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end
end
end
--Helper function for determining if something is a narratable object
return true
end
return false
end
--TODO XAR: Make an enum for this
local NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY = 1
local NARRATION_ENTRY_TYPE_SOCIAL_LIST_ENTRY = 2
local NARRATION_ENTRY_TYPE_SORT_HEADER = 3
local NARRATION_ENTRY_TYPE_COMBO_BOX = 4
local NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY = 5
local NARRATION_ENTRY_TYPE_EDIT_BOX = 6
local NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER = 7
local NARRATION_ENTRY_TYPE_DIALOG = 8
local NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER = 9
local NARRATION_ENTRY_TYPE_FOCUS_ENTRY = 10
local SCREEN_NARRATION_QUEUE_DELAY_MS = 250
---------------------------------------------
-- Narratable Object
---------------------------------------------
end
end
--TODO XAR: Look into potentially allowing us to add the narration text to the front
--Adds the specified narration text. Narration text can be a string, table of strings, or number
return
end
else
end
end
--Sets the pause time to use when forming the final narration string
--Pause time and delimiter are mutually exclusive; setting one will clear the other
end
--Sets the delimiter to use when forming the final narration string
--Pause time and delimiter are mutually exclusive; setting one will clear the other
end
--If a delimiter is set use that, otherwise fall back to pause time
else
end
end
---------------------------------------------
-- Screen Narration Params
---------------------------------------------
end
--Calling ZO_ClearTable on self will clear out any variables that were set on this object
end
end
end
end
end
--TODO XAR: Is priority a thing we need?
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
---------------------------------------------
-- Screen Narration Manager
---------------------------------------------
self . parametricListTargetChangedCallback = function ( list , targetData , oldTargetData , reachedTarget , targetSelectedIndex , reselectingDuringRebuild )
end
end
if activated then
local NARRATE_HEADER = true
end
end
--Re-narrate any active parametric lists upon hiding dialogs
local NARRATE_HEADER = true
end
end
end
end
end
end
--Do not start any narrations while a load screen is active
return
end
--TODO XAR: Support multiple queues
end
end
end
end
end
EVENT_MANAGER : RegisterForEvent ( "ScreenNarrationManager" , EVENT_APP_GUI_HIDDEN_STATE_CHANGED , OnAppGuiHiddenStateChanged )
end
end
end
--Narration params need to re-set their pool and key each time we acquire due to us calling ZO_ClearTable(self) in the reset
end
return narratableObject
end
end
end
CALLBACK_MANAGER : RegisterCallback ( "AllDialogsHidden" , self . parametricListAllDialogsHiddenCallback , list )
--Store off the associated parametric list narration info for this list, so we can access it later
end
local narrationInfo =
{
end ,
end ,
}
end
CALLBACK_MANAGER : UnregisterCallback ( "AllDialogsHidden" , self . parametricListAllDialogsHiddenCallback , list )
end
dialog . entryList : RegisterCallback ( "TargetDataChanged" , function ( list , targetData , oldTargetData , reachedTarget , targetSelectedIndex , reselectingDuringRebuild )
if not reselectingDuringRebuild then
end
end )
if activated then
end
end )
end
end )
end )
end
end
end )
if selectedData then
end
end )
CALLBACK_MANAGER : RegisterCallback ( "AllDialogsHidden" , self . gridListAllDialogsHiddenCallback , gridList )
end
end
end )
end
return narrationParams
end
return narratableObject
end
end
end
--TODO XAR: Look into making each case a function in a table indexed by narration type
if narrationType == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then
self : NarrateParametricListEntry ( narrationInfo , list , list : GetTargetData ( ) , list : GetTargetControl ( ) , narrationParams : GetNarrateParametricListHeader ( ) )
end
elseif narrationType == NARRATION_ENTRY_TYPE_SOCIAL_LIST_ENTRY then
end
elseif narrationType == NARRATION_ENTRY_TYPE_SORT_HEADER then
if list : IsActive ( ) and sortHeaderGroup : IsEnabled ( ) and sortHeaderGroup : IsKeyCurrentSelectedIndex ( key ) then
end
elseif narrationType == NARRATION_ENTRY_TYPE_COMBO_BOX then
elseif narrationType == NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY then
end
elseif narrationType == NARRATION_ENTRY_TYPE_EDIT_BOX then
elseif narrationType == NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER then
self : NarrateEditBox ( textSearchHeader : GetEditBox ( ) , GetString ( SI_SCREEN_NARRATION_EDIT_BOX_SEARCH_NAME ) )
end
elseif narrationType == NARRATION_ENTRY_TYPE_DIALOG then
end
elseif narrationType == NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER then
self : NarrateFadingControlBuffer ( narrationParams : GetFadingControlBufferEntryData ( ) , narrationParams : GetFadingControlBufferTemplateData ( ) )
elseif narrationType == NARRATION_ENTRY_TYPE_FOCUS_ENTRY then
end
else
end
end
end
end
end
end
if queuedNarration and queuedNarration : GetNarrationType ( ) == NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY then
--If the list we are queueing is the same one we are overwriting, then make sure we still read the header if necessary
narrateHeader = queuedNarrateHeader
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_PARAMETRIC_LIST_ENTRY , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_SOCIAL_LIST_ENTRY , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_SORT_HEADER , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_COMBO_BOX , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_EDIT_BOX , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
--TODO XAR: Do we actually need this to be a separate function?
