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-- Matches where the reticle shows up. The reticle is anchored left to center, but list entries are top to center.
-- If we change the font of reticle in the future, we'll probably need to upgrade this magic number to meet the new position.
ZO_INTERACT_CENTER_OFFSET = 15 + ZO_GAMEPAD_DEFAULT_LIST_ENTRY_SELECTED_HEIGHT / 2
--Gamepad Interaction
---------------------
return interaction
end
if ( newState == SCENE_HIDDEN ) then
elseif newState == SCENE_SHOWING then
end
end
end
end
if selected then
else
end
else
end
end
end
end
end
end
-- Setup Interaction with parametric scroll list
if goldReward and goldReward . amount > 0 then
else
end
end
ZO_GamepadQuadrants_SetBackgroundArrowCenterOffsetY ( self . control : GetNamedChild ( "BG" ) , LEFT , ZO_INTERACT_CENTER_OFFSET )
end )
self . itemList : AddDataTemplate ( "ZO_InteractWindow_GamepadBodyTextItem" , SetupBodyText , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : AddDataTemplateWithHeader ( "ZO_QuestReward_Title_Gamepad" , SetupRewardTitle , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadQuestRewardEntryHeaderTemplate" )
self . itemList : AddDataTemplate ( "ZO_QuestReward_Gamepad" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : AddDataTemplate ( "ZO_ChatterOption_Gamepad" , SetupOption , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . itemList : SetDataTemplateReleaseFunction ( "ZO_ChatterOption_Gamepad" , ReleaseChatterOptionControl )
end
if selectedData . isChatterOption then
end
end
if selectedData then
return selectedData . isChatterOption
else
return true
end
end
if selectedData then
return selectedData . optionUsable , CHATTER_OPTION_ERROR [ selectedData . optionType ]
else
return true
end
end
GAME_NAVIGATION_TYPE_BUTTON ,
nil ,
)
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , BackCallback )
end
end
end
end
local chatterBegin = nil
for i = 1 , numData do
if itemData . isChatterOption then
chatterBegin = i
break
end
end
if chatterBegin then
end
end
end
function ZO_GamepadInteraction : PopulateChatterOption ( controlID , optionIndex , optionText , optionType , optionalArg , isImportant , chosenBefore )
local chatterData = self : GetChatterOptionData ( optionIndex , optionText , optionType , optionalArg , isImportant , chosenBefore )
if chatterData . isImportant then
end
end
end
end
local IS_GAMEPAD = true
if # rewardDataList == 0 then
return
end
local parametricListRewards = { }
local confirmError
local goldReward
else
end
--warn the player they aren't going to get their money when they hit complete
end
end
end
end
local titleData = { }
titleData . canSelect = false
titleData . goldReward = goldReward
if rewardData . rewardType == REWARD_TYPE_PARTIAL_SKILL_POINTS then
rewardData . icon = nil
elseif rewardData . rewardType == REWARD_TYPE_SKILL_LINE then
elseif rewardData . rewardType == REWARD_TYPE_AUTO_ITEM and rewardData . itemType == REWARD_ITEM_TYPE_COLLECTIBLE then
--Intentionally use the keyboard icon here because we want the graphic look
end
if rewardData . rewardType == REWARD_TYPE_AUTO_ITEM and rewardData . itemType == REWARD_ITEM_TYPE_ITEM then
else
if rewardData . icon then
end
end
entry . rewardData = rewardData
end
return confirmError
end
end
end
end
end
end
end
end |