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local SUMMARY_CATEGORY_BAR_HEIGHT = 16
local SUMMARY_CATEGORY_PADDING = 50
local SUMMARY_STATUS_BAR_WIDTH = 240
local ACHIEVEMENT_PADDING = 0
local ACHIEVEMENT_ICON_STYLE_PADDING = 20
local ACHIEVEMENT_WIDTH = 550
local ACHIEVEMENT_COLLAPSED_HEIGHT = 88
local ACHIEVEMENT_DESC_COLLAPSED_HEIGHT = 45
local ACHIEVEMENT_DESC_WIDTH = 380
local ACHIEVEMENT_INITIAL_CRITERIA_OFFSET = 10
local ACHIEVEMENT_LINE_PADDING = 5
local ACHIEVEMENT_LINE_PADDING_VERTICAL = 8
local ACHIEVEMENT_CRITERIA_PADDING = 10
local ACHIEVEMENT_REWARD_PADDING = 5
local ACHIEVEMENT_LINE_THUMB_WIDTH = 45
local ACHIEVEMENT_LINE_THUMB_HEIGHT = 68
local ACHIEVEMENT_STATUS_BAR_WIDTH = 345
local ACHIEVEMENT_STATUS_BAR_HEIGHT = 20
local ACHIEVEMENT_REWARD_LABEL_WIDTH = 230
local ACHIEVEMENT_REWARD_LABEL_HEIGHT = 20
local ACHIEVEMENT_REWARD_ICON_HEIGHT = 45
local ACHIEVEMENT_DATE_LABEL_EXPECTED_WIDTH = 60
local NUM_RECENT_ACHIEVEMENTS_TO_SHOW = 6
local SAVE_EXPANDED = true
local PREFIX_LABEL = 1
local HEADER_LABEL = 2
local FORCE_HIDE_PROGRESS_TEXT = true
ZO_ACHIEVEMENT_DISABLED_DESATURATION = 0.5
end
end
end
local lastCompleted = achievementId
while ( achievementId ~= 0 ) do
if ( not completed ) then
return lastCompleted
end
lastCompleted = achievementId
end
return lastCompleted
end
--[[ Achievement ]] --
return achievement
end
function Achievement : Initialize ( control , checkPool , statusBarPool , rewardLabelPool , rewardIconPool , lineThumbPool , dyeSwatchPool )
end
end
end
end
end
end
local name , description , points , icon , completed , date , time = self : GetAchievementInfo ( achievementId )
local highlightColor
if completed then
highlightColor = ZO_DEFAULT_ENABLED_COLOR
else
highlightColor = ZO_ACHIEVEMENT_DISABLED_COLOR
end
end
if completed then
else
end
-- Date strings might overlap the description, so apply dimension constraints after setting the completion date
end
local hasReward , completedReward = self : HasTangibleReward ( ) -- achievements always award points, account for that
if ( hasReward ) then
if ( completedReward ) then
else
end
end
end
do
local numControls = # controls
if numControls > 0 then
local previous
for i = 1 , numControls do
if previous then
else
local totalLineWidth = ( numControls * ( controlWidth + ACHIEVEMENT_LINE_PADDING ) ) - ACHIEVEMENT_LINE_PADDING
local startX = ( ACHIEVEMENT_WIDTH - totalLineWidth ) / 2
end
previous = controls [ i ]
end
yOffset = yOffset + controlHeight + ACHIEVEMENT_LINE_PADDING_VERTICAL
end
return yOffset
end
local numControls = # controls
if numControls > 0 then
if ( useFunctionToGetHeight ) then
end
end
end
return yOffset
end
local numControls = # controls
if numControls > 0 then
local numRewards = 0
else
numRewards = numRewards + 1
local padding = 0
if numRewards > 1 then
padding = ACHIEVEMENT_REWARD_PADDING
end
yOffset = yOffset + padding + controlHeight
end
end
end
yOffset = yOffset + ACHIEVEMENT_REWARD_PADDING
end
return yOffset
end
if ( # controls > 0 ) then
return yOffset + padAmount
end
return yOffset
end
end
return ( # self . lineThumbs + # self . progressBars + # self . checkBoxes + # self . rewardLabels + # self . rewardIcons + # self . dyeSwatches ) > 0
end
local yOffset = self . description : GetBottom ( ) - controlTop -- always try to start right after the bottom of the description
-- If you have other things in the expanded view, pad out a little after the description
yOffset = yOffset + ACHIEVEMENT_INITIAL_CRITERIA_OFFSET
else
-- If you don't have anything else to show, at least show the full description, but if the full description
-- fits in the collapsed view, don't expand the window at all.
