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end
end
if first and second then
return first < second
elseif first then
return true
else
return false
end
end
------------------
-- Pins Manager --
------------------
return pin
end
end
-- Each of these tables holds a method of mapping pin lookup indices to the actual object pool keys needed to release the pins later
-- The reason this exists is because the game events will hold info like "remove this specific quest index", and at that point we
-- need to be able to lookup a pin for game-event data rather than pinTag data, without iterating over every single pin in the
-- active objects list.
{
[ "poi" ] = { } , -- { [zone index 1] = { [objective index 1] = pinKey1, [objective index 2] = pinKey2, ... }, ... }
[ "loc" ] = { } ,
[ "quest" ] = { } , -- { [quest index 1] = { [quest pin tag 1] = pinKey1, [quest pin tag 2] = pinKey2, ... }, ... }
[ "objective" ] = { } ,
[ "keep" ] = { } ,
[ "pings" ] = { } ,
[ "killLocation" ] = { } ,
[ "fastTravelKeep" ] = { } ,
[ "fastTravelWayshrine" ] = { } ,
[ "forwardCamp" ] = { } ,
[ "AvARespawn" ] = { } ,
[ "group" ] = { } ,
[ "restrictedLink" ] = { } ,
[ "suggestion" ] = { } ,
[ "worldEventUnit" ] = { } ,
[ "worldEventPOI" ] = { } ,
[ "antiquityDigSite" ] = { } ,
[ "companion" ] = { } ,
[ "skyshard" ] = { } ,
}
end )
end )
end )
end
end
end
--Wait until the map mode has been set before fielding these updates since adding a pin depends on the map having a mode.
if modeData then
WORLD_MAP_QUEST_BREADCRUMBS : RegisterCallback ( "QuestAvailable" , function ( ... ) self : OnQuestAvailable ( ... ) end )
WORLD_MAP_QUEST_BREADCRUMBS : RegisterCallback ( "QuestRemoved" , function ( ... ) self : OnQuestRemoved ( ... ) end )
end
end
FOCUSED_QUEST_TRACKER : RegisterCallback ( "QuestTrackerAssistStateChanged" , function ( ... ) self : OnAssistStateChanged ( ... ) end )
end
end
end
end
end
animation . key = key
return animation
end
end
if questPingData and questPingData . questIndex == questIndex then
end
end
if unassistedData then
end
if assistedData then
end
end
if currentIndex == questIndex then
end
end
end
if pinQuestIndex > - 1 then
if pinQuestIndex == questIndex then
else
end
end
end
end
do
local MAPS_WITHOUT_QUEST_PINS =
{
[ MAPTYPE_WORLD ] = true ,
[ MAPTYPE_COSMIC ] = true ,
}
end
end
return
end
return
end
if questSteps then
local xLoc , yLoc = conditionData . xLoc , conditionData . yLoc
if conditionData . insideCurrentMapWorld and ZO_WorldMap_IsNormalizedPointInsideMapBounds ( xLoc , yLoc ) then
tag . isBreadcrumb = conditionData . isBreadcrumb
end
end
end
end
end
end
end
_G [ pinTypeString ] = pinTypeId
return pinTypeId
end
function ZO_WorldMapPins_Manager : AddCustomPin ( pinTypeString , pinTypeAddCallback , pinTypeOnResizeCallback , pinLayoutData , pinTooltipCreator )
if _G [ pinTypeString ] ~= nil then return end
{
pinTypeString = pinTypeString
}
ZO_MapPin . TOOLTIP_CREATORS [ pinTypeId ] = pinTooltipCreator
ZO_MapPin . PIN_DATA [ pinTypeId ] = pinLayoutData
end
if pinData then
end
end
if pinData then
end
end
if optionalPinType == nil or optionalPinType == pinTypeId then
end
end
end
end
local keys = lookupTable [ majorIndex ]
if not keys then
keys = { }
lookupTable [ majorIndex ] = keys
end
keys [ keyIndex ] = pinKey
end
if pinType == MAP_PIN_TYPE_PLAYER then
end
return
end
self : MapPinLookupToPinKey ( "fastTravelKeep" , pin : GetFastTravelKeepId ( ) , pin : GetFastTravelKeepId ( ) , pinKey )
self : MapPinLookupToPinKey ( "worldEventUnit" , pin : GetWorldEventInstanceId ( ) , pin : GetUnitTag ( ) , pinKey )
else
if customPinData then
end
end
return pin
end
local keys
if majorIndex then
keys = lookupTable [ majorIndex ]
else
end
if keys then
local pinKey
if keyIndex then
pinKey = keys [ keyIndex ]
else
end
if pinKey then
end
end
end
if keysTable then
if pin then
end
end
end
