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ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION = 1
ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION = 2
ZO_GAMEPAD_MARKET_PAGE_NO_DIRECTION = 3 -- No movement, only fading
ZO_GAMEPAD_MARKET_GRID_INITIAL_X_OFFSET = 22
ZO_GAMEPAD_MARKET_GRID_INITIAL_Y_OFFSET = 62
local SCROLL_BOTTOM_PADDING = 50
local NUM_VISIBLE_ROWS = 2
local MIN_SCROLL_POSITION = 0
local MIN_SCROLL_VALUE = 0
local MAX_SCROLL_VALUE = 100
ZO_GAMEPAD_MARKET_BUNDLE_PRODUCTS_PER_ROW = 2
ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCTS_PER_ROW = 3
ZO_GAMEPAD_MARKET_BUNDLE_PRODUCT_PADDING = 5
ZO_GAMEPAD_MARKET_PRODUCT_PADDING = 12
ZO_GAMEPAD_MARKET_PRODUCTS_PER_COLUMN = 2
ZO_GAMEPAD_MARKET_PRODUCTS_PER_COLUMN_MINUS_ONE = ZO_GAMEPAD_MARKET_PRODUCTS_PER_COLUMN - 1
local INDIVIDUAL_PRODUCT_HALF_HEIGHT = ZO_GAMEPAD_MARKET_INDIVIDUAL_PRODUCT_HEIGHT / 2
local HIGHLIGHT_BOUNDARY_PADDING = 10
local FOCUS_MOVEMENT_TYPES =
{
MOVE_NEXT = 1 ,
MOVE_PREVIOUS = 2 ,
}
--[[
Gamepad Grid Focus
Similar to ZO_GamepadFocus but supports two dimensional layouts.
Entries must be added left -> right, top -> bottom, row by row
--]]
end
function GamepadGridFocus : Initialize ( control , gridWidth , gridHeight , leftBoundCallBack , rightBoundCallBack , topBoundCallBack , bottomBoundCallBack )
self . gridWidth = gridWidth
self . gridHeight = gridHeight
self . cooldown = 0
end
self . horizontalMovementController = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
end
return self . index
end
do
local LUA_TABLE_OFFSET = 1
local MOVE_DIRECTION_TABLE =
{
[ MOVEMENT_CONTROLLER_NO_CHANGE ] = 0 ,
[ MOVEMENT_CONTROLLER_MOVE_NEXT ] = 1 ,
[ MOVEMENT_CONTROLLER_MOVE_PREVIOUS ] = - 1
}
-- Used to map x/y movement to sound direction for sounds: TOPLEFT, TOP, TOPRIGHT // LEFT, MIDDLE, RIGHT // BOTTOMLEFT, BOTTOM, BOTTOMRIGHT
local DIR_SOUND_MAP =
{
[ - 1 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 0 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS } ,
[ 0 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_PREVIOUS , [ 0 ] = nil , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT } ,
[ 1 ] = { [ - 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT , [ 0 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT , [ 1 ] = FOCUS_MOVEMENT_TYPES . MOVE_NEXT } ,
}
if self . index then
local moveX , moveY = self . horizontalMovementController : CheckMovement ( ) , self . verticalMovementController : CheckMovement ( )
if moveX ~= MOVEMENT_CONTROLLER_NO_CHANGE or moveY ~= MOVEMENT_CONTROLLER_NO_CHANGE then
local dx , dy = MOVE_DIRECTION_TABLE [ moveX ] , MOVE_DIRECTION_TABLE [ moveY ]
if gridX < 1 then
end
elseif gridX > self . gridWidth then
end
elseif gridY < 1 then
end
elseif gridY > self . gridHeight then
end
else
local newIndex = self . index + dx + ( dy * self . gridWidth ) -- interleaved index
if selectedData then
end
end
end
end
end
self . gridWidth = gridWidth
self . gridHeight = gridHeight
end
return self . gridWidth
end
return self . gridHeight
end
return self . gridWidth , self . gridHeight
end
local index = self . active and self . index or self . savedIndex
end
local index = self . active and self . index or self . savedIndex
return LUA_TABLE_OFFSET + zo_mod ( zo_floor ( ( index - LUA_TABLE_OFFSET ) / self . gridWidth ) , self . gridHeight )
end
end
local newIndex = zo_min ( gridX + ( ( gridY - LUA_TABLE_OFFSET ) * self . gridWidth ) , # self . data ) -- interleaved index
if selectedData then
end
end
end
--
--[[ Gamepad Market Page Fragment ]] --
--
end
do
local PAGE_IN_ANIMATION = "ZO_GamepadMarket_GridScreen_PageInSceneAnimation"
local PAGE_OUT_ANIMATION = "ZO_GamepadMarket_GridScreen_PageOutSceneAnimation"
local FADE_ANIMATION = "FadeSceneAnimation"
local FORWARD = true
local BACKWARD = false
ZO_ConveyorSceneFragment . Initialize ( self , control , alwaysAnimate , PAGE_IN_ANIMATION , PAGE_OUT_ANIMATION )
self . direction = ZO_GAMEPAD_MARKET_PAGE_RIGHT_DIRECTION
end
return { PAGE_IN_ANIMATION , PAGE_OUT_ANIMATION }
end
if self . direction ~= ZO_GAMEPAD_MARKET_PAGE_NO_DIRECTION then
end