end
yOffset = LayoutCriteriaSection ( self . progressBars , yOffset , self . control , ACHIEVEMENT_STATUS_BAR_HEIGHT )
yOffset = LayoutLineSection ( self . lineThumbs , yOffset , self . control , ACHIEVEMENT_LINE_THUMB_WIDTH , ACHIEVEMENT_LINE_THUMB_HEIGHT )
if hasRewards then
yOffset = yOffset + 15 -- push down a little from the criteria
yOffset = LayoutRewardSection ( self . rewardLabels , yOffset , self . control , ACHIEVEMENT_REWARD_LABEL_HEIGHT )
yOffset = LayoutRewardSection ( self . rewardIcons , yOffset , self . control , ACHIEVEMENT_REWARD_ICON_HEIGHT )
yOffset = LayoutRewardSection ( self . dyeSwatches , yOffset , self . control , ACHIEVEMENT_REWARD_ICON_HEIGHT )
end
footerPad = hasRewards and footerPad or 0
end
end
bar . key = key
bar . label : SetText ( showBarDescription and zo_strformat ( SI_ACHIEVEMENT_CRITERION_FORMAT , description ) or "" )
ApplyTextColorToLabel ( bar . label , numCompleted == numRequired , ZO_SELECTED_TEXT , ZO_ACHIEVEMENT_DISABLED_COLOR )
bar . additionalVerticalPadding = select ( 2 , bar . label : GetTextDimensions ( ) ) + 4 -- add for for the anchor offset of the label from the bar
bar . progress : SetText ( zo_strformat ( SI_JOURNAL_PROGRESS_BAR_PROGRESS , numCompletedAsString , numRequiredAsString ) )
end
check . key = key
end
iconControl . key = key
iconControl . rewardIndex = rewardIndex
end
label . key = key
if labelType == PREFIX_LABEL then
end
label . prefix = nil
label . isHeader = labelType == HEADER_LABEL
return label
end
title . prefix = titlePrefix
end
dyeSwatch . key = key
dyeSwatch . prefix = dyeNamePrefix
end
collectiblePrefixLabel : SetText ( zo_strformat ( SI_ACHIEVEMENTS_COLLECTIBLE_CATEGORY , collectibleData : GetCategoryTypeDisplayName ( ) ) )
collectibleNameLabel . prefix = collectiblePrefixLabel
end
do
local ORDER_PREFIX = 1
local ORDER_POSTFIX = 2
local function AddAchievementLineThumb ( owner , achievementId , lineThumbPool , lineThumbs , queryFunction , order )
if achievementId == 0 then return end
if ( order == ORDER_PREFIX ) then
AddAchievementLineThumb ( owner , queryFunction ( achievementId ) , lineThumbPool , lineThumbs , queryFunction , order )
end
lineThumb . key = key
lineThumb . achievementId = achievementId
lineThumb . owner = owner
if ( completed ) then
else
end
lineThumbs [ # lineThumbs + 1 ] = lineThumb
if ( order == ORDER_POSTFIX ) then
AddAchievementLineThumb ( owner , queryFunction ( achievementId ) , lineThumbPool , lineThumbs , queryFunction , order )
end
end
local shouldAddSelfAsLine = ( previousInLine ~= 0 ) or ( nextInLine ~= 0 )
AddAchievementLineThumb ( self , previousInLine , lineThumbPool , lineThumbs , GetPreviousAchievementInLine , ORDER_PREFIX )
if ( shouldAddSelfAsLine ) then
end
AddAchievementLineThumb ( self , nextInLine , lineThumbPool , lineThumbs , GetNextAchievementInLine , ORDER_POSTFIX )
end
end
return GetPreviousAchievementInLine ( achievementId ) ~= 0 or GetNextAchievementInLine ( achievementId ) ~= 0
end
if ( numCriteria > 1 ) then return true end
if ( numCriteria == 0 ) then return false end
if ( numRequired == 1 ) then return false end -- This would be the only checkbox, it doesn't count as a visible criteria
return true
end
while prevAchievement ~= 0 do
end
while nextAchievement ~= 0 do
end
return hasReward , hasCompleted
end
return self . description : WasTruncated ( ) or self : WouldHaveVisibleCriteria ( ) or self : HasTangibleReward ( ) or self : WouldShowLines ( )
end
local hasMultipleCriteria = ( numCriteria > 1 )
local showProgressBarDescriptions = hasMultipleCriteria