end
if majorIndex then
local keys = lookupTable [ majorIndex ]
else
end
end
return pins
end
if majorIndex then
local keys = lookupTable [ majorIndex ]
if keys then
if keyIndex then
--Remove a specific pin
local pinKey = keys [ keyIndex ]
if pinKey then
keys [ keyIndex ] = nil
end
else
--Remove all pins in the major index
end
end
end
else
--Remove all pins of the lookup type
end
end
end
end
end
end
end
end
if currentIndex == nodeIndex then
return pin
end
end
end
if currentIndex == questIndex then
return pin
end
end
end
end
do
end
if mapFilterType ~= MAP_FILTER_TYPE_AVA_CYRODIIL and mapFilterType ~= MAP_FILTER_TYPE_BATTLEGROUND then
return
end
for i = 1 , numObjectives do
if ZO_WorldMap_IsObjectiveShown ( keepId , objectiveId , bgContext ) and IsMapShowingBattlegroundContext ( bgContext ) then
--spawn locations
if spawnPinType ~= MAP_PIN_TYPE_INVALID then
if worldMapAvAPinsShown then
end
end
end
--return locations
local returnPinType , returnX , returnY , returnContinuousUpdate = GetObjectiveReturnPinInfo ( keepId , objectiveId , bgContext )
if returnPinType ~= MAP_PIN_TYPE_INVALID then
if returnContinuousUpdate then
end
end
-- current locations
local pinType , currentX , currentY , continuousUpdate = GetObjectivePinInfo ( keepId , objectiveId , bgContext )
if worldMapAvAPinsShown then
if objectivePin then
local auraPin
if auraPinType ~= MAP_PIN_TYPE_INVALID then
end
if continuousUpdate then
if auraPin then
end
end
end
end
end
end
end
end
end
end
end
for i = 1 , MAX_GROUP_SIZE_THRESHOLD do
if DoesUnitExist ( groupTag ) and not AreUnitsEqual ( "player" , groupTag ) and IsUnitOnline ( groupTag ) then
local isGroupMemberHiddenByInstance = false
-- If we're in an instance and it has its own map, it's going to be a dungeon map or house. Don't show on the map if we're on different instances/layers
-- If it doesn't have its own map, we're okay to show the group member regardless of instance
if DoesCurrentMapMatchMapForPlayerLocation ( ) and IsGroupMemberInSameWorldAsPlayer ( groupTag ) and ( isInDungeon or isInHouse ) then
-- We're in the same world as the group member, but a different instance
isGroupMemberHiddenByInstance = true
-- We're in the same instance as the group member, but a different layer
isGroupMemberHiddenByInstance = not isBreadcrumbed
end
end
if not isGroupMemberHiddenByInstance then
if isInCurrentMap then
local tagData = groupTag
if isBreadcrumbed then
tagData =
{
groupTag = groupTag ,
isBreadcrumb = true
}
end
local groupPin = self : CreatePin ( isLeader and MAP_PIN_TYPE_GROUP_LEADER or MAP_PIN_TYPE_GROUP , tagData )
if groupPin then
end
end
end
end
end
end
end
do
-- Design rule, don't show player pin on cosmic, even if they're in the map
else
end
end
end
if companionPin then
end
local _ , currentX , currentY = GetObjectivePinInfo ( objectivePin : GetObjectiveKeepId ( ) , objectivePin : GetObjectiveObjectiveId ( ) , objectivePin : GetBattlegroundContext ( ) )
end
end
end
--[[
Utilities to build lists of pins the mouse is currently over and was previously over so the world map knows how
to properly call the OnMouseExit and OnMouseEnter events on the pins.
--]]
-- Determine if the mouse is even over the world map
-- Swap lists
self . previousMouseOverPins , self . currentMouseOverPins = self . currentMouseOverPins , self . previousMouseOverPins
-- Update any pins that were moused over in the current list that may no longer be in the active pins
if isMousedOver then
currentMouseOverPins [ pin ] = isMouseOverWorldMap and pin : MouseIsOver ( cursorPositionX , cursorPositionY )
end
end
-- Update active list and determine the sticky pin!
currentMouseOverPins [ pin ] = isMouseOverWorldMap and pin : MouseIsOver ( cursorPositionX , cursorPositionY )
end
-- Determine which pins need to have their mouse enter called and which need to have their mouse exit called.
