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-- Main class.
return object
end
self . registeredEvents = { }
CREATE_LINK_LOADING_SCREEN_GAMEPAD_SCENE = ZO_Scene : New ( "CreateLinkLoadingScreen_Gamepad" , SCENE_MANAGER )
self . previousState = "AccountLogin"
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end
end
if self . initialized then return end
self . initialized = true
end
self . keybindStripDescriptor =
{
-- Back
if self . previousState == "AccountLogin" then
end
end ) ,
}
end
end
end
end
-- Account linking will be handled in an overlay, jump back to login so the user can manually continue once that's done
else
end
end
do
local loginQueuedScene
local currentLoginQueueWaitTime
local lastQueuePosition
-- if our position increases, the ETA we have "locked" is no longer valid
if ( not currentLoginQueueWaitTime ) or ( queuePosition > lastQueuePosition ) then
currentLoginQueueWaitTime = zo_max ( waitTime * 1000 , 1000 ) -- minimum wait time is that last second...
lastQueuePosition = queuePosition
else
end
return currentLoginQueueWaitTime
end
self . queuedLabel : SetText ( zo_strformat ( SI_LOGIN_QUEUE_TEXT , ZO_FormatTimeMilliseconds ( waitTime , TIME_FORMAT_STYLE_DESCRIPTIVE ) ) )
end
end
end
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_GAMEPAD_GENERIC_LOGIN_ERROR ) , zo_strformat ( SI_CREATEACCOUNT_FAILURE_MESSAGE , failureReason ) )
end
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_GAMEPAD_GENERIC_LOGIN_ERROR ) , zo_strformat ( SI_LINKACCOUNT_FAILURE_MESSAGE , failureReason ) )
end
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_SERVER_MAINTENANCE_DIALOG_TITLE ) , GetString ( SI_SERVER_MAINTENANCE_DIALOG_TEXT ) )
end
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_DIALOG_TITLE_SERVER_LOCKED ) , GetString ( SI_SERVER_LOCKED ) )
end
end
end
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_DIALOG_TITLE_PAYMENT_EXPIRED ) , GetString ( SI_DIALOG_TEXT_PAYMENT_EXPIRED ) )
end
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_BAD_CLIENT_VERSION_TITLE ) , GetString ( SI_BAD_CLIENT_VERSION_TEXT ) )
end
ZO_PREGAME_HAD_GLOBAL_ERROR = true
local errorString , errorStringFormat
if errorCode ~= nil then
end
if errorStringFormat ~= "" then
else
end
end
-- TODO: Is this a case that needs to be handled properly on console (and thus needs to be designed), or is this
-- show a dialog good enough as its only needed for PC testing?
PREGAME_INITIAL_SCREEN_GAMEPAD : ShowError ( GetString ( SI_OTP_DIALOG_TITLE ) , GetString ( SI_PROVIDE_OTP_INITIAL_DIALOG_TEXT ) )
end
local dialogText = ""
if loginError == LOGIN_AUTH_ERROR_SERVER_PSN_FREE_TRIAL_END then
local PSN_FREE_TRIAL_END = true
return
end
if loginError ~= LOGIN_AUTH_ERROR_NO_ERROR then
elseif linkingError ~= ACCOUNT_CREATE_LINK_ERROR_NO_ERROR then
if linkingError == ACCOUNT_CREATE_LINK_ERROR_EXTERNAL_REFERENCE_ALREADY_USED or linkingError == ACCOUNT_CREATE_LINK_ERROR_USER_ALREADY_LINKED then
else
end
end
if loginError == LOGIN_AUTH_ERROR_ACCOUNT_NOT_VERIFIED or loginError == LOGIN_AUTH_ERROR_GAME_ACCOUNT_NOT_VERIFIED or linkingError == ACCOUNT_CREATE_LINK_ERROR_ACCOUNT_NOT_VERIFIED then
return
end
if dialogText == "" then
-- generic error message
end
end
end
-- debugInfo will be empty in public, non-debug builds
end
end
-- "Success" Cases
end )
-- NOTE: Overflow is not handled here as, according to the console
-- services guys, it is not supported on console.
-- Error Cases
-- TODO: Any additional error cases that should be handled?
-- Misc.
end
for i = 1 , # self . registeredEvents do
local eventId = self . registeredEvents [ i ]
end
self . registeredEvents = { }
end
if fragment == self . imagesFragment then return end
if self . imagesFragment then
end
if fragment then
end
self . imagesFragment = fragment
end
if fragment == self . backgroundFragment then return end
if self . backgroundFragment then
end
if fragment then
end
self . backgroundFragment = fragment
end
function ZO_CreateLinkLoading_Gamepad : Show ( previousState , loginFunction , loadingText , backgroundFragment , imagesFragment )
self . previousState = previousState
if backgroundFragment then
end
if imagesFragment then
end
end
end |