end
if self . direction == ZO_GAMEPAD_MARKET_PAGE_NO_DIRECTION then
return FADE_ANIMATION , FORWARD
elseif self . direction == ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION then
return PAGE_IN_ANIMATION , FORWARD
else
return PAGE_OUT_ANIMATION , BACKWARD
end
else
if self . direction == ZO_GAMEPAD_MARKET_PAGE_NO_DIRECTION then
return FADE_ANIMATION , BACKWARD
elseif self . direction == ZO_GAMEPAD_MARKET_PAGE_LEFT_DIRECTION then
return PAGE_OUT_ANIMATION , FORWARD
else
return PAGE_IN_ANIMATION , BACKWARD
end
end
end
if isValid then
local middleX = offsetX
local startX , endX = middleX , middleX
if animationTemplate == PAGE_IN_ANIMATION then
startX = middleX + controlWidth
elseif animationTemplate == PAGE_OUT_ANIMATION then
endX = middleX - controlWidth
end
return startX , endX
end
return 0 , 0
end
end
return GAMEPAD_NAV_QUADRANT_1_2_3_BACKGROUND_FRAGMENT
end
self . direction = direction
end
--
--[[ Gamepad Market TabBar ScrollList ]] --
--
-- infinite scrolling header tabbar for the b2p market
end
do
end
ZO_GamepadMenuHeaderTemplate_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
if selected then
else
end
end
return buttonIcon
end
end
end
local NUM_VISIBLE_CATEGORIES = 5
local OFFSET_BETWEEN_ENTRIES = 100
self . leftIcon = CreateButtonIcon ( "$(parent)LeftArrow" , self . control , KEY_GAMEPAD_LEFT_SHOULDER , LEFT )
self . rightIcon = CreateButtonIcon ( "$(parent)RightArrow" , self . control , KEY_GAMEPAD_RIGHT_SHOULDER , RIGHT )
ZO_HorizontalScrollList . Initialize ( self , control , "ZO_GamepadMarket_TabBarEntryTemplate" , NUM_VISIBLE_CATEGORIES , TabBar_Setup , MenuEntryTemplateEquality )
end
end
end
end
self . keybindStripDescriptors =
{
{
keybind = "UI_SHORTCUT_LEFT_SHOULDER" ,
ethereal = true ,
end ,
} ,
{
keybind = "UI_SHORTCUT_RIGHT_SHOULDER" ,
ethereal = true ,
end ,
} ,
}
end
--
--[[ Gamepad Market Grid Screen ]] --
--
function ZO_GamepadMarket_GridScreen : Initialize ( control , gridWidth , gridHeight , initialTabBarEntries )
self . productName = controlName .. ZO_GAMEPAD_MARKET_PRODUCT_TEMPLATE
self . blankProductName = controlName .. ZO_GAMEPAD_MARKET_BLANK_TILE_TEMPLATE
self . scrollbar : SetHandler ( "OnUpdate" , function ( _ , timeSecs ) self : OnScrollBarDimAlphaUpdate ( timeSecs ) end )
self . currentCategoryControl = self . contentContainer . scrollChild -- Used for product parenting, may be updated by subclass
self . lastAlphaUpdateTime = 0
self . showScrollbar = false
self . selectingItem = false
self . lastGridY = 1
self . gridScrollYPosition = 1
self . previewProducts = { }
self . header = self . headerContainer . header
self . previewKeybindStripDesciptor =
{
alignment = KEYBIND_STRIP_ALIGN_CENTER ,
{
keybind = "UI_SHORTCUT_LEFT_TRIGGER" ,
end ,
} ,
{
keybind = "UI_SHORTCUT_RIGHT_TRIGGER" ,
end ,
} ,
}
end
-- calculate offset needed to scroll grid entries to the absolute screen center instead of the relative container center
local absoluteContentCenterY = contentOffsetY + relativeContentCenterY
self . scrollToCenterOffsetY = relativeContentCenterY - ( absoluteContentCenterY - screenCenterY )
end
if not self . selectingItem then
self . selectingItem = true
end
end
if self . selectingItem then
self . selectingItem = false
end
end
end
end
function ZO_GamepadMarket_GridScreen : PrepareGridForBuild ( itemsPerRow , itemsPerColumn , itemWidth , itemHeight , itemPadding )
self . totalItems = 0
self . itemsPerRow = itemsPerRow
self . itemsPerColumn = itemsPerColumn
self . itemWidth = itemWidth
self . itemHeight = itemHeight
self . itemPadding = itemPadding
self . gridYPaddingOffset = ZO_GAMEPAD_MARKET_GRID_INITIAL_Y_OFFSET
self . gridYHeight = 0
end
self . totalItems = 0
self . itemsPerRow = 0
self . itemsPerColumn = 0
self . itemWidth = 0
self . itemHeight = 0
self . itemPadding = 0
self . gridYPaddingOffset = ZO_GAMEPAD_MARKET_GRID_INITIAL_Y_OFFSET
self . gridYHeight = 0
end
local row , col , _ , gridYHeight = ZO_Anchor_BoxLayout ( self . currentItemAnchor , control , self . totalItems , self . itemsPerRow , self . itemPadding , self . itemPadding , self . itemWidth , self . itemHeight , ZO_GAMEPAD_MARKET_GRID_INITIAL_X_OFFSET , self . gridYPaddingOffset )
