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local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS = 1
local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE = 2
local GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS = 3
local GAMEPAD_SMITHING_TOGGLE_TYPE_STYLE = 1
local optionFilterMaterials =
{
}
local optionFilterKnowledge =
{
}
local optionFilterQuests =
{
}
local GAMEPAD_SMITHING_CREATION_OPTION_ACTION_CROWN_STORE = 1
local g_globalActions =
{
[ GAMEPAD_SMITHING_CREATION_OPTION_ACTION_CROWN_STORE ] =
{
end ,
}
}
ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y = 3
--[[ SmithingHorizontalScrollList ]] --
end
end
end
--[[ ZO_GamepadSmithingCreation ]] --
end
if newState == SCENE_SHOWING then
local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType ( GetCraftingInteractionType ( ) )
local DONT_SHOW_CAPACITY = false
ZO_GamepadCraftingUtils_SetupGenericHeader ( self . owner , titleString , tabBarEntries , DONT_SHOW_CAPACITY )
local NARRATE_HEADER = true
elseif newState == SCENE_HIDDEN then
end
end )
end
end )
-- only reactivate this right away if it's focused - selecting it will activate it otherwise
end
end
local NARRATE_HEADER = true
end
end )
end
return
end
local scrollListControl = ZO_SmithingHorizontalScrollList_Gamepad
local traitUnknownFont = "ZoFontGamepadCondensed34"
local notEnoughInInventoryFont = "ZoFontGamepadCondensed34"
local listSlotTemplate = "ZO_GamepadSmithingListSlot"
self : InitializeTraitList ( scrollListControl , traitUnknownFont , notEnoughInInventoryFont , listSlotTemplate )
self : InitializeStyleList ( scrollListControl , traitUnknownFont , notEnoughInInventoryFont , listSlotTemplate )
local CHAMPION_POINT_RANGE_INHERITS_COLOR = true
local DONT_COLOR_MATERIAL_NAME_WHITE = false
self : InitializeMaterialList ( scrollListControl , ZO_Spinner_Gamepad , listSlotTemplate , CHAMPION_POINT_RANGE_INHERITS_COLOR , DONT_COLOR_MATERIAL_NAME_WHITE )
end
local tooltipNarrationInfo =
{
end ,
end ,
}
end
do
local selectedColor = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_SELECTED ) )
local disabledColor = ZO_ColorDef : New ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_TEXT_COLORS , INTERFACE_TEXT_COLOR_DISABLED ) )
local COLOR_TABLE =
{
[ true ] = selectedColor ,
[ false ] = disabledColor ,
}
end
local NOT_ACTIVATED = false
end
end
end
local tabBarEntries = { }
local entry =
{
local NARRATE_HEADER = true
end ,
}
end
end
return tabBarEntries
end
if # tabBarEntries == 1 then
else
local filterFound = false
if savedFilter == entry . mode then
filterFound = true
break
end
end
if not filterFound then
end
end
end
end
return true
end
else
return false
end
end
-- back descriptors for screen / options screen
local startButton =
{
--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 ,
}
local backButton =
{
end ,
end ,
}
local toggleTypeButton =
{
local universalStyleItemCountString = zo_strformat ( GetString ( SI_GAMEPAD_SMITHING_UNIVERSAL_STYLE_ITEM_COUNT ) , universalStyleItemCount )
if universalStyleItemCount == 0 then
end
return zo_strformat ( GetString ( SI_GAMEPAD_SMITHING_TOGGLE_UNIVERSAL_STYLE ) , universalStyleItemCountString )
end ,
end ,
self : OnFilterChanged ( haveMaterialChecked , haveKnowledgeChecked , not self : GetIsUsingUniversalStyleItem ( ) , questOnlyChecked )
end ,
}
-- Perform craft
local craftButton =
{
gamepadOrder = 1000 ,
end ,
end ,
end
}
local multiCraftButton =
{
gamepadOrder = 1010 ,
end ,
end ,
}
local optionsButton =
{
gamepadOrder = 1030 ,
end ,
end
}
local purchaseButton =
{
gamepadOrder = 1040 ,
end ,
}
end
else
end
end
else
end
end
do
local ACTIVE = true
end
end
end
end
--The material quantity spinner uses a different class than the rest, so we need to check it differently
end
end
return { }
end
local patternEntry =
{
--Despite its name, control is an object, not a control
local narrations = { }
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_HEADER_ITEM ) ) )
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . patternList : GetNoItemText ( ) ) )
else
--Generate the narration for the selected value
table . insert ( narrations , ZO_FormatSpinnerNarrationText ( GetString ( SI_SMITHING_HEADER_ITEM ) , zo_strformat ( SI_SMITHING_SELECTED_PATTERN , data . patternName ) ) )
--Generate the narration for any extra info
local extraInfoText
if not meetsTraitRequirement then
extraInfoText = zo_strformat ( SI_SMITHING_SET_NOT_ENOUGH_TRAITS_ERROR , data . numTraitsRequired - data . numTraitsKnown )
else
end
end
end
return narrations
end ,
}
local materialEntry =
{
--Despite its name, control is an object, not a control
local narrations = { }
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_HEADER_MATERIAL ) ) )
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . materialList : GetNoItemText ( ) ) )
else
--Generate the narration for the selected value
local formatter = data . isChampionPoint and SI_GAMEPAD_SMITHING_MATERIAL_CHAMPION_POINT_RANGE_NARRATION or SI_SMITHING_MATERIAL_LEVEL_RANGE
table . insert ( narrations , ZO_FormatSpinnerNarrationText ( GetString ( SI_SMITHING_HEADER_MATERIAL ) , zo_strformat ( formatter , materialNameText , data . minCreatesItemOfLevel , data . maxCreatesItemOfLevel ) ) )
