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local g_randomizeAppearanceEnabled = true
local CHARACTER_CREATE_GAMEPAD_DIALOG = "CHARACTER_CREATE_GAMEPAD"
local SKIP_TUTORIAL_GAMEPAD_DIALOG = "SKIP_TUTORIAL_GAMEPAD"
local SELECTOR_PER_ROW_CENTER_OFFSET = - 65
local INITIAL_BUCKET = CREATE_BUCKET_RACE
return {
name = zo_strformat ( SI_CREATE_CHARACTER_GAMEPAD_PREVIEW_OPTION_FORMAT , GetString ( "SI_CHARACTERCREATEDRESSINGOPTION" , dressingOption ) ) ,
modeName = zo_strformat ( SI_CREATE_CHARACTER_GAMEPAD_PREVIEWING_OPTION_FORMAT , GetString ( "SI_CHARACTERCREATEDRESSINGOPTION" , dressingOption ) ) ,
end ,
}
end
local PREVIEW_CURRENT_GEAR_AND_COLLECTIBLES = CreatePreviewOption ( DRESSING_OPTION_YOUR_GEAR_AND_COLLECTIBLES )
local CHARACTER_CREATE_PREVIEW_GEAR_INFO =
{
PREVIEW_NOVICE_GEAR ,
PREVIEW_CHAMPION_GEAR ,
PREVIEW_NO_GEAR ,
}
local CHARACTER_EDIT_PREVIEW_GEAR_INFO =
{
PREVIEW_CURRENT_GEAR_AND_COLLECTIBLES , -- match the first appearance here to the default apperance set in PregameCharacterManager to avoid reloading the character
PREVIEW_CURRENT_GEAR ,
PREVIEW_CHAMPION_GEAR ,
PREVIEW_NO_GEAR ,
}
-- Slider Randomization Helper...all sliders share the sliderObject from the top control, so this just helps cut down on duplicate functions
end
-- Character Create Slider and Appearance Slider Managers
-- Manages a collection of sliders with a pool
local control = ZO_ObjectPool_CreateNamedControl ( "CharacterCreateSlider_Gamepad" , "ZO_CharacterCreateSlider_Gamepad" , pool , parent )
end
local control = ZO_ObjectPool_CreateNamedControl ( "CharacterCreateAppearanceSlider_Gamepad" , "ZO_CharacterCreateSlider_Gamepad" , pool , parent )
end
local control = ZO_ObjectPool_CreateNamedControl ( "CharacterCreateColorPicker_Gamepad" , "ZO_CharacterCreateSlider_Gamepad" , pool , parent )
end
local control = ZO_ObjectPool_CreateNamedControl ( "CharacterCreateVoiceSlider_Gamepad" , "ZO_CharacterCreateSlider_Gamepad" , pool , parent )
end
local control = ZO_ObjectPool_CreateNamedControl ( "CharacterCreateGenderSlider_Gamepad" , "ZO_CharacterCreateSlider_Gamepad" , pool , parent )
end
end
{
}
end
if pool then
end
end
end
end
--[[ Character Create Manager ]] --
GAMEPAD_CHARACTER_CREATE_SCENE : RegisterCallback ( "StateChange" , function ( ... ) self : OnStateChanged ( ... ) end )
local ALWAYS_ANIMATE = true
CHARACTER_CREATE_GAMEPAD_FINISH_ERROR_FRAGMENT = ZO_FadeSceneFragment : New ( ZO_CharacterCreate_GamepadFinishError , ALWAYS_ANIMATE )
CHARACTER_CREATE_GAMEPAD_CONTAINER_FRAGMENT = ZO_FadeSceneFragment : New ( ZO_CharacterCreate_GamepadContainer , ALWAYS_ANIMATE )
if isValid then
if ZO_CHARACTERCREATE_MANAGER : GetShouldPromptForTutorialSkip ( ) and CanSkipTutorialArea ( ) and ( currentTemplateId == 0 or not templateSkipsTutorial ) then
-- color the character name white so it's highlighted in the dialog
local genderDecoratedCharacterName = ZO_SELECTED_TEXT : Colorize ( GetGrammarDecoratedName ( self . characterName , CharacterCreateGetGender ( characterMode ) ) )
ZO_Dialogs_ShowGamepadDialog ( SKIP_TUTORIAL_GAMEPAD_DIALOG , { characterName = self . characterName } , { mainTextParams = { genderDecoratedCharacterName } } )
else
if currentTemplateId ~= 0 and templateSkipsTutorial then
end
end
else
local errorReason = GetString ( "SI_CHARACTERCREATEEDITERROR" , CHARACTER_CREATE_EDIT_ERROR_INVALID_NAME )
ZO_Dialogs_ShowGamepadDialog ( "CHARACTER_CREATE_FAILED_REASON" , nil , { mainTextParams = { errorReason } } )
