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ZO_CHAT_MENU_GAMEPAD_LOG_MAX_SIZE = 200
ZO_CHAT_MENU_GAMEPAD_COLOR_MODIFIER = 0.7
ZO_CHAT_MENU_GAMEPAD_DESATURATION_MODIFIER = 0.1
------------------
--Initialization--
------------------
--Re-narrate when cycling between multiple links
end )
end
-- ZO_InteractiveChatLog_Gamepad Overrides
{
}
end
--For active focus switching between channel and edit box
self . textInputFocusSwitcher = ZO_GamepadFocus : New ( self . textInputControl , nil , MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL )
end
local textEditData =
{
end
end ,
end ,
end ,
}
end
end
end
end
end
end
if isLocalPlayer then
end
end
end
end
end
{
-- Back to text input
{
end ,
} ,
}
if targetData then
return true
end
end
end
return false
end
local DEFAULT_CALLBACK , DEFAULT_KEYBIND , DEFAULT_NAME , DEFAULT_SOUND
self : AddSocialOptionsKeybind ( self . chatEntryListKeybindDescriptor , DEFAULT_CALLBACK , DEFAULT_KEYBIND , DEFAULT_NAME , DEFAULT_SOUND , AreOptionsAvailable )
{
{
end ,
} ,
{
local CURRENT_CHANNEL , CURRENT_TARGET
local DONT_SHOW_HUD_WINDOW = true
end ,
end ,
} ,
{
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . textInputAreaKeybindDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
else
local OLD_TARGET_DATA = nil
local REACHED_TARGET = nil
end
end
end
end
function ZO_ChatMenu_Gamepad : SetupLogMessage ( control , data , selected , reselectingDuringRebuild , enabled , active )
local r , g , b
if entryData . overrideColorDef then
else
end
if isSelected then
else
end
local colorSelectedModifier = isSelected and 1 or ZO_CHAT_MENU_GAMEPAD_COLOR_MODIFIER
control . label : SetColor ( r * colorSelectedModifier , g * colorSelectedModifier , b * colorSelectedModifier , 1 )
end
function ZO_ChatMenu_Gamepad : AddMessage ( message , category , targetChannel , fromDisplayName , rawMessageText , narrationMessage , overrideColorDef )
if message ~= nil then
local links
--Only chat channel messages will have raw text, because they're the only ones that could have links in them
if rawMessageText then
links = { }
links = # links > 0 and links or nil
end
{
fromDisplayName = fromDisplayName ,
category = category ,
targetChannel = targetChannel ,
rawMessageText = rawMessageText ,
links = links ,
narrationMessage = narrationMessage ,
overrideColorDef = overrideColorDef ,
}
else
end
if selectingMostRecent then
end
end
end
end
local socialData =
{
}
end
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildInviteToGroupOption , ZO_SocialOptionsDialogGamepad . ShouldAddInviteToGroupOption )
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildAddFriendOption , ZO_SocialOptionsDialogGamepad . ShouldAddFriendOption )
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildSendMailOption , ZO_SocialOptionsDialogGamepad . ShouldAddSendMailOption )
self : AddOptionTemplate ( groupId , ZO_SocialOptionsDialogGamepad . BuildIgnoreOption , ZO_SocialOptionsDialogGamepad . SelectedDataIsNotPlayer )
end
end
end
end
end
end
-- End ZO_InteractiveChatLog_Gamepad Overrides
self . selectedChannelFakeLabel = channelDropdownControl : GetNamedChild ( "SelectedItemFakeTextForResizing" )
end
-- Prepare switches for sorting
-- These switches are the slash commands used to set the channel (e.g.:/zone)
-- The channelData holds a table of all the channels and their information,
-- and the switch lookup provides the mapping of the channel id to the default (e.g.: /zone vs /z) switch needed to go there
local switches = { }
local switch = switchLookup [ channel ]
--Not every channel in the channel data is going to map to a switch
if switch then
switches [ # switches + 1 ] = switch
end
end
--The functionality that auto activates the dropdown upon focusing relies upon code in ZO_GamepadFocus.lua that will try to call active on the control if the focus data does not have an activate
--Adding an activate to this data would prevent that functionality from happening, so if we do, make sure that behavior is accounted for
local channelFocusData =
{
end ,
end ,
}
local DONT_RESELECT = false
end
--Target means we don't yet have enough info to properly change channels
end
end
channelDropdown . minimumWidth = 0
--Add sorted switches
--The switchLookup also includes a backward lookup to use any switch (not just defaults) to find the associated channel data
local channelData = switchLookup [ switch ]
-- exclude channels that require an explicit target (ie. /tell) and channels that we don't currently meet the requirements for
if channelData and not channelData . target and ( not channelData . requires or channelData . requires ( channelData . id ) ) then
local stringWidth = ( self . selectedChannelFakeLabel : GetStringWidth ( zo_strupper ( switch ) ) / GetUIGlobalScale ( ) ) + 10 -- 10px of margin to avoid word wrapping
end
end
if reselectDuringRebuild then
end
end
do
end
--Set the dropdown selection to the appropriate channel
--Set the selected item text for the dropdown to the appropriate text
local channelText
if channelTarget then
--Console can only have display names. This won't do anything to character names on PC
channelText = zo_strformat ( SI_CHAT_ENTRY_TARGET_FORMAT , GetChannelName ( channelData . id ) , channelTarget )
else
end
--Set the dropdown width to be wide enough to fit the text
local stringWidth = self . selectedChannelFakeLabel : GetStringWidth ( zo_strupper ( channelText ) ) / GetUIGlobalScale ( )
end
end
if currentTargetData then
end
end
end
end
self . channelRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
local RESELECT = true
end )
end )
end
end
end
else
end
end
if currentLink . link == link then
return
end
end
end
end
end
--------------
--Global XML--
--------------
end |