--Generate the narration for the stack count
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION , stackCount ) ) )
--Generate the narration for any extra info
if not meetsRankRequirement then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SMITHING_RANK_TOO_LOW , craftingRankAbilityName , data . rankRequirement ) ) )
else
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SMITHING_MATERIAL_REQUIRED , combination . stack , materialNameText ) ) )
end
end
return narrations
end ,
}
local materialQuantityEntry =
{
--Despite its name, control is an object, not a control
end ,
local narrations = { }
--We should never get here, but handle it just in case
return narrations
end
--Generate the narration for the selected value
local NO_NAME = nil
--Generate the narration for any extra info
if not meetsRankRequirement then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SMITHING_RANK_TOO_LOW , craftingRankAbilityName , data . rankRequirement ) ) )
else
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SMITHING_MATERIAL_REQUIRED , combination . stack , data . name ) ) )
end
return narrations
end
}
local styleEntry =
{
--Despite its name, control is an object, not a control
local narrations = { }
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_HEADER_STYLE ) ) )
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . styleList : GetNoItemText ( ) ) )
else
--Generate the narration for the selected value
table . insert ( narrations , ZO_FormatSpinnerNarrationText ( GetString ( SI_SMITHING_HEADER_STYLE ) , data . localizedName ) )
--If we are using a crown mimic stone, don't narrate stack count
if not usesUniversalStyleItem then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION , stackCount ) ) )
end
--Generate the narration for any extra info
if not isStyleKnown then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_UNKNOWN_STYLE ) ) )
else
local name = usesUniversalStyleItem and GetString ( SI_SMITHING_UNIVERSAL_STYLE_ITEM_NAME ) or data . name
local NUM_MATERIAL_ITEMS_REQUIRED = "1"
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SMITHING_MATERIAL_REQUIRED , NUM_MATERIAL_ITEMS_REQUIRED , name ) ) )
end
end
return narrations
end ,
}
local traitEntry =
{
--Despite its name, control is an object, not a control
local narrations = { }
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_HEADER_TRAIT ) ) )
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . traitList : GetNoItemText ( ) ) )
else
--Generate the narration for the selected value
table . insert ( narrations , ZO_FormatSpinnerNarrationText ( GetString ( SI_SMITHING_HEADER_TRAIT ) , data . localizedName ) )
--Only narrate the stack count and extra info if the trait type is not none
--Generate the narration for the stack count
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_GAMEPAD_SMITHING_STACK_COUNT_NARRATION , stackCount ) ) )
--Generate the narration for any extra info
local isTraitKnown = patternIndex ~= nil and IsSmithingTraitKnownForPattern ( patternIndex , data . traitType )
if not isTraitKnown then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_SMITHING_TRAIT_MUST_BE_RESEARCHED ) ) )
else
local NUM_MATERIAL_ITEMS_REQUIRED = "1"
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_SMITHING_MATERIAL_REQUIRED , NUM_MATERIAL_ITEMS_REQUIRED , data . name ) ) )
end
end
end
return narrations
end ,
}
self . focusEntryData = { patternEntry , materialEntry , materialQuantityEntry , styleEntry , traitEntry }
end
self . focusEntryDataWithoutStyle = { patternEntry , materialEntry , materialQuantityEntry , traitEntry }
--Re-narrate the current focus upon closing dialogs
local NARRATE_HEADER = true
end
end )
end
local entries
else
end
end
if focusIndex then
else
end
--Make sure the focus we set is valid
end
self . panelControl : GetNamedChild ( "ScrollContainerScroll" ) : SetHandler ( "OnScrollExtentsChanged" , function ( ... ) self : OnScrollExtentsChanged ( ... ) end )
end
local lists
else
end
end
end
traitListControl : SetAnchor ( TOPLEFT , matListControl , BOTTOMLEFT , 0 , ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y )
traitListControl : SetAnchor ( TOPRIGHT , matListControl , BOTTOMRIGHT , 0 , ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y )
else
traitListControl : SetAnchor ( TOPLEFT , styleListControl , BOTTOMLEFT , 0 , ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y )
traitListControl : SetAnchor ( TOPRIGHT , styleListControl , BOTTOMRIGHT , 0 , ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y )
end
end
end
function ZO_GamepadSmithingCreation : OnScrollExtentsChanged ( scroll , horizontalExtents , verticalExtents )
-- rescroll visible area if necessary
if verticalExtents > 0 then
end
end
do
local SCROLL_PADDING_OFFSET = ZO_GAMEPAD_SMITHING_CONTAINER_ITEM_PADDING_Y * 2
if controlTop <= scrollTop then
while controlTop <= scrollTop do
end
elseif controlBottom >= scrollBottom then
while controlBottom >= scrollBottom do
end
end
end
end
end
end
end
end
--TODO: Is this function even used?
