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--------------
--Initialize--
--------------
local SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA = 1
local SKILLS_ADVISOR_SUGGESTIONS_DATA = 2
local SKILLS_ADVISOR_SUGGESTIONS_TEXT = 3
end
ZO_ScrollList_AddDataType ( self . list , SKILLS_ADVISOR_SUGGESTIONS_DATA , "ZO_SkillsAdvisorSuggestion_Gamepad_SkillRow" , 60 , function ( ... ) self : GamepadSingleLineAbilityEntryTemplateSetup ( ... ) end )
ZO_ScrollList_AddDataType ( self . list , SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA , "ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryHeader" , 50 , function ( ... ) self : SkillsAdvisorSuggestionsTextDisplayTemplateSetup ( ... ) end )
ZO_ScrollList_AddDataType ( self . list , SKILLS_ADVISOR_SUGGESTIONS_TEXT , "ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryText" , 100 , function ( ... ) self : SkillsAdvisorSuggestionsTextDisplayTemplateSetup ( ... ) end )
SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT : RegisterCallback ( "StateChange" , function ( oldState , newState )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
end
end
end
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
end
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
ethereal = true ,
end
end
} ,
}
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
{
end ,
}
}
end
if selectedData and not selectedData . isHeader then
local SHOW_RANK_NEEDED_LINE = true
GAMEPAD_TOOLTIPS : LayoutSkillProgression ( GAMEPAD_RIGHT_TOOLTIP , selectedData . skillProgressionData , SHOW_RANK_NEEDED_LINE )
return
end
end
GAMEPAD_TOOLTIPS : LayoutSkillBuild ( GAMEPAD_RIGHT_TOOLTIP , ZO_SKILLS_ADVISOR_SINGLETON : GetSelectedSkillBuildId ( ) )
end
end
-- intended to be overriden
-- should build the master list of data that is later filtered by FilterScrollList
end
-- intended to be overriden
-- should take the master list data and filter it
end
do
local name = skillProgressionData : IsPassive ( ) and skillProgressionData : GetFormattedNameWithRank ( ) or skillProgressionData : GetFormattedName ( )
entryData . skillProgressionData = skillProgressionData
return entryData
end
local previouslySelectedSkillProgressionData = previouslySelectedData and previouslySelectedData . skillProgressionData
local reselectData = nil
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA , availableHeaderData ) )
if # availableAbilities > 0 then
if previouslySelectedSkillProgressionData == skillProgressionData then
reselectData = entryData
end
end
else
local textData = ZO_GamepadEntryData : New ( GetString ( SI_SKILLS_ADVISOR_NO_ADVISED_ABILITIES_DESCRIPTION ) )
end
if # purchasedAbilities > 0 then
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA , purchasedHeaderData ) )
if previouslySelectedSkillProgressionData == skillProgressionData then
reselectData = entryData
end
end
end
if reselectData then
end
end
end
function SkillsAdvisorSuggestions_Gamepad : GamepadSingleLineAbilityEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
ZO_GamepadSkillEntryTemplate_Setup ( control , data , selected , activated , ZO_SKILL_ABILITY_DISPLAY_VIEW )
end
function SkillsAdvisorSuggestions_Gamepad : SkillsAdvisorSuggestionsTextDisplayTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
-----------------------------
-- XML Functions
-----------------------------
end
end
end |