for i = 1 , numCriteria do
if ( numRequired > 1 ) then
elseif ( hasMultipleCriteria and ( numRequired == 1 ) ) then
end
end
end
-- get item reward
if hasRewardItem then
end
-- get title reward
if hasRewardTitle then
end
-- get dye reward
if hasRewardDye then
end
-- get collectible reward
if hasRewardCollectible then
end
end
if numLineThumbs > 0 then
local achievementId = lineThumb . achievementId
end
else
end
end
end
end
end
else
end
end
else
end
else
end
end
end
local descriptionWidth = ACHIEVEMENT_DESC_WIDTH
if widthModifier ~= 0 then
descriptionWidth = descriptionWidth - widthModifier
end
end
return descriptionWidth
end
end
end
self . description : SetDimensionConstraints ( 0 , 0 , self : CalculateDescriptionWidth ( ) , ACHIEVEMENT_DESC_COLLAPSED_HEIGHT / 2 )
else
self . description : SetDimensionConstraints ( 0 , 0 , self : CalculateDescriptionWidth ( ) , ACHIEVEMENT_DESC_COLLAPSED_HEIGHT )
end
end
end
end
end
do
for i = # controls , 1 , - 1 do
controls [ i ] = nil
end
end
end
end
-- This ensures that we can't have orphans, but it also means that we must do things in the proper order
-- So whenever moving an achievement in the list, you must move the achievement to its new spot BEFORE closing the gap
end
if previous then
else
end
end
end
end
end
end
else
end
end
end
self . highlightAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "AchievementHighlightAnimation_Keyboard" , self . highlight )
end
if ( hidden ) then
else
end
end
end
end
end
AddMenuItem ( GetString ( SI_ITEM_ACTION_LINK_TO_CHAT ) , function ( ) ZO_LinkHandler_InsertLink ( ZO_LinkHandler_CreateChatLink ( GetAchievementLink , self : GetId ( ) ) ) end )
end
end
--[[ Popup Achievement ]] --
return achievement
end
end )
end
--use the data from the link instead
end
local showProgressDescriptions = ( numCriteria > 1 )
for i = 1 , numCriteria do
--overwrite with data from the link
if numRequired > 1 then
elseif numRequired == 1 and showProgressDescriptions then
--We only show basic steps if there's more than one step, otherwise the step is just the achievement
end
end
end
self : RefreshExpandCriteriaFromDataLink ( GetAchievementProgressFromLinkData ( self . achievementId , self . progress ) )
end
--Do nothing, popup achievements don't show their line information
end
end
else
end
end
return hasReward , hasCompleted
end
end
--[[ Icon Achievement ]] --
return iconAchievement
end
end
end
end
if previous then
else
end
end
end
end
end
end
end
end
--[[ Achievements ]] --
return object
end
do
local filterData =
{
SI_ACHIEVEMENT_FILTER_SHOW_ALL ,
SI_ACHIEVEMENT_FILTER_SHOW_EARNED ,
SI_ACHIEVEMENT_FILTER_SHOW_UNEARNED ,
}
if newState == SCENE_SHOWING then
end
end
elseif newState == SCENE_SHOWN then
ZO_Scroll_ScrollControlIntoCentralView ( self . contentList , self . achievementsById [ self . queuedScrollToAchievement ] : GetControl ( ) )
end
end
end )
end
end
end
end
end
if ( open and userRequested ) then
end
end
end
local saveExpanded = reselectingDuringRebuild
end
end
end
end
if left . categoryIndex == right . categoryIndex then
if left . parentData and right . parentData then
return left . parentData . categoryIndex == right . parentData . categoryIndex
elseif not ( left . parentData or right . parentData ) then
return true
end
end
return false
end
local CHILD_INDENT = 60
local CHILD_SPACING = 0
self . categoryTree : AddTemplate ( "ZO_IconHeader" , TreeHeaderSetup_Child , nil , TreeEqualityFunction , CHILD_INDENT , CHILD_SPACING )
self . categoryTree : AddTemplate ( "ZO_IconChildlessHeader" , TreeHeaderSetup_Childless , TreeEntryOnSelected_Childless , TreeEqualityFunction )
