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ZO_GAMEPAD_ACTIVITY_FINDER_ROOT_SCENE_NAME = "gamepad_activity_finder_root"
--------------
--Initialize--
--------------
end
local ACTIVATE_LIST_ON_SHOW = true
GAMEPAD_ACTIVITY_FINDER_ROOT_SCENE = ZO_Scene : New ( ZO_GAMEPAD_ACTIVITY_FINDER_ROOT_SCENE_NAME , SCENE_MANAGER )
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_LIST_ON_SHOW , GAMEPAD_ACTIVITY_FINDER_ROOT_SCENE )
end
self . control : RegisterForEvent ( EVENT_PROMOTIONAL_EVENTS_ACTIVITY_PROGRESS_UPDATED , RefreshCategories )
end
end
{
-- Select
{
if targetData then
if entryData . isRoleSelector then
else
if entryData . sceneName then
end
elseif entryData . categoryFragment then
end
end
end
end ,
if targetData . categoryFragment then
else
return true
end
end
return false
end
} ,
-- More Info
{
if targetData then
return helpCategoryIndex ~= nil
end
end
return false
end ,
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
{
}
end
local function CategoryEntrySetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
else
end
end
if currentCampaignData and ( not currentCampaignData : HasBeenSeen ( ) or currentCampaignData : IsAnyRewardClaimable ( ) ) then
end
end
end
end
end
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , CategoryEntrySetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
else
end
else
end
end
end
end
----------
--Update--
----------
--We must override this
end
end
local commitList = false
-- We'll re-add this below if it should stick around. Triggers a hide/show to mirror keyboard group menu behavior.
end
commitList = true
end
end
end
commitList = true
end
end
if commitList then
local DONT_RESELECT_SELECTED_INDEX = true
end
--Make sure we aren't interacting with the roles bar when we get there
local DONT_ANIMATE = false
local ALLOW_EVEN_IF_DISABLED = true
end
else
end
end
end
do
local lockedText = nil
local isLevelLocked , lowestLevelLimit , lowestPointsLimit = data . activityFinderObject : GetLevelLockInfo ( )
if isLevelLocked then
if lowestLevelLimit then
elseif lowestPointsLimit then
lockedText = zo_strformat ( SI_ACTIVITY_FINDER_TOOLTIP_CHAMPION_LOCK , LOCK_TEXTURE , CHAMPION_ICON , lowestPointsLimit )
end
else
if numLocations == 0 then
end
end
end
local isLocked = ZONE_STORIES_MANAGER : GetZoneData ( ZONE_STORIES_MANAGER . GetDefaultZoneSelection ( ) ) == nil
if isLocked then
end
end
if statusResult ~= GROUP_FINDER_ACTION_RESULT_SUCCESS and statusResult ~= GROUP_FINDER_ACTION_RESULT_FAILED_ACCOUNT_TYPE_BLOCKS_CREATION then
if statusResult == GROUP_FINDER_ACTION_RESULT_FAILED_LEVEL_REQUIREMENT then
else
end
end
end
lockedText = houseToursLockedText
end
end
end
end
GAMEPAD_TOOLTIPS : LayoutTitleAndMultiSectionDescriptionTooltip ( GAMEPAD_LEFT_TOOLTIP , data . name , data . tooltipDescription , lockedText )
end
end
end
end
--Add an ethereal entry to interact with the roles
{
isRoleSelector = true ,
}
end
if item1Data . isRoleSelector then
return true
end
if item2Data . isRoleSelector then
return false
end
if not item1Data . priority and not item2Data . priority then
end
if item1Data . priority and not item2Data . priority then
return true
end
if not item1Data . priority and item2Data . priority then
return false
end
return item1Data . priority < item2Data . priority
end
if categoryData . onShowingCallback then
-- onShowingCallback is now deprecated
-- Maintaining backwards compatibility
end
local DONT_RESELECT_SELECTED_INDEX = true
end
end
break
end
end
end
local activityFinderObject = gamepadCategoryData . activityFinderObject
if activityFinderObject then
elseif gamepadCategoryData . isZoneStories then
elseif gamepadCategoryData . isGroupFinder then
return statusResult ~= GROUP_FINDER_ACTION_RESULT_SUCCESS and statusResult ~= GROUP_FINDER_ACTION_RESULT_FAILED_ACCOUNT_TYPE_BLOCKS_CREATION
elseif gamepadCategoryData . isHouseTours then
return not houseToursEnabled
elseif gamepadCategoryData . isPromotionalEvent then
end
return false
end
local gamepadCategoryData = categoryData . gamepadData
assert ( gamepadCategoryData . sceneName or gamepadCategoryData . categoryFragment , "A gamepad Activity Finder entry must have a scene or a fragment" )
-- TODO Promotional Events: Add check for if there's more than one campaign to control drill in
local canShowScene = gamepadCategoryData . sceneName and not locked
if canShowScene then
-- Order matters:
end
SCENE_MANAGER : CreateStackFromScratch ( "mainMenuGamepad" , ZO_GAMEPAD_ACTIVITY_FINDER_ROOT_SCENE_NAME , gamepadCategoryData . sceneName )
end
else
end
end
end
----------------------------------------------
--ZO_Gamepad_ParametricList_Screen Overrides--
----------------------------------------------
end
end
end |