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-- Globals
local g_expirationTime = nil
local ZO_GAMEPAD_CHAT_SYSTEM_SECONDS_VISIBLE_UNPINNED = 20
end
end
--
--[[ Chat Container ]] --
--
end
end
-- Design says we don't want more chat containers on console...replace this with a gamepad dialog if we need them later
end
-- doing nothing on purpose
end
end
end
local FADE_BEGIN = 3
local FADE_DURATION = 2
end
end
end
local ANCHOR_SETTINGS =
{
relPoint = BOTTOMRIGHT ,
x = 0 ,
y = - 215 ,
width = 490 ,
height = 280 ,
}
self . control : SetAnchor ( ANCHOR_SETTINGS . point , nil , ANCHOR_SETTINGS . relPoint , ANCHOR_SETTINGS . x , ANCHOR_SETTINGS . y )
end
do
--Any new language specific zone chat categories should be added to this table
local ZONE_CHAT_CATEGORIES =
{
[ CHAT_CATEGORY_ZONE ] = true ,
[ CHAT_CATEGORY_ZONE_ENGLISH ] = true ,
[ CHAT_CATEGORY_ZONE_FRENCH ] = true ,
[ CHAT_CATEGORY_ZONE_GERMAN ] = true ,
[ CHAT_CATEGORY_ZONE_JAPANESE ] = true ,
[ CHAT_CATEGORY_ZONE_RUSSIAN ] = true ,
[ CHAT_CATEGORY_ZONE_SPANISH ] = true ,
[ CHAT_CATEGORY_ZONE_CHINESE_S ] = true ,
}
function GamepadChatContainer : AddEventMessageToWindow ( window , message , category , narrationMessage , overrideColorDef )
SharedChatContainer . AddEventMessageToWindow ( self , window , message , category , narrationMessage , overrideColorDef )
--Determine if this message will be visible in the chat
--Only narrate zone chat if the zone chat narration setting is enabled
local narration = narrationMessage or message
end
end
end
end
end
return ZoFontGamepadChat
end
--
--[[ Chat System ]] --
--
end
local FADE_TIME_MS = 350
local CONSOLE_SETTINGS =
{
horizontalAlignment = TEXT_ALIGN_LEFT ,
linesInheritAlpha = true ,
hideTabs = true ,
hideScrollBar = true ,
numBlinks = 1 ,
initialFadeAlpha = 1 ,
finalFadeAlpha = 0 ,
fadeTransitionTime = FADE_TIME_MS ,
chatEditBufferTop = 9 ,
chatEditBufferBottom = 8 ,
}
-- timer handling
-- do not fade if the user is actively editing text
if g_expirationTime then
g_expirationTime = nil
end
end
end
end
end
end
{
end
}
end
end
end
SharedChatSystem . InitializeSharedControlManagement ( self , control , NewContainerHelper , "ZO_GamepadChatWindowTemplate" , "ZO_ChatWindowTab_Gamepad" )
end
end
end
end
end
if settingId == UI_SETTING_GAMEPAD_CHAT_HUD_ENABLED then
end
end
--Let the player know that a new chat message has arrived
end
end
end
EVENT_MANAGER : RegisterForEvent ( "GamepadChatSystem" , EVENT_CHAT_MESSAGE_CHANNEL , OnChatMessageChannel )
EVENT_MANAGER : RegisterForEvent ( "GamepadChatSystem" , EVENT_INTERFACE_SETTING_CHANGED , OnInterfaceSettingChanged )
EVENT_MANAGER : AddFilterForEvent ( "GamepadChatSystem" , EVENT_INTERFACE_SETTING_CHANGED , REGISTER_FILTER_SETTING_SYSTEM_TYPE , SETTING_TYPE_UI )
end
end
return
end
-- if we are in a scene that's blocking chat, we don't want to activate the chat whatsoever
-- this fixes issues where the chat is showing, but not active, when we enter a scene that blocks chat
return
end
if not dontShowHUDWindow then
--As a convenience, auto enable the HUD if the user uses any shortcut to start chatting in the HUD
end
if not dontShowHUDWindow then
end
end
end
end
end
-- handle this so we don't minimize the window due to the fadeout timer while the user is typing
end
end
if self . loaded and self . hudEnabled and ( self . isMinimized or not self . hasFocus or self . isPinnedAndFaded ) then
end
-- force this stuff to fade-in - it could've faded out if the player was using chat outside of the screen version
for tabIndex = 1 , # container . windows do
local NEVER_FADE = 0
end
end
end
end
if fadeText then
end
end
local FADE_TEXT = true
local KEEP_TEXT_ENTERED = true
end
end
end
end
end
end
local secondsToExpire = ZO_GAMEPAD_CHAT_SYSTEM_SECONDS_VISIBLE_UNPINNED
end
do
local FILTERED_OUT_CATEGORIES =
{
[ CHAT_CATEGORY_MONSTER_SAY ] = true ,
[ CHAT_CATEGORY_MONSTER_YELL ] = true ,
[ CHAT_CATEGORY_MONSTER_EMOTE ] = true ,
[ CHAT_CATEGORY_MONSTER_WHISPER ] = true ,
}
function ZO_GamepadChatSystem : OnFormattedChatMessage ( message , category , targetChannel , fromDisplayName , rawMessageText , narrationMessage , overrideColorDef )
if FILTERED_OUT_CATEGORIES [ category ] then
return
end
SharedChatSystem . OnFormattedChatMessage ( self , message , category , targetChannel , fromDisplayName , rawMessageText , narrationMessage , overrideColorDef )
end
end
end
return ZoFontGamepadEditChat
end
end
end
if newChannel == CHAT_CHANNEL_WHISPER or newChannel == CHAT_CHANNEL_WHISPER_SENT then
if channelTarget and channelTarget ~= "" then
end
end
end
-- override
return true
end
--override
return
end
end
-- override
return true
end
-- On platforms with both chat systems, hide on the opposite UI mode
return true
end
-- Show the chat system on the HUD, but only if the player has opted in
return false
end
-- TODO: if you directly interact with the chat menu, by for example using
-- enter key, we will automatically show the chat window until visibility is
-- refreshed. This is the Intended(tm) behavior, but it's not reflected explicitly in these rules anywhere
return true
end
--[[ XML Functions ]] --
end
end |