if selectedData then
if selectedData . optionType == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE then
GAMEPAD_TOOLTIPS : LayoutTitleAndDescriptionTooltip ( GAMEPAD_LEFT_TOOLTIP , selectedData . text , GetString ( SI_CRAFTING_HAVE_KNOWLEDGE_TOOLTIP ) )
elseif selectedData . optionType == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS then
GAMEPAD_TOOLTIPS : LayoutTitleAndDescriptionTooltip ( GAMEPAD_LEFT_TOOLTIP , selectedData . text , GetString ( SI_CRAFTING_HAVE_MATERIALS_TOOLTIP ) )
end
end
end
local defaults =
{
haveMaterialChecked = false ,
haveKnowledgeChecked = false ,
useUniversalStyleItemChecked = false ,
questsOnlyChecked = false ,
}
self . savedVars = ZO_SavedVars : New ( "ZO_Ingame_SavedVariables" , 3 , "GamepadSmithingCreation" , defaults )
self : AddCheckedStateToOption ( GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS , self . savedVars . haveMaterialChecked )
self : AddCheckedStateToOption ( GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE , self . savedVars . haveKnowledgeChecked )
self : AddCheckedStateToOption ( GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS , self . savedVars . questsOnlyChecked )
end
end
if option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS then
elseif option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE then
elseif option == GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS then
end
end
local dialogData =
{
filters =
{
[ GAMEPAD_SMITHING_CREATION_OPTION_FILTER_MATERIALS ] = optionFilterMaterials ,
[ GAMEPAD_SMITHING_CREATION_OPTION_FILTER_KNOWLEDGE ] = optionFilterKnowledge ,
[ GAMEPAD_SMITHING_CREATION_OPTION_FILTER_QUESTS ] = optionFilterQuests ,
} ,
globalActions = g_globalActions ,
end
}
end
end
if filterChanged then
self : OnFilterChanged ( haveMaterialChecked , haveKnowledgeChecked , self : GetIsUsingUniversalStyleItem ( ) , questOnlyChecked )
end
end
function ZO_GamepadSmithingCreation : SetupResultTooltip ( selectedPatternIndex , selectedMaterialIndex , selectedMaterialQuantity , selectedStyleId , selectedTraitIndex )
self . resultTooltip . tip : LayoutPendingSmithingItem ( selectedPatternIndex , selectedMaterialIndex , selectedMaterialQuantity , selectedStyleId , selectedTraitIndex )
end
end
end
--Overridden from base
if not selectedDuringRebuild then
end
end
--Overridden from base
if not selectedDuringRebuild then
end
end
--Overridden from base
--This should handle narrating when changing the selected style, trait, or material level
end
do
local KEYBOARD_TO_GAMEPAD_LOOKUP =
{
[ SI_SMITHING_SELECTED_PATTERN ] = SI_GAMEPAD_SMITHING_SELECTED_PATTERN ,
[ SI_SMITHING_MATERIAL_QUANTITY ] = SI_GAMEPAD_SMITHING_MATERIAL_QUANTITY ,
[ SI_SMITHING_STYLE_DESCRIPTION ] = SI_GAMEPAD_SMITHING_STYLE_DESCRIPTION ,
[ SI_SMITHING_TRAIT_DESCRIPTION ] = SI_GAMEPAD_SMITHING_TRAIT_DESCRIPTION ,
[ SI_CRAFTING_UNIVERSAL_STYLE_DESCRIPTION ] = SI_GAMEPAD_SMITHING_UNIVERSAL_STYLE_DESCRIPTION ,
}
end
end
if hidden then
end
end
end
end |