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ZO_SortHeaderGroup . HEADER_CLICKED = "HeaderClicked"
ZO_SortHeaderGroup . SUPPRESS_CALLBACKS = true
local SORT_ARROW_UP = "EsoUI/Art/Miscellaneous/list_sortUp.dds"
local SORT_ARROW_DOWN = "EsoUI/Art/Miscellaneous/list_sortDown.dds"
local SORT_ARROW_OFFSET_X = 2
group . headerContainer = headerContainer
group . selectedSortHeader = nil
group . sortDirection = ZO_SORT_ORDER_DOWN
group . sortHeaders = { }
group . showArrows = showArrows or false
if ( group . showArrows ) then
group . arrowTexture = CreateControlFromVirtual ( headerContainer : GetName ( ) .. "Arrow" , headerContainer , "ZO_SortHeaderArrow" )
end
-- Default Colors
return group
end
-- Header containers may have other elements like backgrounds/textures.
-- Only add controls that have a sort key on them.
if ( header . key ) then
header . sortHeaderGroup = self
end
end
local headerContainer = self . headerContainer
end
end
self . selectedColor = selected
self . normalColor = normal
self . highlightColor = highlight
self . disabledColor = disabled
end
local sortArrowAlignments =
{
[ TEXT_ALIGN_LEFT ] = function ( arrow , header , textWidth )
end ,
[ TEXT_ALIGN_RIGHT ] = function ( arrow , header , textWidth )
end ,
[ TEXT_ALIGN_CENTER ] = function ( arrow , header , textWidth )
end ,
}
if ( sortOrder == ZO_SORT_ORDER_UP ) then
else
end
end
end
end
if ( sortOrder == ZO_SORT_ORDER_UP ) then
else
end
end
end
end
header . selected = true
self . selectedSortHeader = header
if header . isIconHeader then
if self . showArrows then
if header . usesArrow then
else
end
end
else
if self . showArrows then
end
end
end
local oldSelectedHeader = self . selectedSortHeader
if ( oldSelectedHeader ) then
if ( oldSelectedHeader . isIconHeader ) then
if ( not oldSelectedHeader . usesArrow ) then
end
else
end
oldSelectedHeader . selected = nil
self . selectedSortHeader = nil
end
end
return self . selectedSortHeader == header
end
local resetSortDir = false
resetSortDir = true
end
if resetSortDir then
self . sortDirection = header . initialDirection
else
self . sortDirection = not self . sortDirection
end
if ( not suppressCallbacks ) then
end
end
end
if ( header . key == key ) then
return header
end
end
end
if ( header ) then
end
end
if ( header ) then
end
end
if header then
header . key = newKey
if newText then
end
if selectNewKey or self . selectedSortHeader == header then
end
end
end
-- selects the sort header for the key passed in and will use the initial sort direction for that key instead
-- of toggling the current sort direction
if header then
local DONT_SUPPRESS_CALLBACKS = false
local FORCE_RESELECT = true
end
end
-- Sets the headers in keyList to whatever the value of "hidden" is, sets the rest to "not hidden"
-- keyList is indexed by key.
local hideHeader = keyList [ header . key ] and hidden
end
end
if ( header ) then
end
end
function ZO_SortHeader_Initialize ( control , name , key , initialDirection , alignment , font , highlightTemplate )
if ( font ) then
end
end
function ZO_SortHeader_InitializeIconHeader ( control , icon , sortUpIcon , sortDownIcon , mouseoverIcon , key , initialDirection )
end
function ZO_SortHeader_InitializeIconWithArrowHeader ( control , icon , mouseoverIcon , arrowOffset , key , initialDirection )
end
ZO_SortHeader_InitializeIconHeader ( control , "EsoUI/Art/Miscellaneous/list_sortHeader_icon_neutral.dds" ,
"EsoUI/Art/Miscellaneous/list_sortHeader_icon_sortUp.dds" ,
"EsoUI/Art/Miscellaneous/list_sortHeader_icon_sortDown.dds" ,
"EsoUI/Art/Miscellaneous/list_sortHeader_icon_over.dds" , key , initialDirection )
end
end
else
if ( isGroupEnabled ) then
if ( mouseIsOver ) then
else
end
end
end
if ( mouseIsOver ) then
InitializeTooltip ( InformationTooltip , control , control . tooltipPoint , control . tooltipOffsetX , control . tooltipOffsetY )
else
end
end
end
end
end
end
end
end
end
end
if controlTemplate then
local highlight = CreateControlFromVirtual ( "$(parent)Scroll" , control , controlTemplate , animationFieldName )
control [ animationFieldName ] = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ShowOnMouseOverLabelAnimation" , highlight )
end
end
end
end
end
end
end
end
end
else
end
end
if not self . highlightTemplate then
self . highlightTemplate = highlightTemplate
end
end
else
end
end
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
if self . selectedIndex then
local previousSelectedControl = self . sortHeaders [ self . selectedIndex ]
end
if not selectedIndex then
return
end
if # self . sortHeaders <= 0 then
return
end
local selectedControl = self . sortHeaders [ selectedIndex ]
self . selectedIndex = selectedIndex
end
if self . selectedSortHeader then
if header == self . selectedSortHeader then
break
end
end
end
end
do
local CHECK_FORWARD = 1
local CHECK_BACKWARD = - 1
--On Gamepad, we need to check for and ignore hidden headers
local checkIndex = self . selectedIndex
local activeHeaderFound = false
while not activeHeaderFound do
checkIndex = checkIndex + checkDirection
local checkControl = self . sortHeaders [ checkIndex ]
if checkControl then
else
break
end
end
return activeHeaderFound and checkIndex or self . selectedIndex
end
end
end
end
end
return self . selectedSortHeader and self . selectedSortHeader . key
end
return self . sortDirection
end
if not self . selectedIndex then return end
local selectedControl = self . sortHeaders [ self . selectedIndex ]
end |