end
end
{
errorControl = ZO_CharacterCreate_GamepadFinishError ,
errorFragment = CHARACTER_CREATE_GAMEPAD_FINISH_ERROR_FRAGMENT ,
dialogName = CHARACTER_CREATE_GAMEPAD_DIALOG ,
end
end ,
-- In the normal flow we expect the focusControl to be re-enabled by another dialog
-- or that we create the character and log in removing the need.
-- However if the console name validation request times out there is no flow where the
-- control is re-focused. So refocus here just in case and any dialog that does show will
-- eat the left stick input so we shouldn't have any issues there.
end
local characterName = dialog . selectedName
if characterName and # characterName > 0 then
PLAYER_CONSOLE_INFO_REQUEST_MANAGER : RequestNameValidation ( characterName , CharacterNameValidationCallback )
else
end
end
end ,
} )
-- MovementController for changing the option on the currently selected Focus
self . movementControllerChangeGenericOption = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
-- MovementController for changing focus between controls
self . movementControllerMoveFocus = ZO_MovementController : New ( MOVEMENT_CONTROLLER_DIRECTION_VERTICAL )
end
local function CreateTriangle ( control , setterFn , updaterFn , triangleStringId , topStringId , leftStringId , rightStringId )
local triangle = ZO_CharacterCreateTriangle_Gamepad : New ( control , setterFn , updaterFn , triangleStringId , topStringId , leftStringId , rightStringId )
return triangle
end
self . control . fadeTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "CharacterCreateMainControlsFade" , self . control )
-- create the triangle controls
local physiqueTriangleControl = CreateControlFromVirtual ( "$(parent)PhysiqueSelection" , self . control , "ZO_CharacterCreateTriangleTemplate_Gamepad" )
self . physiqueTriangle = CreateTriangle ( physiqueTriangleControl , SetPhysique , GetPhysique , SI_CREATE_CHARACTER_BODY_TRIANGLE_LABEL , SI_CREATE_CHARACTER_TRIANGLE_MUSCULAR , SI_CREATE_CHARACTER_TRIANGLE_FAT , SI_CREATE_CHARACTER_TRIANGLE_THIN )
local faceTriangleControl = CreateControlFromVirtual ( "$(parent)FaceSelection" , self . control , "ZO_CharacterCreateTriangleTemplate_Gamepad" )
self . faceTriangle = CreateTriangle ( faceTriangleControl , SetFace , GetFace , SI_CREATE_CHARACTER_FACE_TRIANGLE_LABEL , SI_CREATE_CHARACTER_TRIANGLE_FACE_MUSCULAR , SI_CREATE_CHARACTER_TRIANGLE_FACE_FAT , SI_CREATE_CHARACTER_TRIANGLE_FACE_THIN )
end
return mode == CHARACTER_CREATE_MODE_CREATE or mode == CHARACTER_CREATE_MODE_EDIT_RACE
end
end
return mode == CHARACTER_CREATE_MODE_CREATE or mode == CHARACTER_CREATE_MODE_EDIT_ALLIANCE
end
{
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_GENDER ] = { control = self . genderSlider . control , updateFn = UpdateSlider , shouldAdd = IsAppearanceChangeEnabled } ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_ALLIANCE ] = { control = ZO_CharacterCreate_GamepadAlliance , updateFn = function ( ) self : UpdateRaceControl ( ) end , shouldAdd = IsAllianceChangeEnabled } ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_RACE ] = { control = ZO_CharacterCreate_GamepadRace , updateFn = function ( ) self : UpdateRaceControl ( ) end , shouldAdd = IsRaceChangeEnabled } ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_CLASS ] = { control = ZO_CharacterCreate_GamepadClass , updateFn = function ( ) self : UpdateClassControl ( ) end , shouldAdd = IsClassChangeEnabled } ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_PHYSIQUE ] = { control = physiqueTriangleControl , updateFn = UpdateSlider , randomizeFn = RandomizeSlider , shouldAdd = IsAppearanceChangeEnabled } ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_FACE ] = { control = faceTriangleControl , updateFn = UpdateSlider , randomizeFn = RandomizeSlider , shouldAdd = IsAppearanceChangeEnabled } ,