self . categoryTree : AddTemplate ( "ZO_TreeLabelSubCategory" , TreeEntrySetup , TreeEntryOnSelected , TreeEqualityFunction )
end
end
end
end
end
end
{
end ,
} )
{
end ,
} )
{
end ,
} )
end
end
end
end
end
end
end
end
end
--Move up to the top of the list
if updatedAchievement then
local categoryIndex , subCategoryIndex , achievementIndex = GetCategoryInfoFromAchievementId ( achievementId )
if oldIndex and achievementIndex == oldIndex then
-- if the old index of the achievement matches our target index,
-- then we should already be in the right position
return
end
-- find the achievement that comes after this one
-- since we may have a filter applied, it might not be the very next one in the category
-- so we'll have to search until we find one that is in self.achievementsById (i.e. currently showing)
local newNext
local nextAchievementIndex = achievementIndex
local nextAchievementId = achievementId
while nextAchievementId ~= 0 do
local nextAchievementIndex = nextAchievementIndex + 1
if nextAchievementId == 0 then
-- It's possible there is no next achievement, so we'll just bail here since we should be at
-- the bottom of the list
break
end
-- see if the next achivement id is in self.achievementsById and therefor being shown
-- if this comes back as nil, then it' sprobably been filtered out
if newNext then
if newNext == updatedAchievement then
-- nextAchievementId could be the next achievement in the same line, so newNext could be
-- the same achievement as updatedAchievement
return
else
break
end
end
end
-- Get the achievement that should come before our updated achievement
-- if we didn't find a newNext then our achievement should be at the end of the list
local newPrevious
if newNext then
else
end
if newPrevious == updatedAchievement then
-- alternatively, the achievement that is the very next one happens to be anchored to
-- updatedAchievement so newPrevious could be the same achievement as updatedAchievement
return
end
--Update anchors
-- first we need to remove the updated achievement from the current chain of achievements
-- clear the linkage between this updated achievement and the previous one
if oldNext then
-- if we have an achievement after the updated achievement then we need
-- to put it beneath the updated achievement's previous achievement, if any
-- this will also clear the linkage from oldNext to updatedAchievement
elseif oldPrevious then
-- if there isn't an achievement after the updated achievement
-- then the updated achievement's previous achievement doesn't have a child achievement now
end
-- insert the updated achievement back into the chain
if newNext then
end
end
end
else
-- Only update if the achievement is in the category you're currently viewing
-- An achievement can only be in one category, and switching categories does a full refresh anyway
if categoryIndex == selectedCategoryIndex and subCategoryIndex == selectedSubCategoryIndex then
-- We might have filtered the achievement list we are viewing, and since an achievement has updated
-- it's possible we need to remove it from the list, so we'll just rebuild the whole list
local dontRebuildContentList = ZO_ShouldShowAchievement ( self . categoryFilter . filterType , achievementId )
if dontRebuildContentList then
-- Must use base here because in a line, all of the remaining achievements get an update,
-- but you only want the lowest one that hasn't been completed
-- e.g.: Ids 1, 2, 3. 1 complete, 2 and 3 in progress. 2 and 3 both get updates.