-- Return whether or not the lists for current and previous changed so that nothing is updated unecessarily
local wasPreviouslyMousedOver , doMouseEnter , doMouseExit
local listsChanged = false
local needsContinuousTooltipUpdates = false
doMouseEnter = isMousedOver and not wasPreviouslyMousedOver
doMouseExit = not isMousedOver and wasPreviouslyMousedOver
listsChanged = listsChanged or doMouseEnter or doMouseExit
needsContinuousTooltipUpdates = needsContinuousTooltipUpdates or ( isMousedOver and pin : NeedsContinuousTooltipUpdates ( ) )
end
return listsChanged , needsContinuousTooltipUpdates
end
--reset the status to show what part of the map we're over (except if it's the name of this zone)
if currentLocation ~= ZO_WorldMap . zoneName then
ZO_WorldMapMouseoverName . owner = "map"
else
ZO_WorldMapMouseoverName . owner = ""
end
end
end
if mousedOver then
end
end
end
end
--If we are showing a menu to choose a pin action and one of those pins is removed from the map then we need to handle that here
if ZO_MapPin . pinsInKeyboardMapChoiceDialog and ZO_MapPin . pinsInKeyboardMapChoiceDialog [ pin ] then
end
end
end
do
local firstTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ firstPinType ]
local secondTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ secondPinType ]
-- If either tooltip info is nil, that pin has no tooltip, and we just need
-- to make sure it sorts to a consistant place.
if not firstTooltipInfo then
return false
elseif not secondTooltipInfo then
return true
end
if compareResult ~= nil then
return compareResult
end
if compareResult ~= nil then
return compareResult
end
return false
end
local firstTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ firstPinType ]
local secondTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ secondPinType ]
-- If either tooltip info is nil, that pin has no tooltip, and we just need
-- to make sure it sorts to a consistant place.
if not firstTooltipInfo then
return false
elseif not secondTooltipInfo then
return true
end
local firstCategoryId = GetValueOrExecute ( firstTooltipInfo . categoryId , firstPin ) or GetValueOrExecute ( firstTooltipInfo . gamepadCategory , firstPin )
local secondCategoryId = GetValueOrExecute ( secondTooltipInfo . categoryId , secondPin ) or GetValueOrExecute ( secondTooltipInfo . gamepadCategory , secondPin )
if compareResult ~= nil then
return compareResult
end
if compareResult ~= nil then
return compareResult
end
if compareResult ~= nil then
return compareResult
end
return false
end
local cursorPositionX
local cursorPositionY
if isCurrentSceneGamepad then
else
end
local mouseOverListChanged , needsContinuousTooltipUpdates = self : BuildMouseOverPinLists ( cursorPositionX , cursorPositionY )
local needsTooltipUpdate = mouseOverListChanged or self . mousedOverPinWasReset or needsContinuousTooltipUpdates or self . invalidateTooltip
if not needsTooltipUpdate then
return false
end
-- Iterate over the current pins, using the key as the actual pin to facilitate looking up whether or not it's appropriate to call mouseEnter/mouseExit
-- for the pins.
if pin then
-- Do the exit pins first (so that ZO_WorldMapMouseoverName gets cleared then set in the correct order)
end
-- Verify that control is still moused over due to OnUpdate/OnShow handler issues (prevents tooltip popping)
else
end
end
end
if isInGamepadPreferredMode then
else
if # foundTooltipMouseOverPins > 0 then
end
end
local MAX_QUEST_PINS = 10
local currentQuestPins = 0
local missedQuestPins = 0
local maxKeepTooltipPinLevel = 0
local informationTooltipAppendedTo = false
local lastGamepadCategory = nil
local informationTooltip = isInGamepadPreferredMode and ZO_MapLocationTooltip_Gamepad or InformationTooltip
local tooltipOrder = ZO_WORLD_MAP_TOOLTIP_ORDER
local pinTooltipInfo = ZO_MapPin . TOOLTIP_CREATORS [ pinType ]
if pinTooltipInfo then
local layoutPinTooltip = true
--always allow assisted pins through
if currentQuestPins < MAX_QUEST_PINS then
currentQuestPins = currentQuestPins + 1
else
layoutPinTooltip = false
missedQuestPins = missedQuestPins + 1
end
end
if layoutPinTooltip then
end
local layoutTooltip = true
local usedTooltip = pinTooltipInfo . tooltip
if not isCurrentSceneGamepad and usedTooltip == ZO_MAP_TOOLTIP_MODE . KEEP then
if pinLevel > maxKeepTooltipPinLevel then
maxKeepTooltipPinLevel = pinLevel
else
layoutTooltip = false
end
end
end
if layoutTooltip then
if usedTooltip then
if not isCurrentSceneGamepad then
for i = 1 , # tooltipOrder do
if tooltipOrder [ i ] == usedTooltip then
