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ZO_HOUSING_CATEGORY_PATHING_ICON_GAMEPAD = "EsoUI/Art/Housing/Gamepad/gp_housing_category_npc_pathing.dds"
ZO_HOUSING_PATH_STARTING_NODE_ICON_GAMEPAD = "EsoUI/Art/Housing/Gamepad/gp_npc_pathing_start.dds"
--
--[[ ZO_HousingFurnitureList_Gamepad ]] --
--
local RIGHT_INFO_STATE =
{
NONE = 0 ,
HOUSE_INFO = 1 ,
FURNITURE_INFO = 2 ,
}
return furnitureList
end
self . owner = owner
self . categoryList =
{
keybinds = self . categoryKeybindStripDescriptor ,
-- The title text will be updated to the name of current tab
}
self . furnitureList =
{
keybinds = self . furnitureKeybindStripDescriptor ,
end ,
-- The title text will be updated to the name of the furniture category/subcategory
}
self . savedCategoryListPositions = { }
local function FurnitureEntryDataSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
if statusIndicator then
end
end
end
end
local PRICE_LABEL_PADDING_X = 5
ZO_CurrencyControl_SetSimpleCurrency ( control . priceLabel , ZO_Currency_MarketCurrencyToUICurrency ( furnitureObject . currencyType ) , furnitureObject . costAfterDiscount , ZO_GAMEPAD_CURRENCY_OPTIONS , CURRENCY_SHOW_ALL )
control . label : SetDimensions ( ZO_GAMEPAD_DEFAULT_LIST_ENTRY_WIDTH_AFTER_INDENT - PRICE_LABEL_PADDING_X - priceWidth )
if furnitureObject . onSale then
end
local subLabelBackgroundColor
local subLabelTextColor
subLabelBackgroundColor = ZO_BLACK
subLabelTextColor = selected and ZO_MARKET_PRODUCT_ON_SALE_COLOR or ZO_MARKET_PRODUCT_ON_SALE_DIMMED_COLOR
elseif furnitureObject . onSale then
subLabelBackgroundColor = selected and ZO_MARKET_PRODUCT_ON_SALE_COLOR or ZO_MARKET_PRODUCT_ON_SALE_DIMMED_COLOR
subLabelTextColor = selected and ZO_MARKET_PRODUCT_BACKGROUND_BRIGHTNESS_COLOR or ZO_MARKET_DIMMED_COLOR
control . subLabel1 : SetText ( zo_strformat ( SI_MARKET_DISCOUNT_PRICE_PERCENT_FORMAT , furnitureObject . discountPercent ) )
elseif furnitureObject . isNew and canBePurchased then -- only show the new tag if the product isn't purchased
subLabelBackgroundColor = selected and ZO_MARKET_PRODUCT_NEW_COLOR or ZO_MARKET_PRODUCT_NEW_DIMMED_COLOR
subLabelTextColor = selected and ZO_MARKET_PRODUCT_BACKGROUND_BRIGHTNESS_COLOR or ZO_MARKET_DIMMED_COLOR
end
if subLabelBackgroundColor then
furnitureObject . SetCalloutBackgroundColor ( control . subLabel1LeftBackground , control . subLabel1RightBackground , control . subLabel1CenterBackground , subLabelBackgroundColor )
else
end
end
local DEFAULT_EQUALITY_FUNCTION = nil
furnitureList : AddDataTemplate ( "ZO_GamepadHousingItemEntryTemplate" , FurnitureEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ItemEntry" )
furnitureList : AddDataTemplateWithHeader ( "ZO_GamepadHousingItemEntryTemplate" , FurnitureEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" , nil , "ItemEntry" )
furnitureList : AddDataTemplate ( "ZO_GamepadHousingMPEntryTemplate" , MarketProductEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "MPEntry" )
furnitureList : AddDataTemplateWithHeader ( "ZO_GamepadHousingMPEntryTemplate" , MarketProductEntryDataSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" , nil , "MPEntry" )
end
end
--Category List Keybinds
self . categoryKeybindStripDescriptor =
{
-- Select Category
{
end ,
if self . currentList then
return entryData ~= nil
end
return false
end ,
} ,
-- Search
{
end ,
} ,
}
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , BackFunction )
--Furniture List Keybinds
if self . rightInfoState == RIGHT_INFO_STATE . HOUSE_INFO then
else
end
end
end
self . furnitureKeybindStripDescriptor =
{
-- Search
{
end ,
} ,
-- Toggle view
{
} ,
}
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . furnitureKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , OnFurnitureListBack )
end
end
end
end
end
end
if self . currentList then
--if the list was empty with the new data then switch back to the top level category list
if not success then
end
else
end
end
end
end
if not self . currentCategoryData then
return
end
local savedListPositionData = self . savedCategoryListPositions [ currentCategoryId ]
