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--------------
--Initialize--
--------------
local ARMORY_BUILD_CHAMPION_HEADER_DATA = 1
local ARMORY_BUILD_CHAMPION_DATA = 2
end
ZO_ScrollList_AddDataType ( self . list , ARMORY_BUILD_CHAMPION_DATA , "ZO_ArmoryBuildChampion_Gamepad_AbilityRow" , 55 , function ( ... ) self : GamepadSingleLineAbilityEntryTemplateSetup ( ... ) end )
ZO_ScrollList_AddDataType ( self . list , ARMORY_BUILD_CHAMPION_HEADER_DATA , "ZO_ArmoryBuildChampion_Gamepad_MenuEntryHeader" , 40 , function ( ... ) self : ArmoryBuildChampionTextDisplayTemplateSetup ( ... ) end )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
end
end
end
end
end
end
end
{
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end
end
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end
end
} ,
}
--Because the main build details list remains activated while we are in this one, we need to manually tell it to re-narrate when we leave
local NARRATE_HEADER = true
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
end
if selectedData and not selectedData . isHeader and not selectedData . isEntryEmpty then
GAMEPAD_TOOLTIPS : LayoutArmoryBuildChampionSkill ( GAMEPAD_RIGHT_TOOLTIP , selectedData . championSkillData )
end
end
end
end
do
local CHAMPION_SKILL_DISCIPLINE_ICONS =
{
[ CHAMPION_DISCIPLINE_TYPE_COMBAT ] = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_combat.dds" ,
[ CHAMPION_DISCIPLINE_TYPE_CONDITIONING ] = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_conditioning.dds" ,
[ CHAMPION_DISCIPLINE_TYPE_WORLD ] = "EsoUI/Art/Champion/Gamepad/gp_quickmenu_world.dds" ,
}
if championSkillId == 0 then
-- No champion skill set
entryData . isEntryEmpty = true
return entryData
else
local entryData = ZO_GamepadEntryData : New ( entryText , CHAMPION_SKILL_DISCIPLINE_ICONS [ disciplineType ] )
return entryData
end
end
local reselectData = nil
local lastDisciplineId = nil
local disciplineSection = nil
for actionSlotIndex = startSlotIndex , endSlotIndex do
local currentDisciplineId = GetRequiredChampionDisciplineIdForSlot ( actionSlotIndex , HOTBAR_CATEGORY_CHAMPION )
local headerText = nil
if lastDisciplineId ~= currentDisciplineId then
headerText = ZO_CachedStrFormat ( SI_CHAMPION_CONSTELLATION_NAME_FORMAT , GetChampionDisciplineName ( currentDisciplineId ) )
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( ARMORY_BUILD_CHAMPION_HEADER_DATA , headerData ) )
lastDisciplineId = currentDisciplineId
end
entry . headerText = headerText
end
if reselectData then
end
end
end
function ZO_ArmoryBuildChampion_Gamepad : GamepadSingleLineAbilityEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
function ZO_ArmoryBuildChampion_Gamepad : ArmoryBuildChampionTextDisplayTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
--Overridden from base
local narrations = { }
if selectedData and not selectedData . isHeader then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( selectedData . headerText ) )
if not selectedData . isEntryEmpty then
else
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_ARMORY_EMPTY_ENTRY_NARRATION ) ) )
end
end
return narrations
end
-----------------------------
-- XML Functions
-----------------------------
end
end |