-- 2 calls ZO_GetNextInProgressAchievementInLine, returns 2 as next in progress (good).
-- 3 calls ZO_GetNextInProgressAchievementInLine, returns 3 as next in progress (bad).
-- 1 (base for 2 AND 3) calls ZO_GetNextInProgressAchievementInLine, returns 2 as next in progress (best).
if not updatedAchievement then
end
return updatedAchievement
end
end
end
end
end
end
if ( categoryIndex ~= nil ) then
if ( categoryTable ~= nil ) then
if ( subCategoryIndex ~= nil ) then
return categoryTable . subCategories [ subCategoryIndex ]
else
return categoryTable . node
else
end
end
end
end
end
if ( node ) then
return true
end
return false
end
local REFRESH_IMMEDIATELY = true
end
else
local categoryIndex , subCategoryIndex , achievementIndex = GetCategoryInfoFromAchievementId ( lastAchievementIdInLine )
-- convert the given achievement id into one that exists in the list of achievements
-- this is mostly for achievements in a line
-- Reset filters if this achievement isn't showing
end
return true
end
end
return false
end
end )
local sharedStatusBarPool = ZO_ControlPool : New ( "ZO_AchievementsStatusBar" , self . contentListScrollChild )
end )
local sharedRewardLabelPool = ZO_ControlPool : New ( "ZO_AchievementRewardLabel" , self . contentListScrollChild )
local sharedRewardIconPool = ZO_ControlPool : New ( "ZO_AchievementRewardItem" , self . contentListScrollChild )
end )
local sharedLineThumbPool = ZO_ControlPool : New ( "ZO_AchievementLineThumb" , self . contentListScrollChild )
end )
local sharedDyeSwatchPool = ZO_ControlPool : New ( "ZO_AchievementDyeSwatch" , self . contentListScrollChild )
local achievement = ZO_ObjectPool_CreateControl ( "ZO_Achievement" , objectPool , self . contentListScrollChild )
return Achievement : New ( achievement , sharedCheckPool , sharedStatusBarPool , sharedRewardLabelPool , sharedRewardIconPool , sharedLineThumbPool , sharedDyeSwatchPool )
end
end
self . popup = PopupAchievement : New ( ZO_AchievementPopup , sharedCheckPool , sharedStatusBarPool , sharedRewardLabelPool , sharedRewardIconPool , sharedLineThumbPool , sharedDyeSwatchPool )
end
do
local expandedAchievements
if not achievement . collapsed then
if not expandedAchievements then
expandedAchievements = { }
end
expandedAchievements [ # expandedAchievements + 1 ] = achievementId
end
end
return expandedAchievements
end
for i = 1 , # achievementsToExpand do
local achievementId = achievementsToExpand [ i ]
if achievements [ achievementId ] then
end
end
end
local CONSIDER_SEARCH_RESULTS = true
self : LayoutAchievements ( ZO_GetAchievementIds ( categoryIndex , subCategoryIndex , numAchievements , CONSIDER_SEARCH_RESULTS ) )
if expandedAchievements then
end
end
end
if parentData then