if not usedTooltips [ i ] then
usedTooltips [ i ] = true
if usedTooltip == ZO_MAP_TOOLTIP_MODE . KEEP then
else
end
end
end
end
else
-- We'll fire the callback later
local SUPPRESS_CALLBACK = true
end
end
end
if isCurrentSceneGamepad then
end
local nextCategory = nextCategoryText
if not nextCategory then
nextCategory = pinTooltipInfo . categoryId
end
local isDifferentCategory = ( lastGamepadCategory ~= nextCategory )
if nextCategoryText and isDifferentCategory then
local titleStyleName = pinTooltipInfo . gamepadCategoryStyleName
local groupSection = informationTooltip . tooltip : AcquireSection ( titleStyleName , informationTooltip . tooltip : GetStyle ( "mapKeepCategorySpacing" ) )
local mapIconTitleStyle = categoryIcon and informationTooltip . tooltip : GetStyle ( "mapIconTitle" ) or nil
informationTooltip : LayoutGroupHeader ( groupSection , categoryIcon , nextCategoryText , titleStyleName , mapIconTitleStyle , informationTooltip . tooltip : GetStyle ( "mapTitle" ) )
elseif pinTooltipInfo . gamepadSpacing or isDifferentCategory then
local groupSection = informationTooltip . tooltip : AcquireSection ( informationTooltip . tooltip : GetStyle ( "mapKeepCategorySpacing" ) )
end
lastGamepadCategory = nextCategory
end
--space out the appended lines in the information tooltip
if usedTooltip == ZO_MAP_TOOLTIP_MODE . INFORMATION and not isCurrentSceneGamepad then
informationTooltipAppendedTo = true
end
end
end
end
-- For POIs, add name to the top of the map
if pinType == MAP_PIN_TYPE_POI_COMPLETE or pinType == MAP_PIN_TYPE_POI_SEEN then
ZO_WorldMapMouseoverName . owner = "poi"
if pinType == MAP_PIN_TYPE_POI_COMPLETE then
else
end
end
end
if missedQuestPins > 0 then
if isInGamepadPreferredMode then
local lineSection = informationTooltip . tooltip : AcquireSection ( informationTooltip . tooltip : GetStyle ( "mapMoreQuestsContentSection" ) )
lineSection : AddLine ( text , informationTooltip . tooltip : GetStyle ( "mapLocationTooltipContentLabel" ) , informationTooltip . tooltip : GetStyle ( "gamepadElderScrollTooltipContent" ) )
else
end
end
--Remove the last bit of extra padding on the end
if informationTooltipAppendedTo and not isCurrentSceneGamepad then
end
return true
end
end
end
--[[
Pin Click Handlers
--]]
do
if pin and ZO_MapPin . PIN_CLICK_HANDLERS [ mouseButton ] then
if handlers then
for i = 1 , # handlers do
else
end
end
end
end
end
return nil
end
if handlers then
return handlers [ 1 ]
end
return nil
end
if ctrl or alt then
return false
end
if pinControl then
if validPinHandler then
return true
end
end
if isMousedOver then
if validHandler then
return true
end
end
end
end
local pinDatas = ZO_MapPin . pinDatas
if isMousedOver then
if shownHandlers then
local duplicate = false
--if these handlers are of the same type
duplicate = true
break
end
end
end
end
if not duplicate then
end
end
end
end
end
return pinDatas
end
end
--If something changed and we shouldn't be showing this option anymore then...
--If we have some error text for this case then show it in a dialog
else
end
end
--Then skip doing the action
return
end
end
do
if compareResult ~= nil then
return compareResult
end
return false
end
ZO_MapPin . pinsInKeyboardMapChoiceDialog = nil
end
if ctrl or alt then
return
end
if # pinDatas == 1 then
elseif # pinDatas > 1 then
else
ZO_MapPin . pinsInKeyboardMapChoiceDialog = { }
local pin = pinData . pin
end
end )
ZO_MapPin . pinsInKeyboardMapChoiceDialog [ pin ] = true
end
end
end
end
end
if ZO_MapPin . IsReviveLocation ( pinData . handler ) and not ZO_MapPin . CanReviveAtPin ( pinData . pin , pinData . handler ) then
end
end
end
-----------------------
-- Locations Manager --
-----------------------
-- Set up the place names text that appears on the map...
end
end
end
-- apply scale to the (unscaled) input size, clamp it, and arive at final font string.
-- unscale by global ui scale because we want the font to get a little bigger at smaller ui scales to approximately cover the same map area...
if not fontString then
end
return fontString
end
end
end
end
end
end
----------------
-- Sticky Pin --
----------------
--[[
Sticky Pin Utilities for gamepad map control (utilized by mouse over list construction)
--]]
local BASE_STICKY_DISTANCE_UNITS =
{
MIN = 50 ,
MAX = 75 ,
}
end
end
local stickyDistance = zo_lerp ( BASE_STICKY_DISTANCE_UNITS . MIN , BASE_STICKY_DISTANCE_UNITS . MAX , currentNormalizedZoom )
end
end
end
end
end
if movingToPin then
local useCurrentZoom = true
end
end
end
end
end
end
end
end
end |