}
end
end
end
-- Show the fact that the character could not be created.
ZO_Dialogs_ShowGamepadDialog ( "CHARACTER_CREATE_FAILED_REASON" , nil , { mainTextParams = { errorReason } } )
end
if newState == SCENE_SHOWING then
-- Refresh the keybind strip after we activate our bucket since
-- that may change our focus control which will impact the keybinds
elseif newState == SCENE_HIDDEN then
-- Save unsaved settings to manager so they can be applied on a platform swap for stadia
ZO_CHARACTERCREATE_MANAGER : SetCharacterUnsavedSetting ( controlInfo . name , controlInfo . category , control . slider : GetValue ( ) , control : IsLocked ( ) )
ZO_CHARACTERCREATE_MANAGER : SetCharacterUnsavedSetting ( controlInfo . name , controlInfo . appearanceType , control . slider : GetValue ( ) , control : IsLocked ( ) )
end
end
end
local UNUSED_VALUE = nil
ZO_CHARACTERCREATE_MANAGER : SetCharacterUnsavedSetting ( "triangle" , "physique" , UNUSED_VALUE , self . physiqueTriangle : IsLocked ( ) )
ZO_CHARACTERCREATE_MANAGER : SetCharacterUnsavedSetting ( "triangle" , "face" , UNUSED_VALUE , self . faceTriangle : IsLocked ( ) )
end
end
end
end
{
mustChoose = true ,
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
{
end ,
} ,
{
ZO_Dialogs_ShowGamepadDialog ( CHARACTER_CREATE_GAMEPAD_DIALOG , { characterName = dialog . data . characterName } )
end ,
} ,
}
} )
end
return nil -- No keybind while creating
end
local keybindStripDescriptor =
{
{
return ( self . focusControl and self . focusControl . primaryButtonName ) or GetString ( SI_GAMEPAD_SELECT_OPTION )
end ,
end
end ,
} ,
{
else
end
end ,
} ,
{
end ,
end ,
} ,
{
end ,
local shouldShow = false
shouldShow = templates and # templates > 0
end
end
return shouldShow
end ,
}
}
local keybindName
local callbackSound
callbackSound = SOUNDS . CC_UNLOCK_VALUE
else
callbackSound = SOUNDS . CC_LOCK_VALUE
end
keybindStripDescriptor [ # keybindStripDescriptor + 1 ] =
{
end ,
}
end
end
local gearPreviews
gearPreviews = CHARACTER_CREATE_PREVIEW_GEAR_INFO
else
gearPreviews = CHARACTER_EDIT_PREVIEW_GEAR_INFO
end
keybindStripDescriptor [ # keybindStripDescriptor + 1 ] =
{
end ,
}
else
-- We have no characters, so we cannot show character select. Go back to login
end
end
keybindStripDescriptor [ # keybindStripDescriptor + 1 ] = KEYBIND_STRIP : GenerateGamepadBackButtonDescriptor ( LeaveCharacterCreate )
return keybindStripDescriptor
end
if selectedInfo then
local selectedBucket = selectedInfo . bucketIndex
local selectedIndex = selectedInfo . index
if selectedType == GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE then
local selectedTable = ZO_CHARACTER_CREATE_BUCKET_WINDOW_DATA_GAMEPAD [ selectedBucket ] . controls [ selectedIndex ]
if collectibleId then
return
end
end
end
end
-- Can't simply return (currentStrip ~= newStrip) because ZoKeybindStrip stores additional
-- variables on the descriptor (such as currentStrip.handledDown). This causes an altered
-- version of the keybind strip to differ from an unaltered version of the same strip.
