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-----------------------------
-- Companion Collection Book
-----------------------------
local GAMEPAD_COMPANION_COLLECTIONS_ACTIONS_DIALOG_NAME = "GAMEPAD_COMPANION_COLLECTIONS_ACTIONS_DIALOG"
COMPANION_COLLECTION_BOOK_GAMEPAD_SCENE = ZO_InteractScene : New ( "companionCollectionBookGamepad" , SCENE_MANAGER , ZO_COMPANION_MANAGER : GetInteraction ( ) )
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , COMPANION_COLLECTION_BOOK_GAMEPAD_SCENE )
end
end
end
end
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectionUpdated" , function ( ... ) self : OnCollectionUpdated ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleNewStatusCleared" , function ( ... ) self : OnCollectibleNewStatusCleared ( ... ) end )
ZO_COLLECTIBLE_DATA_MANAGER : RegisterCallback ( "OnCollectibleNotificationRemoved" , function ( ... ) self : OnCollectibleNotificationRemoved ( ... ) end )
COLLECTIONS_BOOK_SINGLETON : RegisterCallback ( "OnUpdateCooldowns" , function ( ... ) self : OnUpdateCooldowns ( ... ) end )
EVENT_MANAGER : RegisterForUpdate ( "ZO_GamepadCompanionCollectionsBook" , 250 , function ( ) self : UpdateActiveCollectibleCooldownTimer ( ) end )
-- TODO: For companion previewable
end
end )
end
{
}
end
{
}
{
-- The title text will be updated to the name of the collections category
}
{
-- The title text will be updated to the name of the collections category/subcategory
}
end
-- Category Keybind
{
-- Select Category
{
end ,
return entryData ~= nil
end
return false
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
-- Subcategory Keybind
{
-- Select Subcategory
{
end ,
return entryData ~= nil
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . subcategoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
-- Collection Keybind
{
-- Set Active or Put Away Collectible
{
local nameStringId = collectibleData : GetPrimaryInteractionStringId ( GAMEPLAY_ACTOR_CATEGORY_COMPANION )
end ,
end ,
if collectibleData then
else
return false
end
end ,
return true
elseif remainingMs > 0 then
-- TODO: Determine if companion collectible actions can be blocked
else
return true
end
else
--This is an imitation collectible data
return not collectibleData : IsBlocked ( GAMEPLAY_ACTOR_CATEGORY_COMPANION ) , collectibleData : GetBlockReason ( GAMEPLAY_ACTOR_CATEGORY_COMPANION )
end
end
} ,
-- Actions
{
local dialogData =
{
}
end ,
if collectibleData then
return IsChatSystemAvailableForCurrentPlatform ( ) or collectibleData : IsRenameable ( ) or self : CanPurchaseCurrentTarget ( )
else
return false
end
end ,
} ,
}
else
end
end
ZO_Gamepad_AddBackNavigationKeybindDescriptorsWithSound ( self . collectionKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , OnCollectionListBack )
end
end
local function CategoryEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
end
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
local function CollectibleEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end
end
local DEFAULT_EQUALITY_FUNCTION = nil
local DEFAULT_HEADER_SETUP_FUNCTION = nil
list : AddDataTemplate ( "ZO_GamepadCompanionCollectible" , CollectibleEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "CompanionCollectible" )
list : AddDataTemplateWithHeader ( "ZO_GamepadCompanionCollectible" , CollectibleEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , DEFAULT_EQUALITY_FUNCTION , "ZO_GamepadMenuEntryHeaderTemplate" , DEFAULT_HEADER_SETUP_FUNCTION , "CompanionCollectible" )
end
if browseInfo ~= nil then
local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetCollectibleDataById ( browseInfo . collectibleId )
else
end
end
end
end
end
--Opens up the provided category, or the current category if no categoryData is provided
if categoryData then
if entryData . dataSource == categoryData then
end
end
end
local RESET_SELECTION_TO_TOP = true
else
end
end
if entryData . dataSource == subcategoryData then
end
end
end
--Opens up the provided subcategory, or the current subcategory if no subcategoryData is provided
end
local RESET_SELECTION_TO_TOP = true
end
if collectibleId then
break
end
end
end
end
return
end
else
end
end
if not dontUpdateTitle then
end
if collectibleData then
end
end
else
end
end
return
end
end
end
end
end
if collectionUpdateType == ZO_COLLECTION_UPDATE_TYPE . RANDOM_MOUNT_SETTING_CHANGED then
-- if random mount changed, we really just want to update the current list just like
-- OnCollectibleUpdated does.