if not savedListPositionData then
savedListPositionData = { }
self . savedCategoryListPositions [ currentCategoryId ] = savedListPositionData
end
savedListPositionData . position = currentSelectedIndex
savedListPositionData . categoryId = categoryId
savedListPositionData . subcategoryId = subcategoryId
end
end
return
end
local previousList = self . currentList
if previousList then
if previousList == self . furnitureList then
end
end
end
else
end
end
do
local HIDE_VISUAL_LAYER_INFO = false
local NO_COOLDOWN = nil
local HIDE_BLOCK_REASON = false
if self . rightInfoState == RIGHT_INFO_STATE . FURNITURE_INFO then
if targetData then
local furnitureObject = targetData . furnitureObject
if furnitureObject then
if furnitureObject . bagId and furnitureObject . slotIndex then
GAMEPAD_TOOLTIPS : LayoutBagItem ( GAMEPAD_RIGHT_TOOLTIP , furnitureObject . bagId , furnitureObject . slotIndex )
elseif furnitureObject . marketProductId then
GAMEPAD_TOOLTIPS : LayoutMarketProductListing ( GAMEPAD_RIGHT_TOOLTIP , furnitureObject . marketProductId , furnitureObject . presentationIndex )
elseif furnitureObject . collectibleId then
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( furnitureObject . collectibleId )
GAMEPAD_TOOLTIPS : LayoutCollectibleFromData ( GAMEPAD_RIGHT_TOOLTIP , collectibleData , HIDE_VISUAL_LAYER_INFO , NO_COOLDOWN , HIDE_BLOCK_REASON )
elseif furnitureObject . retrievableFurnitureId then
if itemLink ~= "" then
elseif collectibleLink ~= "" then
end
end
end
end
else
end
end
end
if self . rightInfoState ~= rightInfoState then
self . rightInfoState = rightInfoState
if rightInfoState == RIGHT_INFO_STATE . HOUSE_INFO then
elseif rightInfoState == RIGHT_INFO_STATE . FURNITURE_INFO then
end
end
end
if self . currentList == nil then
return
end
end
if self . currentList then
end
end
do
local gamepadIcon = ZO_NO_TEXTURE_FILE
if categoryId == ZO_FURNITURE_PATH_NODES_FAKE_CATEGORY then
gamepadIcon = ZO_HOUSING_CATEGORY_PATHING_ICON_GAMEPAD
elseif categoryId ~= ZO_FURNITURE_NEEDS_CATEGORIZATION_FAKE_CATEGORY then
end
-- Avoiding zo_strformat for performance, this will get run for every category every time the number of entries could have changed
local formattedName = string . format ( "%s (%d)" , categoryData : GetName ( ) , categoryData : GetNumEntryItemsRecursive ( ) )
itemsData . categoryId = categoryId
itemsData . categoryData = categoryData
return itemsData
end
if categoryTreeData then
end
end
end
end
local entry = ZO_GamepadEntryData : New ( furnitureObject : GetFormattedName ( ) , furnitureObject : GetIcon ( ) )
entry . furnitureObject = furnitureObject
entry . isStartingPathNode = furnitureObject : GetDataType ( ) == ZO_HOUSING_PATH_NODE_DATA_TYPE and furnitureObject : IsStartingPathNode ( )
entry : AddSubLabel ( zo_strformat ( SI_GAMEPAD_HOUSING_DISTANCE_AWAY_FORMAT , furnitureObject : GetDistanceFromPlayerM ( ) ) )
end
return entry
end
end
if # allEntries > 0 then
local entryHasHeader = i == 1
if entryHasHeader then
end
if entryHasHeader then
else
end
else
if entryHasHeader then
else
end
end
end
end
end
local furnitureListInfo = self . furnitureList
if not self . currentCategoryData then
return false
end
end
return false
end
local savedListPositionData = self . savedCategoryListPositions [ self . currentCategoryData : GetCategoryId ( ) ]
local currentPosition = savedListPositionData and savedListPositionData . position or 1
local currentSelectedCategoryId , currentSelectedSubcategoryId = currentSelectedData . furnitureObject : GetCategoryInfo ( )
-- check to see if we are no longer in the same category as we were before
if savedListPositionData and ( savedListPositionData . categoryId ~= currentSelectedCategoryId or savedListPositionData . subcategoryId ~= currentSelectedSubcategoryId ) then
if previousIndexData then
local previousSelectedCategoryId , previousSelectedSubcategoryId = previousIndexData . furnitureObject : GetCategoryInfo ( )
-- check and see if we can move back into the category that we were before, otherwise we are good right where we are right now