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_GRID_LIST_ENTRY , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_TEXT_SEARCH_HEADER , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_DIALOG , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_FADING_CONTROL_BUFFER , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
local narrationParams = self : CreateNarrationParams ( NARRATION_ENTRY_TYPE_FOCUS_ENTRY , SCREEN_NARRATION_QUEUE_DELAY_MS )
end
end
--TODO XAR: Look into having the message params return narratable objects
--CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately
--TODO XAR: Have this go into a different queue
end
end
--CSAs do not need to wait before sending to the C++, so attempt to narrate them immediately
--TODO XAR: Have this go into a different queue
end
end
do
local KEYBIND_PAUSE_TIME_MS = 100
--Gets a narratable object for the currently active keybinds on the keybind strip
local formatter = i == 1 and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER or SI_SCREEN_NARRATION_KEYBIND_FORMATTER
else
local formatter = i == 1 and SI_SCREEN_NARRATION_FIRST_KEYBIND_FORMATTER_NO_LABEL or SI_SCREEN_NARRATION_KEYBIND_FORMATTER_NO_LABEL
end
end
return keybindNarration
end
end
--Recursively populates a narratable object representing a tooltip read in the order it is laid out visually
--If this is just a string, we can just add it to the narration as-is
--If this is a table, loop through each entry and add it to the narration
end
end
end
--Gets a table of narratable objects representing the narration text for a tooltip or tooltips
--If optionalTooltipType is not specified, the table returned will contain a narratable object for each visible tooltip
--Get the table of tooltip strings
--The table is ordered based on the order the strings should be read visually
--If an optional tooltip type was specified tooltipStrings will either be a table of strings representing a single tooltip, or an empty string
--This means we only need one narratable object
if optionalTooltipType then
return { narration }
else
--If an optional tooltip type was not specified, then tooltipStrings will be a table of tables for each visible tooltip
--In this situation, we loop and create a narratable object for each individual tooltip
local narrations = { }
end
return narrations
end
end
function ZO_ScreenNarrationManager : NarrateParametricListEntry ( narrationInfo , list , entryData , entryControl , narrateHeader )
local narrations = { }
if headerNarration then
end
end
--If the list is empty, then narrate the no item text instead
end
--If the narration text is a function it should return either a narratable object or table of narratable objects
else
end
else
end
else
--Entries using a custom value via entryData.narrationText need to handle sublabels themselves if they want it
ZO_CombineNumericallyIndexedTables ( narrations , ZO_GetSharedGamepadEntrySubLabelNarrationText ( entryData , entryControl ) )
end
end
end
if entryData then
local narrations = { }
--If the narration text is a function it should return either a narratable object or table of narratable objects
else
end
else
end
end
end
end
end
local narrations = { }
end
local narrations = { }
end
local narrations = { }
end
if focus then
local narrations = { }
if focusNarration then
end
end
end
--Forms a table of the narrations that are common amongst all the dialog types
function ZO_ScreenNarrationManager : GetDialogBaseNarration ( dialog , dialogInfo , dialogType , textParams , narrateBaseText )
local narrations = { }
--narrateBaseText should only be true upon first opening the dialog
if narrateBaseText then
table . insert ( narrations , ZO_GamepadGenericHeader_GetNarrationText ( dialog . header , dialog . headerData ) )
elseif dialogInfo . title then
end
end
--Centered dialogs do not support sub text or warning
if dialogType ~= GAMEPAD_DIALOGS . CENTERED then
if dialogInfo . subText then
end
if dialogInfo . warning then
end
end
if dialogInfo . baseNarrationTooltip then
ZO_CombineNumericallyIndexedTables ( narrations , self : GetTooltipNarration ( dialogInfo . baseNarrationTooltip ) )
end
end
return narrations
end
local dialogInfo = dialog . info
if dialogInfo . gamepadInfo then
local dialogType = dialogInfo . gamepadInfo . dialogType
local textParams = dialog . textParams or { }
--First, get the base narration
local narrations = self : GetDialogBaseNarration ( dialog , dialogInfo , dialogType , textParams , narrateBaseText )
if dialogType == GAMEPAD_DIALOGS . BASIC then
--Do nothing, this dialog type is handled fully by the base narration
elseif dialogType == GAMEPAD_DIALOGS . PARAMETRIC then
--If the dialog type is parametric, attempt to narrate the currently selected entry in the list
end
else
end
else
end
else
--Entries using a custom value via entryData.narrationText need to handle sublabels themselves if they want it