local stripsExist = currentStrip and newStrip
if stripsExist then
-- if the strips have the same number of buttons see if they are all the same
if # currentStrip == # newStrip then
for i = 1 , # currentStrip do
local currentButton = currentStrip [ i ]
local newButton = newStrip [ i ]
return true
end
end
-- all the buttons are the same in the strips, so don't refresh
return false
end
end
-- the keybind strips don't match so we should refresh
return true
end
local removed = true
end
-- won't try to replace keybind strip if there's a current one and it wasn't removed
-- this occurs when current descriptor is pushed to stack, so can't be found
if removed then
end
end
end
end
if newFocusControl and oldFocusControl and oldFocusControl ~= newFocusControl then
-- Highlight the current selection
newFocusControl : SetHighlightIndexByColumn ( oldFocusControl : GetHighlightColumn ( ) , newFocusControl : GetFocusIndex ( ) > oldFocusControl : GetFocusIndex ( ) )
end
end
end
end
end
end
-- Creator Control Initialization
ZO_CharacterCreate_GamepadLoreInfoRaceName : SetText ( zo_strformat ( SI_RACE_NAME , GetRaceName ( currentGender , CharacterCreateGetRace ( characterMode ) ) ) )
ZO_CharacterCreate_GamepadLoreInfoClassName : SetText ( zo_strformat ( SI_CLASS_NAME , GetClassName ( currentGender , CharacterCreateGetClass ( characterMode ) ) ) )
end
if numSelectors > GAMEPAD_SELECTOR_STRIDE then
control . selectedCenterOffset = zo_ceil ( ( numSelectors - GAMEPAD_SELECTOR_STRIDE ) / GAMEPAD_SELECTOR_STRIDE ) * SELECTOR_PER_ROW_CENTER_OFFSET
else
end
end
end
-- override of ZO_CharacterCreate_Base:SetSelectorButtonEnabled
end
end
local layoutTable =
{
ZO_CharacterCreate_GamepadAllianceAllianceSelector1 ,
ZO_CharacterCreate_GamepadAllianceAllianceSelector2 ,
ZO_CharacterCreate_GamepadAllianceAllianceSelector3 ,
}
alliance . gamepadPosition = gamepadPosition -- TODO: This data is owned by the manager, not us
local selector = layoutTable [ alliance . gamepadPosition ]
end
end
local COLUMN_1_ROW_2_POSITION = 4
local COLUMN_2_ROW_2_POSITION = 5
local layoutTable =
{
ZO_CharacterCreate_GamepadRaceColumn11 ,
ZO_CharacterCreate_GamepadRaceColumn21 ,
ZO_CharacterCreate_GamepadRaceColumn31 ,
ZO_CharacterCreate_GamepadRaceColumn12 ,
ZO_CharacterCreate_GamepadRaceColumn22 ,
ZO_CharacterCreate_GamepadRaceColumn32 ,
ZO_CharacterCreate_GamepadRaceColumn13 ,
ZO_CharacterCreate_GamepadRaceColumn23 ,
ZO_CharacterCreate_GamepadRaceColumn33 ,
ZO_CharacterCreate_GamepadRaceSingleButton ,
}
-- Hide and reset buttons
end
-- We either need to show 3, 4, 9, or 10 buttons
-- 3 if they can't play any race any alliance or imperial
-- 4 if they can't play any race any alliance but can play as imperial
-- 9 if they can play any race any alliance but not imperial
-- 10 if they can play any race any alliance and imperial
local gamepadPosition = 1
race . gamepadPosition = gamepadPosition -- TODO: This data is owned by the manager, not us
gamepadPosition = gamepadPosition + 1
else
race . gamepadPosition = GAMEPAD_SELECTOR_IGNORE_POSITION
end
end
local raceControl = ZO_CharacterCreate_GamepadRace
raceControl . numButtons = gamepadPosition - 1
local activeButtonControls = { }
if race . gamepadPosition ~= GAMEPAD_SELECTOR_IGNORE_POSITION then
local raceButton = layoutTable [ race . gamepadPosition ]