if savedListPositionData . categoryId == previousSelectedCategoryId and savedListPositionData . subcategoryId == previousSelectedSubcategoryId then
end
end
end
return true
end
end
end
--Returns the text that is shown when the list has nothing in it
end
------------------------------------
-- Housing Permissions List Gamepad
------------------------------------
ZO_HousingSettingsList_Gamepad = ZO_Object . MultiSubclass ( ZO_GamepadInteractiveSortFilterList , ZO_SocialOptionsDialogGamepad )
end
self . userGroup = userGroup
self . owner = owner
self . rowDataType = dataType
self . masterList = { }
ZO_ScrollList_AddDataType ( self . list , dataType , "ZO_HousingPermissionsRow_Gamepad" , ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_ROW_HEIGHT , function ( control , data ) self : SetupRow ( control , data ) end )
end
local keybindDescriptor = { }
end
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( keybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON , self : GetBackKeybindCallback ( ) )
end
if self . userGroup == HOUSE_PERMISSION_USER_GROUP_INDIVIDUAL then
else
ZO_EditDefaultText_Initialize ( self . searchEdit , GetString ( SI_GAMEPAD_HOUSING_PERMISSIONS_SEARCH_GUILD ) )
end
end
end
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( ZO_GAMEPAD_INTERACTIVE_FILTER_LIST_PRIMARY_DATA_TYPE , data ) )
end
end
end
end
end
return IsConsoleUI ( ) and ( self . rowDataType == ZO_SETTINGS_VISITOR_DATA_TYPE or self . rowDataType == ZO_SETTINGS_BANLIST_DATA_TYPE )
end
self : AddOptionTemplate ( groupingId , BuildChangeUserGroupPermissionsOption , ZO_HousingSettingsList_Gamepad . SelectedDataHasPreset )
self : AddOptionTemplate ( groupingId , ZO_SocialOptionsDialogGamepad . BuildGamerCardOption , ShouldShowGamerCardOption )
end
return self . socialData . permissionPresetName ~= nil
end
end
if permissionControl then
end
end
end
end
end
-- Do nothing, because housing permission list doesn't use a tooltip like other social lists
end
--ZO_GamepadInteractiveSortFilterList override
-- housing permission list doesn't use a dropdown
end
end
local headerText
end
ZO_Dialogs_ShowGamepadDialog ( "GAMEPAD_CONFIRM_REMOVE_PERMISSIONS" , { titleText = titleText , headerText = headerText , currentHouse = data . currentHouse , userGroup = data . userGroup , index = data . index } )
end
end
end
return self : BuildOptionEntry ( nil , GetString ( SI_HOUSING_PERMISSIONS_OPTIONS_CHANGE_PERMISSIONS ) , callback )
end
if not self . listFragmentGroup then
self . listFragmentGroup = { self . listFragment , GAMEPAD_NAV_QUADRANT_2_3_BACKGROUND_FRAGMENT }
end
end
end
end
return # self . masterList
end
return self . userGroup
end
ZO_HousingSettings_FilterScrollList ( self . list , self . masterList , self . rowDataType , self . filterFunction )
end
end
function ZO_HousingSettingsList_Gamepad_CreateScrollData ( displayName , currentHouse , userGroup , index , permissionPresetName )
return {
displayName = displayName ,
userGroup = userGroup ,
currentHouse = currentHouse ,
index = index ,
permissionPresetName = permissionPresetName ,
}
end
--
--[[ ZO_HousingSettingsVisitorList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_INDIVIDUAL )
ZO_HousingSettings_BuildMasterList_Visitor ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
--
--[[ ZO_HousingSettingsBanList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_INDIVIDUAL )
ZO_HousingSettings_BuildMasterList_Ban ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
--
--[[ ZO_HousingSettingsGuildVisitorList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_GUILD )
ZO_HousingSettings_BuildMasterList_Visitor ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
--
--[[ ZO_HousingSettingsGuildBanList_Gamepad ]] --
--
end
self . numPermissions = GetNumHousingPermissions ( self . currentHouse , HOUSE_PERMISSION_USER_GROUP_GUILD )
ZO_HousingSettings_BuildMasterList_Ban ( self . currentHouse , self . userGroup , self . numPermissions , self . masterList , ZO_HousingSettingsList_Gamepad_CreateScrollData )
end
end
-- Global XML functions
end |