self . categoryLabel : SetText ( zo_strformat ( SI_JOURNAL_PROGRESS_CATEGORY_SUBCATEGORY , parentData . name , data . name ) )
else
end
local numEntries , earnedPoints , totalPoints , hidesEarned = self : GetCategoryInfoFromData ( data , parentData )
if not hidesEarned then
end
if not dontRebuildContentList then
end
end
else
end
end
-- the achievement might not be in a line so return the achievementId itself
if baseAchievementId == 0 then
baseAchievementId = achievementId
end
return baseAchievementId
end
local previous
for i = 1 , # achievements do
local id = achievements [ i ]
-- i here is the same as the achievementIndex for the achievement
previous = achievement
end
end
end
local previous
previous = achievement
end
end
return statusBar
end
self . summaryTotal = InitializeSummaryStatusBar ( self . summaryProgressBarsScrollChild : GetNamedChild ( "Total" ) )
self . summaryStatusBarPool = ZO_ControlPool : New ( "ZO_AchievementsStatusBar" , self . summaryProgressBarsScrollChild )
end )
-- Recent achievements as icon displays
local achievement = ZO_ObjectPool_CreateControl ( "ZO_IconAchievement" , objectPool , self . summaryInset )
end
end
end
end
--[[ Summary ]] --
-----------------
self : UpdateStatusBar ( self . summaryTotal , nil , GetEarnedAchievementPoints ( ) , GetTotalAchievementPoints ( ) , 0 , nil , FORCE_HIDE_PROGRESS_TEXT )
local yOffset = SUMMARY_CATEGORY_PADDING
for i = 1 , numCategories do
local name , _ , numAchievements , earnedPoints , totalPoints , hidesPoints = GetAchievementCategoryInfo ( i )
self : UpdateStatusBar ( statusBar , name , earnedPoints , totalPoints , numAchievements , hidesPoints , FORCE_HIDE_PROGRESS_TEXT )
if i % 2 == 0 then
yOffset = yOffset + SUMMARY_CATEGORY_PADDING + SUMMARY_CATEGORY_BAR_HEIGHT
else
end
end
end
end
end
end
end
end
local points = zo_strformat ( SI_ACHIEVEMENTS_POINTS_LABEL , GetEarnedAchievementPoints ( ) , GetTotalAchievementPoints ( ) )
end
function Achievements : UpdateStatusBar ( statusBar , category , earned , total , numEntries , hidesUnearned , hideProgressText )
if category then
end
if hideProgressText then
if hidesUnearned then
if numEntries > 0 then
else
end
else
statusBar . progress : SetText ( zo_strformat ( SI_JOURNAL_PROGRESS_BAR_PROGRESS , ZO_CommaDelimitNumber ( earned ) , ZO_CommaDelimitNumber ( total ) ) )
end
else
end
end
end
else
local id , progress , timestamp = ...
end
return true
else
end
end
--[[ Categories ]] --
--------------------
end
end
else
--The general category includes all achievements that aren't assigned a specific subcategory. We get the total number of points
--under the top level level category then subtracts all of the points that are attributed to a specific subcategory to get the stats for general.