-- Special case for 4 (3+imperial) buttons: we want the last button to be horizontally centered, to match how the tenth button is horizontally centered when 10 (9+imperial) buttons are visible
-- to do that we'll just use the already centered column 2 button
if race . gamepadPosition == COLUMN_1_ROW_2_POSITION and raceControl . numButtons == race . gamepadPosition then
raceButton = layoutTable [ COLUMN_2_ROW_2_POSITION ]
end
activeButtonControls [ race . gamepadPosition ] = raceButton
end
end
end
if currentRace then
if currentRace . alliance == ALLIANCE_NONE or currentRace . alliance == currentAlliance or CanPlayAnyRaceAsAnyAlliance ( ) then
return
end
end
if race . alliance == ALLIANCE_NONE or race . alliance == currentAlliance or CanPlayAnyRaceAsAnyAlliance ( ) then
return
end
end
end
end
-- if we're focused on race, refocus to update name
if ZO_CharacterCreate_GamepadRace . sliderObject . focused then
end
end
if race then
ZO_CharacterCreate_GamepadLoreInfoAllianceName : SetText ( zo_strformat ( SI_ALLIANCE_NAME , alliance . name ) )
end
end
end
if class then
end
end
end
if v . controls then
return k , index
end
end
end
end
return nil
end
local bucket1 , index1 = data1 . bucketIndex , data1 . index
local bucket2 , index2 = data2 . bucketIndex , data2 . index
if bucket1 == nil then
return false
elseif bucket2 == nil then
return true
end
if bucket1 ~= bucket2 then
return bucket1 < bucket2
end
return index1 < index2
end
end
-- If this was being suppressed changes MUST be applied now or there will be no slider data to build
local controlData = { }
-- Sliders
local unsavedValue , unsavedIsLocked = ZO_CHARACTERCREATE_MANAGER : GetCharacterUnsavedSetting ( name , category )
if unsavedValue and unsavedIsLocked then
end
if bucketIndex then
local info =
{
bucketIndex = bucketIndex ,
index = index ,
category = category ,
}
controlData [ # controlData + 1 ] = info
else
end
end
end
-- Appearances
if numValues > 0 then
local unsavedValue , unsavedIsLocked = ZO_CHARACTERCREATE_MANAGER : GetCharacterUnsavedSetting ( name , appearanceType )
if unsavedValue and unsavedIsLocked then
end
if bucketIndex then
local info =
{
bucketIndex = bucketIndex ,
index = index ,
appearanceType = appearanceType ,
}
controlData [ # controlData + 1 ] = info
else
end
end
end
-- Custom controls
if bucket . controls then
local controlType = controlItem [ 1 ]
if controlType == GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM then
local controlNameOrIndex = controlItem [ 2 ]
local controlInfo = customControls [ controlNameOrIndex ]
end
local info =
{
index = index ,
bucketIndex = bucketIndex ,
}
controlData [ # controlData + 1 ] = info
end
end
end
end
end
GAMEPAD_BUCKET_MANAGER : AddControl ( orderingData . control , orderingData . bucketIndex , orderingData . updateFn , orderingData . randomizeFn )
end
if category == CREATE_BUCKET_BODY or category == CREATE_BUCKET_BODY_SHAPE
or category == CREATE_BUCKET_HEAD_TYPE or category == CREATE_BUCKET_FEATURES
or category == CREATE_BUCKET_FACE then
bucketEnabled = bucketEnabled and appearanceControlsEnabled
end
end
local _ , physiqueIsLocked = ZO_CHARACTERCREATE_MANAGER : GetCharacterUnsavedSetting ( "triangle" , "physique" )
if physiqueIsLocked ~= nil then
end
if faceIsLocked ~= nil then
end
