngame
local hasErrors , dialogParams , promptBuyCrowns , allowContinue = ZO_MARKET_SINGLETON : GetMarketProductPurchaseErrorInfo ( marketProductId , presentationIndex )
if promptBuyCrowns then
if not isPurchaseFromIngame then
ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_PURCHASE_CROWNS" , ZO_BUY_CROWNS_URL_TYPE , dialogParams )
else
self : PushPurchaseSceneAndShowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_PURCHASE_CROWNS" , ZO_BUY_CROWNS_URL_TYPE , dialogParams )
end
elseif not allowContinue then
if not isPurchaseFromIngame then
else
self : PushPurchaseSceneAndShowDialog ( "GAMEPAD_MARKET_CROWN_STORE_PURCHASE_ERROR_EXIT" , nil , dialogParams )
end
elseif hasErrors then
else
end
end
end
local reachedConfirmationScene = self . flowPosition >= FLOW_CONFIRMATION
local consumablePurchaseSuccessful = self . hasItems and self . flowPosition == FLOW_SUCCESS
self . onPurchaseEndCallback ( reachedConfirmationScene , consumablePurchaseSuccessful , self . triggerTutorialOnPurchase )
end
-- Hiding the purchase scene after a no choice dialog exit results in the start button no longer working
-- Normally we only hide the purchase scene if we got to the confirmation flow where we push the scene
-- but purchases from ingame will push the purchase scene early to avoid keybind conflicts
if ( reachedConfirmationScene or self . purchaseFromIngame ) and ( not isNoChoice ) then
end
end
-- if we purchased from ingame, then we pushed the purchase scene to avoid keybind conflicts
if self . purchaseFromIngame then
end
end
self . result = nil
self . loadingDelayTime = nil
self . purchaseResultText = nil
self . purchaseFailedText = nil
self . purchaseFailed = false
self . marketProductId = nil
self . presentationIndex = nil
self . hasItems = false
self . triggerTutorialOnPurchase = nil
self . flowPosition = FLOW_UNINITIALIZED
self . doMoveToNextFlowPosition = false
self . queuedDialogInfo = { }
end
self . flowPosition = position
local dialogName = DIALOG_FLOW [ position ]
local dialogData = nil
local dialogParams = dialogParams
if position == FLOW_UNLOCKED then
end
-- Confirmation flow always pushes the purchase scene
if pushPurchaseScene or position == FLOW_CONFIRMATION then
else
end
end
function ZO_GamepadMarketPurchaseManager : PushPurchaseSceneAndShowDialog ( dialogName , dialogData , dialogParams )
self . queuedDialogInfo = {
dialogName = dialogName ,
dialogData = dialogData ,
dialogParams = dialogParams ,
}
end
do
local FLOW_MAPPING =
{
[ FLOW_WARNING ] = FLOW_CONFIRMATION ,
[ FLOW_CONFIRMATION ] = FLOW_PURCHASING ,
[ FLOW_PURCHASING ] = FLOW_SUCCESS ,
}
if self . purchaseFailed then
elseif self . doMoveToNextFlowPosition then
local nextPosition = FLOW_MAPPING [ self . flowPosition ] or self . flowPosition + 1
self . doMoveToNextFlowPosition = false
end
end
end
self . purchaseFromIngame = isFromIngame
if isFromIngame then
self : PushPurchaseSceneAndShowDialog ( "GAMEPAD_MARKET_BUY_CROWNS" , g_buyCrownsData , g_buyCrownsTextParams )
else
end
end
if uiPlatform == UI_PLATFORM_PC then
ZO_Dialogs_ShowGamepadDialog ( "CONFIRM_OPEN_URL_BY_TYPE" , ZO_BUY_SUBSCRIPTION_URL_TYPE , ZO_BUY_SUBSCRIPTION_FRONT_FACING_ADDRESS )
else
end
end |