local numSubCategories , numAchievements , earnedPoints , totalPoints , hidesPoints = select ( 2 , GetAchievementCategoryInfo ( data . categoryIndex ) )
if parentData then
for subCategoryIndex = 1 , numSubCategories do
local subCategoryEarned , subCategoryTotal = select ( 3 , GetAchievementSubCategoryInfo ( parentData . categoryIndex , subCategoryIndex ) )
earnedPoints = earnedPoints - subCategoryEarned
totalPoints = totalPoints - subCategoryTotal
end
end
return numAchievements , earnedPoints , totalPoints , hidesPoints
end
end
if node then
local subNode = node . subCategories [ subcategoryIndex or ZO_ACHIEVEMENTS_ROOT_SUBCATEGORY ]
return subNode or node . node
end
end
return nil
end
--Special summary blade
self : AddTopLevelCategory ( categoryIndex , name , numSubCategories , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon )
end
if searchResults then
end
else
end
end
end
do
if ( categoryIndex ~= nil ) then
local parentCategory = categoryIndex
local subCategory
if ( parent ) then
subCategory = categoryIndex
end
if ( categoryTable == nil ) then
categoryTable = { subCategories = { } }
end
if ( subCategory ) then
categoryTable . subCategories [ subCategory ] = node
else
categoryTable . node = node
end
end
end
function Achievements : AddCategory ( lookup , tree , nodeTemplate , parent , categoryIndex , name , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon , isSummary , isFakedSubcategory )
local entryData =
{
isFakedSubcategory = isFakedSubcategory ,
categoryIndex = categoryIndex ,
hidesUnearned = hidesUnearned ,
summary = isSummary ,
normalIcon = normalIcon ,
pressedIcon = pressedIcon ,
mouseoverIcon = mouseoverIcon ,
}
local soundId = parent and SOUNDS . JOURNAL_PROGRESS_SUB_CATEGORY_SELECTED or SOUNDS . JOURNAL_PROGRESS_CATEGORY_SELECTED
entryData . node = node
local finalCategoryIndex = isFakedSubcategory and ZO_ACHIEVEMENTS_ROOT_SUBCATEGORY or categoryIndex
return node
end
local SUMMARY_ICONS =
{
"esoui/art/treeicons/achievements_indexicon_summary_up.dds" ,
"esoui/art/treeicons/achievements_indexicon_summary_down.dds" ,
"esoui/art/treeicons/achievements_indexicon_summary_over.dds" ,
}
function Achievements : AddTopLevelCategory ( categoryIndex , name , numSubCategories , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon )
local isSummary = categoryIndex == nil
local hasChildren = numSubCategories > 0
local nodeTemplate = hasChildren and "ZO_IconHeader" or "ZO_IconChildlessHeader"
local hasFakedSubcategory = false
if isSummary then
elseif searchResults then
hasFakedSubcategory = hasChildren and searchResults [ categoryIndex ] [ ZO_ACHIEVEMENTS_ROOT_SUBCATEGORY ] ~= nil
else
hasFakedSubcategory = hasChildren and numTopLevelAchievements > 0
end
local parentNode = self : AddCategory ( lookup , tree , nodeTemplate , nil , categoryIndex , name , hidesUnearned , normalIcon , pressedIcon , mouseoverIcon , isSummary )
-- We only want to add a general subcategory if we have any subcategories and we have any entries in the main category
-- Otherwise we'd have an emtpy general category
if hasFakedSubcategory then
local IS_FAKED_SUBCATEGORY = true
local NO_ICONS = nil
local IS_NOT_SUMMARY = false
self : AddCategory ( lookup , tree , "ZO_TreeLabelSubCategory" , parentNode , categoryIndex , GetString ( SI_JOURNAL_PROGRESS_CATEGORY_GENERAL ) , hidesUnearned , NO_ICONS , NO_ICONS , NO_ICONS , NOT_SUMMARY , IS_FAKED_SUBCATEGORY )
end
if not isSummary then
if searchResults then
if subcategoryIndex ~= ZO_COLLECTIONS_SEARCH_ROOT then
local subCategoryName , subCategoryEntries , _ , _ , hidesUnearned = GetAchievementSubCategoryInfo ( categoryIndex , subcategoryIndex )
self : AddCategory ( lookup , tree , "ZO_TreeLabelSubCategory" , parentNode , subcategoryIndex , subCategoryName , hidesUnearned )
end
end
else
for subcategoryIndex = 1 , numSubCategories do
local subCategoryName , subCategoryEntries , _ , _ , hidesUnearned = GetAchievementSubCategoryInfo ( categoryIndex , subcategoryIndex )
self : AddCategory ( lookup , tree , "ZO_TreeLabelSubCategory" , parentNode , subcategoryIndex , subCategoryName , hidesUnearned )
end
end
end
return parentNode
end
end
--[[ XML Handlers ]] --
end
end
end
end
end
end
end
end
end |