-- TODO: this fixes a bug where the triangles don't reflect the correct data...there will be more fixes to pregameCharacterManager to address the real issue
-- (where the triangle data needs to live on its own rather than being tied to the unit)
-- Update Gender Text
end
end
-- Sanity check
return
end
local controlsInitialized = false
if characterMode == CHARACTER_MODE_CREATION then
end
if not controlsInitialized then
end
end
buttonControl . defId = classData . class
end
local numClasses = # classes
local layoutTable
-- TODO: Create these controls dynamically
if numClasses <= 4 then
-- 4 is the default number of classes and they are laid out
-- so that the fourth class is i nthe middle column
layoutTable = {
ZO_CharacterCreate_GamepadClassColumn11 ,
ZO_CharacterCreate_GamepadClassColumn21 ,
ZO_CharacterCreate_GamepadClassColumn31 ,
ZO_CharacterCreate_GamepadClassColumn22 ,
}
elseif numClasses <= 6 then
-- if we have 5 or 6 classes, then we can lay them out normally
-- from left to right without worrying about centering one
layoutTable = {
ZO_CharacterCreate_GamepadClassColumn11 ,
ZO_CharacterCreate_GamepadClassColumn21 ,
ZO_CharacterCreate_GamepadClassColumn31 ,
ZO_CharacterCreate_GamepadClassColumn12 ,
ZO_CharacterCreate_GamepadClassColumn22 ,
ZO_CharacterCreate_GamepadClassColumn32 ,
}
else -- numClasses > CHARACTER_CREATE_MAX_SUPPORTED_CLASSES
-- we aren't dynamically creating controls and we are out of controls
-- more controls will have to be added to the XML and additional logic to correctly lay them out
-- this assert is also duplicated in the keyboard UI so that non-console builds will catch the issue as well
local errorString = string . format ( "The gamepad UI currently only supports up to %d classes, but there are currently %d classes used" , CHARACTER_CREATE_MAX_SUPPORTED_CLASSES , numClasses )
end
-- Hide buttons
end
local activeButtonControls = { }
class . gamepadPosition = gamepadPosition -- TODO: This data is owned by the manager, not us
local classButton = layoutTable [ gamepadPosition ]
activeButtonControls [ gamepadPosition ] = classButton
end
end
end
if not templateData then
return false
end
return false
end
-- Disable appearance related controls if the appearance is overridden in the template.
local validRaces = { }
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateRaceSelectorsForTemplate ( ... ) end , self . characterData : GetRaceInfo ( ) , templateData , self . raceRadioGroup , validRaces )
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateClassSelectorsForTemplate ( ... ) end , self . characterData : GetClassInfo ( ) , templateData , self . classRadioGroup )
local validAlliances = { }
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateAllianceSelectorsForTemplate ( ... ) end , self . characterData : GetAllianceInfo ( ) , templateData , self . allianceRadioGroup , validAlliances )
if templateData . gender ~= GENDER_NEUTER then
end
-- Pick a race
if templateData . race ~= 0 then
else
end
-- Pick an alliance
local alliance = templateData . alliance
if alliance == ALLIANCE_NONE then
-- (never random unless a race without a fixed alliance is picked)
if alliance == ALLIANCE_NONE then
end
end
-- Pick a class
if templateData . class ~= 0 then
else
end
-- Pick a gender
if templateData . gender ~= GENDER_NEUTER then
else
end
-- Make the controls match what you picked...