end
end
end
if currentCategoryData then
self . currentCategoryData = currentCategoryData -- Rebuilding the subcategory resets the current category to the parent, so we need to set it back
end
local DONT_RESET_SELECTION_TO_TOP = false
end
end
end
end
end
end
end
function ZO_CompanionCollectionBook_Gamepad : OnCollectibleNotificationRemoved ( notificationId , collectibleId )
end
end
-- Add the categories entries
for categoryIndex , categoryData in ZO_COLLECTIBLE_DATA_MANAGER : CategoryIterator ( { ZO_CollectibleCategoryData . IsStandardCategory , ZO_CollectibleCategoryData . HasShownCollectiblesInCollection , ZO_CollectibleCategoryData . HasAnyCompanionUsableCollectibles } ) do
end
end
-- Add the categories entries
for subcategoryIndex , subcategoryData in categoryData : SubcategoryIterator ( { ZO_CollectibleCategoryData . HasShownCollectiblesInCollection , ZO_CollectibleCategoryData . HasAnyCompanionUsableCollectibles } ) do
end
end
local unlockedData = { }
local lockedData = { }
for _ , collectibleData in categoryData : SortedCollectibleIterator ( { ZO_CollectibleData . IsShownInCollection , ZO_CollectibleData . IsCollectibleCategoryCompanionUsable , ZO_CollectibleData . IsCollectibleAvailableToCompanion } ) do
else
end
end
if # unlockedData > 0 or # lockedData > 0 then
-- Add defaults
local setToDefaultCollectibleData = ZO_COLLECTIBLE_DATA_MANAGER : GetSetToDefaultCollectibleData ( categoryType , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
if setToDefaultCollectibleData then
end
end
if collectibleCategoryTypesInCategory [ COLLECTIBLE_CATEGORY_TYPE_MOUNT ] then
local randomMountEntryData = self : BuildCollectibleCategorySetRandomSelectionData ( setRandomMountData )
end
end
self : BuildListFromTable ( collectionList , unlockedData , GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_UNLOCKED_OWNED ) )
self : BuildListFromTable ( collectionList , lockedData , GetString ( "SI_COLLECTIBLEUNLOCKSTATE" , COLLECTIBLE_UNLOCK_STATE_LOCKED ) )
end
-- ESO-725038: ZO_SetToDefaultCollectibleData doesn't implement IsVisualLayerHidden
-- so if the visual layer updates while a collectibleData of this type is shown we don't
-- want to attempt to show it. Should we run into other instantiations of ZO_SetToDefaultCollectibleData
-- besides "Default Mount" that have a visual layer we should implement the function on that class.
-- An example of this happening is when werewolf ends while viewing the
-- companion mount subcategory which has a default collectible entry of "Default Mount"
collectibleData : SetIsHiddenByWardrobe ( collectibleData : IsVisualLayerHidden ( GAMEPLAY_ACTOR_CATEGORY_COMPANION ) )
end
end
end
function ZO_CompanionCollectionBook_Gamepad : BuildCollectibleCategorySetToDefaultData ( setToDefaultCollectibleData )
local entryData = ZO_GamepadEntryData : New ( setToDefaultCollectibleData : GetName ( ) , setToDefaultCollectibleData : GetIcon ( ) )
entryData . actorCategory = GAMEPLAY_ACTOR_CATEGORY_COMPANION
entryData . isEquippedInCurrentCategory = setToDefaultCollectibleData : IsActive ( GAMEPLAY_ACTOR_CATEGORY_COMPANION ) and not setToDefaultCollectibleData : ShouldSuppressActiveState ( GAMEPLAY_ACTOR_CATEGORY_COMPANION )
return entryData
end
function ZO_CompanionCollectionBook_Gamepad : BuildCollectibleCategorySetRandomSelectionData ( collectibleData )
entryData . actorCategory = GAMEPLAY_ACTOR_CATEGORY_COMPANION
return entryData
end
local entryData = ZO_GamepadEntryData : New ( collectibleData : GetFormattedName ( ) , collectibleData : GetIcon ( ) )
entryData . actorCategory = GAMEPLAY_ACTOR_CATEGORY_COMPANION
entryData . isEquippedInCurrentCategory = collectibleData : IsActive ( GAMEPLAY_ACTOR_CATEGORY_COMPANION ) and not collectibleData : ShouldSuppressActiveState ( GAMEPLAY_ACTOR_CATEGORY_COMPANION )
entryData : SetIsHiddenByWardrobe ( collectibleData : IsVisualLayerHidden ( GAMEPLAY_ACTOR_CATEGORY_COMPANION ) )
if remainingMs > 0 and durationMs > 0 then
entryData . refreshWhenFinished = true
end
return entryData
end
if # dataTable >= 1 then
if i == 1 then
else
end
end
end
end
if oldSelectedData then
if oldSelectedData . notificationId ~= nil then
oldSelectedData . notificationId = nil
end
end
end
if selectedData then
self . clearNewStatusCallId = zo_callLater ( self . trySetClearNewFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED_MS )
end
end
end
end
end
end
end
if entryData then
else
end
else
end
end
local SHOW_VISUAL_LAYER_INFO = true
local SHOW_BLOCK_REASON = true
GAMEPAD_TOOLTIPS : LayoutCollectibleFromData ( GAMEPAD_LEFT_TOOLTIP , collectibleData , SHOW_VISUAL_LAYER_INFO , timeRemainingS , SHOW_BLOCK_REASON , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
else
GAMEPAD_TOOLTIPS : LayoutImitationCollectibleFromData ( GAMEPAD_LEFT_TOOLTIP , collectibleData , GAMEPLAY_ACTOR_CATEGORY_COMPANION )
end
end
end
end
end
if remainingMs ~= collectibleData : GetCooldownTimeRemainingMs ( ) or ( remainingMs <= 0 and collectibleData . refreshWhenFinished ) then
return
end
end
end
end
end
end
end
end
end
end
return targetData
end
return nil
end
return collectibleData and collectibleData : IsPurchasable ( ) and collectibleData : CanAcquire ( ) and not collectibleData : IsHouse ( )
end
return false
end
-----------------
-- Actions Dialog
-----------------
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
canQueue = true ,
end ,
title =
{
} ,
parametricList =
{
-- Link In Chat
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData =
{
end ,
} ,
} ,
-- Unlock Permanently (Purchase)
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData =
{
end ,
end
} ,
} ,
} ,
buttons =
{
{
end ,
} ,
{
} ,
}
} )
end
-----------------------------
-- Global XML Functions
-----------------------------
end |