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--------------
--Initialize--
--------------
end
local ACTIVATE_LIST_ON_SHOW = true
GAMEPAD_SKILLS_ADVISOR_BUILD_SELECTION_ROOT_SCENE = ZO_Scene : New ( "gamepad_skills_advisor_build_selection_root" , SCENE_MANAGER )
GAMEPAD_SKILLS_ADVISOR_BUILD_SELECTION_ROOT_SCENE : SetHideSceneConfirmationCallback ( ZO_GamepadSkills . OnConfirmHideScene )
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_LIST_ON_SHOW , GAMEPAD_SKILLS_ADVISOR_BUILD_SELECTION_ROOT_SCENE )
end
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Select
{
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
{
}
end
control . selectedIcon : SetHidden ( ZO_SKILLS_ADVISOR_SINGLETON : GetSelectedSkillBuildIndex ( ) ~= data . skillBuildIndex )
end
list : AddDataTemplate ( "ZO_SkillsAdvisorBuildSelection_Gamepad_MenuEntryTemplate" , BuildEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_SkillBuild_Template" )
end
end
if not selectedIndex then
selectedIndex = 1
end
end
end
end
for skillBuildIndex = 1 , numSkillBuilds do
entryData . skillBuildId = skillBuild . id
entryData . skillBuildIndex = skillBuild . index
end
end
-- Scene state change callbacks overriden from ZO_Gamepad_ParametricList_Screen
-- There my be no selected index if no skill builds have been added to data
if selectedIndex then
end
end
-- Include update functionality here if the screen uses self.dirty to track needing to update
end
end
ZO_GAMEPAD_SKILLS_ADVISOR_BUILD_SELECT_WINDOW = SkillsAdvisorBuildSelectionRoot_Gamepad : New ( control )
end |