if not templateData . overrideAppearance then
else
end
return true
end
local dialogDescription =
{
mustChoose = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC
} ,
end ,
title =
{
} ,
{
} ,
parametricList = { } ,
buttons =
{
{
end
end ,
} ,
{
} ,
}
}
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData = {
isHome = true ,
end ,
} ,
}
end
end
end
end
end
do
local CREATE_LORE_INFO_CONTROLS =
{
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_ALLIANCE ] =
{
"AllianceIcon" ,
"AllianceName" ,
"AllianceDescription" ,
} ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_RACE ] =
{
"RaceIcon" ,
"RaceName" ,
"RaceDescription" ,
} ,
[ GAMEPAD_BUCKET_CUSTOM_CONTROL_CLASS ] =
{
"ClassIcon" ,
"ClassName" ,
"ClassDescription" ,
} ,
}
end
end
end
end
end
end
end
local formattedCollectibleName = ZO_SELECTED_TEXT : Colorize ( zo_strformat ( SI_ITEM_FORMAT_STR_TEXT1_TEXT2 , collectibleName , categoryName ) )
local appearanceTypeText = ZO_SELECTED_TEXT : Colorize ( overrideAppearanceName or GetString ( "SI_CHARACTERAPPEARANCENAME" , appearanceIndex ) )
local previewTypeToShow = ZO_SELECTED_TEXT : Colorize ( zo_strformat ( SI_CREATE_CHARACTER_GAMEPAD_PREVIEW_OPTION_FORMAT , GetString ( "SI_CHARACTERCREATEDRESSINGOPTION" , DRESSING_OPTION_YOUR_GEAR ) ) )
local descriptionControl = CHARACTER_CREATE_GAMEPAD_COLLECTIBLE_BLOCKING_INFO_FRAGMENT . control : GetNamedChild ( "Description" )
local descriptionText = zo_strformat ( SI_CHARACTER_CREATE_PREVIEWING_COLLECTIBLES_TOOLTIP_DESCRIPTION_FORMATTER , appearanceTypeText , formattedCollectibleName , previewTypeToShow , appearanceTypeText )
end
end
-- Just do focus update
end
return
end
-- Handle Generic Option changes
if changeOption == MOVEMENT_CONTROLLER_MOVE_NEXT then
end
elseif changeOption == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
local updatedFocusControl = false
end
if not updatedFocusControl then
-- Allow the bucketManager to consume the input
if moveFocus == MOVEMENT_CONTROLLER_MOVE_NEXT then
elseif moveFocus == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
end
end
end
local raceTemplate = characterInfo
local allianceTemplate = characterInfo
if mode == CHARACTER_CREATE_MODE_EDIT_RACE then
raceTemplate = {
race = 0 ,
alliance = characterInfo . alliance ,
}
elseif mode == CHARACTER_CREATE_MODE_EDIT_ALLIANCE then
allianceTemplate = {
alliance = ALLIANCE_NONE ,
}
end
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateRaceSelectorsForTemplate ( ... ) end , self . characterData : GetRaceInfo ( ) , raceTemplate , self . raceRadioGroup )
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateClassSelectorsForTemplate ( ... ) end , self . characterData : GetClassInfo ( ) , characterInfo , self . classRadioGroup )
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateAllianceSelectorsForTemplate ( ... ) end , self . characterData : GetAllianceInfo ( ) , allianceTemplate , self . allianceRadioGroup )
-- Make the controls match what you picked...
