1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 |
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
self . categoryFilters = { }
self . setFilters = { }
self . pieceFilters = { }
-- Rather than having every piece sort for every player, we'll only sort the ones we look at, as an optimization since the system is so big
self . tempUnlockedEntriesForRefresh = { }
self . tempLockedEntriesForRefresh = { }
end
end
return self . scene
end
return self . fragment
end
-- Can be overridden
end
-- Categories refresh group
local categoriesRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
self . categoriesRefreshGroup = categoriesRefreshGroup
end
-- Category content refresh group
local categoryContentRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
end )
self . categoryContentRefreshGroup = categoryContentRefreshGroup
self . gridListPanelList = gridScrollListTemplate : New ( self . gridListPanelControl , ZO_GRID_SCROLL_LIST_AUTOFILL )
end
-- API supports multiple currency options, but UI design only supports 1 for now, so hardcode to 1 for now
local reconstructionCurrencyType , reconstructionCurrencyCost = itemSetHeaderData : GetReconstructionCurrencyOptionInfo ( 1 )
local obfuscateAmount = false
if not reconstructionCurrencyCost then
obfuscateAmount = true
reconstructionCurrencyCost = 0
end
control . costLabel : SetText ( ZO_Currency_FormatPlatform ( reconstructionCurrencyType , reconstructionCurrencyCost , ZO_CURRENCY_FORMAT_WHITE_AMOUNT_ICON , { obfuscateAmount = obfuscateAmount } ) )
control . progressBar : SetValue ( itemSetHeaderData : GetNumUnlockedPieces ( ) / itemSetHeaderData : GetNumPieces ( ) )
end
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "CollectionsUpdated" , function ( ... ) self : OnItemSetCollectionsUpdated ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "PieceLinksDirty" , function ( ... ) self : OnPieceLinksDirty ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "PieceNewStatusCleared" , function ( ... ) self : OnPieceNewStatusCleared ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "CollectionNewStatusCleared" , function ( ... ) self : OnCollectionNewStatusCleared ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "CategoryNewStatusCleared" , function ( ... ) self : OnCategoryNewStatusCleared ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "UpdateSearchResults" , function ( ) self : OnUpdateSearchResults ( ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "ShowLockedChanged" , function ( ... ) self : OnShowLockedOptionUpdated ( ... ) end )
ITEM_SET_COLLECTIONS_DATA_MANAGER : RegisterCallback ( "EquipmentFilterTypesChanged" , function ( ... ) self : OnEquipmentFilterTypesChanged ( ... ) end )
end
-- Lock state changes result in a re-sorting, so the list needs to be rebuilt
break
end
end
else
end
end
end
local itemSetCollectionCategoryData = itemSetCollectionPieceData : GetItemSetCollectionData ( ) : GetCategoryData ( )
self : RefreshCategoryNewStatus ( itemSetCollectionCategoryData ) -- TODO: Profile to see if it's worth trying to refresh a single entry in the grid
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- Can be overriden
return false
end
-- Can be overriden
return false
end
end
-- Can be overridden
return false
end
-- Can be overriden
return false
end
end
if # self . pieceFilters > 0 then
end
end
end
local pieceFilters = self . pieceFilters
end
end
if # equipmentFilterTypes > 0 then
end
end
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("List")
end
-- Do not call this directly, instead call self.categoriesRefreshGroup:MarkDirty("Visible")
end
-- Do not call this directly, instead call self.categoryContentRefreshGroup:MarkDirty("All")
-- May be overridden if there's more than just a list being shown for a category
end
-- Do not call this directly, instead call self.categoryContentRefreshGroup:MarkDirty("List")
local gridListPanelList = self . gridListPanelList
local tempUnlockedEntriesForRefresh = self . tempUnlockedEntriesForRefresh
local tempLockedEntriesForRefresh = self . tempLockedEntriesForRefresh
if itemSetCollectionCategoryData then
for _ , itemSetCollectionData in itemSetCollectionCategoryData : CollectionIterator ( self . setFilters ) do
entryData . gridHeaderData = headerEntryData
else
end
end
-- All unlocked go before all locked
end
end
end
end
end
-- Do not call this directly, instead call self.categoryContentRefreshGroup:MarkDirty("Visible")
end
end
end
end |