self . gridYHeight = gridYHeight
self . totalItems = self . totalItems + 1
focusData . gridY = row + 1
focusData . gridX = col + 1
focusData . centerScrollHeight = gridYHeight + INDIVIDUAL_PRODUCT_HALF_HEIGHT
self . itemsPerColumn = row + 1
end
end
end
local currentItemRowIndex = self . totalItems % self . itemsPerRow
if currentItemRowIndex > 0 then
for i = currentItemRowIndex , self . itemsPerRow - 1 do
end
end
end
do
local USE_FADE_GRADIENT = true
local UPDATE_THUMB = true
local SLIDER_MIN_VALUE = 0
self . lastGridY = 1
self . gridScrollYPosition = 1
self . contentContainer . scrollChild : SetHeight ( self . gridYHeight + INDIVIDUAL_PRODUCT_HALF_HEIGHT + ( ZO_GAMEPAD_MARKET_PRODUCT_PADDING * 2 ) + ( self . contentContainer : GetHeight ( ) / 2 ) )
self . contentContainer . scrollValue = SLIDER_MIN_VALUE
self . showScrollbar = self . itemsPerColumn > NUM_VISIBLE_ROWS
end
end
local header = self . header
self . headerData =
{
tabBarEntries = initialTabBarEntries
}
end
if self . isInitialized then
local headerData = self . headerData
if headerData then
local tabBar = self . header . tabBar
local tabBarEntries = headerData . tabBarEntries
if tabBarEntries then
end
end
end
end
end
self . isPreviewing = true
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_SHOWN then
--Preventing an out of order issue with the begin preview mode
elseif newState == SCENE_HIDDEN then
end
end
end
end
return # self . previewProducts > 1
end
return self . previewProducts [ self . previewIndex ]
end
end
-- Supports wrapping around the preview list
self . previewIndex = self . previewIndex - 1
if self . previewIndex < 1 then
self . previewIndex = # self . previewProducts - self . previewIndex
end
end
-- Supports wrapping around the preview list
self . previewIndex = self . previewIndex + 1
if self . previewIndex > # self . previewProducts then
self . previewIndex = self . previewIndex - # self . previewProducts
end
end
end
end
if self . isPreviewing then
if marketProduct ~= self . selectedMarketProduct then
if self . showScrollbar then
-- If the selection has changed instantly scroll to the new position before the scene is visible
self . lastGridY = gridY
local SCROLL_INSTANTLY = true
end
end
end
end
self . isPreviewing = false
self . previewIndex = nil
end
self . isInitialized = true -- May be overriden
end
return ZO_GamepadMarketBlankProduct : New ( objectPool : GetNextControlId ( ) , self . currentCategoryControl , self , self . blankProductName )
end
end
end
return ZO_GamepadMarketProduct : New ( objectPool : GetNextControlId ( ) , self . currentCategoryControl , self , self . productName )
end
end
end
end
end
end
end
end
function ZO_GamepadMarket_GridScreen : UpdatePreviousAndNewlySelectedProducts ( previousSelectedProduct , newlySelectedProduct )
if previousSelectedProduct and previousSelectedProduct ~= newlySelectedProduct then
end
if newlySelectedProduct then
end
end
if self . control : IsHidden ( ) or scrollInstantly then -- Play animation instantly if the market control is hidden
else
end
end
local scrollPosition = entryData . gridY == 1 and 0 or ( entryData . centerScrollHeight - self . scrollToCenterOffsetY )
end
local scrollPosition = ( self . gridScrollYPosition - 1 ) * ( self . itemHeight + self . itemPadding )
end
do
local DIM_ALPHA_TIME_OUT = 1.25 -- This is in seconds as OnUpdate passes seconds for the time argument
local PROGRESS_COMPLETE = 1
local DIM_ALPHA = 0.5
local scrollbar = self . scrollbar
local timeline = scrollbar . timeline
if self . showScrollbar and ( timeSeconds - self . lastAlphaUpdateTime ) > DIM_ALPHA_TIME_OUT and timeline : GetFullProgress ( ) == PROGRESS_COMPLETE and scrollbar : GetAlpha ( ) ~= DIM_ALPHA then
self . lastAlphaUpdateTime = timeSeconds
end
end
end
local scrollbar = self . scrollbar
end
if selectedData and self . showScrollbar then
end
end
self . queuedTutorial = queuedTutorial
end
end
return self . queuedTutorial ~= nil
end
if self . queuedTutorial then
self . queuedTutorial = nil
end
end
-- may be overridden
end |