end
-- we may not have any template selected or we have no templates
-- so create a default template with no restrictions
if templateData == nil then
end
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateRaceSelectorsForTemplate ( ... ) end , self . characterData : GetRaceInfo ( ) , templateData , self . raceRadioGroup )
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateClassSelectorsForTemplate ( ... ) end , self . characterData : GetClassInfo ( ) , templateData , self . classRadioGroup )
self : UpdateSelectorsForTemplate ( function ( ... ) return self : UpdateAllianceSelectorsForTemplate ( ... ) end , self . characterData : GetAllianceInfo ( ) , templateData , self . allianceRadioGroup )
-- make sure the controls appear correctly
-- Make the controls match what you picked...
end
-- XML Handlers and global functions
if g_randomizeAppearanceEnabled then
end
end
end
end
GAMEPAD_CHARACTER_CREATE_MANAGER . isCreating = false
ZO_CHARACTERCREATE_MANAGER : SetShouldPromptForTutorialSkip ( true ) -- should be prompted for tutorial again
end
return GAMEPAD_CHARACTER_CREATE_MANAGER . isCreating
end
do
local g_selectorHandlers =
{
end ,
end ,
if newButton then
else
end
end ,
}
end
end
end
end
end
end
local ALWAYS_ANIMATE = true
end
local ALWAYS_ANIMATE = true
CHARACTER_CREATE_GAMEPAD_INFORMATION_TOOLTIP_FRAGMENT = ZO_FadeSceneFragment : New ( control , ALWAYS_ANIMATE )
end
local ALWAYS_ANIMATE = true
CHARACTER_CREATE_GAMEPAD_COLLECTIBLE_BLOCKING_INFO_FRAGMENT = ZO_FadeSceneFragment : New ( control , ALWAYS_ANIMATE )
end
do
local paperDollInputObject =
{
local scalex = - 6.0
if mx ~= 0 then
else
end
else
if my > 0 then
elseif my < 0 then
else
end
end
end ,
}
end
end
end
end
end
parametricDialog . noViolations = # parametricDialog . nameViolations == 0
if not parametricDialog . noViolations then
if suppressErrors then
else
local HIDE_UNVIOLATED_RULES = true
local violationString = ZO_ValidNameInstructions_GetViolationString ( parametricDialog . selectedName , parametricDialog . nameViolations , HIDE_UNVIOLATED_RULES , SI_CREATE_CHARACTER_GAMEPAD_INVALID_NAME_DIALOG_INSTRUCTION_FORMAT )
end
else
end
end
end
end
dialog . selectedName = nil
local headerData = { }
else
local SUPPRESS_ERRORS = true
end
end
end
local doneEntry = ZO_GamepadEntryData : New ( GetString ( SI_CREATE_CHARACTER_GAMEPAD_FINISH_DONE ) , "EsoUI/Art/Miscellaneous/Gamepad/gp_submit.dds" )
end
{
mustChoose = true ,
canQueue = true ,
gamepadInfo = {
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
-- Open Keyboard immediately on entering finishing character dialog
end
end ,
blockDialogReleaseOnPress = true , -- We'll handle Dialog Releases ourselves since we don't want DIALOG_PRIMARY to release the dialog on press.
title =
{
} ,
{
} ,
parametricList =
{
-- name edit box
{
template = "ZO_Gamepad_GenericDialog_Parametric_TextFieldItem" ,
templateData = {
nameField = true ,
end
end ,
ZO_EditDefaultText_Initialize ( control . editBoxControl , GetString ( SI_CREATE_CHARACTER_GAMEPAD_ENTER_NAME ) )
end
end ,
} ,
} ,
-- Done menu item
{
template = "ZO_GamepadTextFieldSubmitItem" ,
templateData = doneEntry ,
} ,
} ,
buttons =
{
{
if targetControl and targetControl . editBoxControl then
end
else
if not dialog . noViolations then
return
end
end
end
end ,
end ,
} ,
{
end
end ,
} ,
} ,
} )
end |