ZO_CombineNumericallyIndexedTables ( narrations , ZO_GetSharedGamepadEntrySubLabelNarrationText ( entryData , entryControl ) )
end
--Dialogs only narrate tooltips when one is specifically specified
if entryData . narrationTooltip then
ZO_CombineNumericallyIndexedTables ( narrations , self : GetTooltipNarration ( entryData . narrationTooltip ) )
end
end
end
elseif dialogType == GAMEPAD_DIALOGS . COOLDOWN then
--If this is a cooldown dialog, attempt to narrate the loading text
if dialogInfo . loading then
end
end
elseif dialogType == GAMEPAD_DIALOGS . CENTERED then
--Do nothing, this dialog type is handled fully by the base narration
elseif dialogType == GAMEPAD_DIALOGS . STATIC_LIST then
--If the dialog type is static list, attempt to narrate each entry in the list
end
end
end
elseif dialogType == GAMEPAD_DIALOGS . ITEM_SLIDER then
--If the dialog type is item slider, attempt to narrate the associated slider
local itemName = ""
if bagId and slotIndex then
--Use the name of the item as the name of the slider
end
--If the narration text is a function it should return either a narratable object or table of narratable objects
else
end
else
end
else
end
end
elseif dialogType == GAMEPAD_DIALOGS . CUSTOM then
else
end
else
end
end
else
end
--Always add keybinds at the end
end
end
local narrations = { }
else
end
end
local lines = entryData . lines
if lines then
else
end
end
end
--TODO XAR: Have this use a separate queue from normal UI text
--We may want to have crafting results and alerts go to different queues differently
end
--TODO XAR: Do we need category here?
if chatMessage ~= "" then
--TODO XAR: Make a narrate text function that takes a narration type
end
end
end
--Adds a single narratable object to the pending narration and then releases the object
end
end
else
end
end
end
end
--Global functions
--Given a grid list entry, returns the narration text from the entry's object. Intended to be used for entries that inherit from ZO_Tile
if entryData and entryData . dataEntry then
end
end
end
--Generates narration text for a toggle control. The header parameter is optional
local isCheckedText = isChecked and GetString ( SI_SCREEN_NARRATION_TOGGLE_ON ) or GetString ( SI_SCREEN_NARRATION_TOGGLE_OFF )
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_TOGGLE_WITH_HEADER_FORMATTER , name , isCheckedText , header ) )
else
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_TOGGLE_FORMATTER , name , isCheckedText ) )
end
end
--Generates narration text for a radio button control. The header parameter is optional
local isCheckedText = isChecked and GetString ( SI_SCREEN_NARRATION_TOGGLE_ON ) or GetString ( SI_SCREEN_NARRATION_TOGGLE_OFF )
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_RADIO_BUTTON_WITH_HEADER_FORMATTER , name , isCheckedText , header ) )
else
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_RADIO_BUTTON_FORMATTER , name , isCheckedText ) )
end
end
do
local NUMERIC_ONLY_TEXT_TYPES =
{
[ TEXT_TYPE_NUMERIC ] = true ,
[ TEXT_TYPE_NUMERIC_UNSIGNED_INT ] = true ,
}
--Generates narration text for an edit control. The name parameter is optional.
if editControl then
--Use a slightly different string if the edit control is numeric (meaning it only accepts numbers)
if NUMERIC_ONLY_TEXT_TYPES [ textType ] then
else
end
--Default to using the current value text of the edit box, and then fall back to the default text if necessary
if valueText ~= "" then
else
end
narration : AddNarrationText ( zo_strformat ( SI_SCREEN_NARRATION_EDIT_BOX_INPUT_CHARACTER_LIMIT , editControl : GetMaxInputChars ( ) ) )
return narration
end
end
end
--Generates narration text for a spinner.
--TODO XAR: Include directional input for the spinner
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_SPINNER_FORMATTER , name , value ) )
end
--Generates narration text for a slider
--TODO XAR: Include directional input for the slider
return SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SCREEN_NARRATION_SLIDER_FORMATTER , name , value , min , max ) )
end
--Default function for getting the narration text for a dropdown entry in a parametric list
end
--Default function for getting the narration text for an edit box control in a parametric list
end
--Default function for getting the narration text for a toggle in a parametric list
end
--Function for getting a table of narratable objects for sublabels defined in a shared gamepad entry
local narrations = { }
else
end
else
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( entryData . subLabelsNarrationText ) )
end
elseif entryData . subLabels then
local subLabelText
else
end
end
end
return narrations
end
do
local DEFAULT_PAUSE_TIME_MS = 200
--Forms a table of strings into a single string separated by pauses for narration.
pauseTime = pauseTime or DEFAULT_PAUSE_TIME_MS
end
end
-- Global singleton
-- The global singleton moniker is assigned by the Narration Manager's constructor in order to
-- allow data objects to reference the singleton during their construction.
|