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ZO_EMOTE_COLUMN_WIDTH = 400
ZO_EMOTE_ROW_HEIGHT = 70
local GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local MODE_CATEGORY_INACTIVE = 0
local MODE_CATEGORY_SELECTION = 1
local MODE_EMOTE_SELECTION = 2
local MODE_EMOTE_ASSIGNMENT = 3
local NUM_EMOTE_ENTRIES_IN_COLUMN = 9
local NUM_EMOTE_ENTRY_COLUMNS = 3
local NUM_EMOTES_ON_PAGE = NUM_EMOTE_ENTRY_COLUMNS * NUM_EMOTE_ENTRIES_IN_COLUMN
local EMOTE_GRID_MODE_EMOTES = 0
local EMOTE_GRID_MODE_QUICK_CHAT = 1
--
-- ZO_EmoteGridEntry class. These entries wrap the controls that make up the grid of emotes the user can select from
--
local EMOTE_GRID_ENTRY_TYPE_NONE = 0
local EMOTE_GRID_ENTRY_TYPE_EMOTE = 1
local EMOTE_GRID_ENTRY_TYPE_QUICK_CHAT = 2
end
self . control : SetAnchor ( TOPLEFT , nil , TOPLEFT , ( column - 1 ) * ZO_EMOTE_COLUMN_WIDTH , ( row - 1 ) * ZO_EMOTE_ROW_HEIGHT )
end
end
end
end
if emoteInfo . isOverriddenByPersonality then
else
end
end
end
end
end
end
end
--
-- ZO_GamepadEmoteGrid class. This class manages the full grid of emotes including page switching
--
local COLUMN_MAJOR = false
end
local emoteControl = ZO_ObjectPool_CreateControl ( "ZO_GamepadPlayerEmoteEntryTemplate" , objectPool , self . control )
end
end
for column = 1 , NUM_EMOTE_ENTRY_COLUMNS do
for row = 1 , NUM_EMOTE_ENTRIES_IN_COLUMN do
end
end
end
end
local FIRST_PAGE = 1
end
return emoteData . showInGamepadUI
end
end
end
end
return nil
end
end
end
end
end
do
local SHOW_GRID_ENTRY = true
local HIDE_GRID_ENTRY = false
--[[
Refresh the grid by resetting the visibleEmotes boolean array used by ZO_GamepadGrid and then setting controls
Visible or Hidden based on how many entries are needed to be shown for the current list size on the current page
--]]
local emoteStartIndex = ( ( currentPage - 1 ) * NUM_EMOTES_ON_PAGE )
local numEmotesToShow = numEmotes > 0 and zo_min ( numEmotes - emoteStartIndex , NUM_EMOTES_ON_PAGE ) or numEmotes
local numShown = 0
for column = 1 , NUM_EMOTE_ENTRY_COLUMNS do
if numShown < numEmotesToShow then
end
for row = 1 , NUM_EMOTE_ENTRIES_IN_COLUMN do
if numShown < numEmotesToShow then
numShown = numShown + 1
end
else
end
end
end
end
end
end
-- functions overriden from base class
end
self . emoteEntries [ self . currentHighlight . column ] [ self . currentHighlight . row ] : SetHighlightVisible ( false )
end
if column > 0 and row > 0 then
end
end
end
end
end
end
--
-- ZO_GamepadPlayerEmote class. This class creates our gamepad scene and emote category list and contains
-- a ZO_GamepadEmoteGrid object and quickslot radial menu
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , GAMEPAD_PLAYER_EMOTE_SCENE )
end
else
end
end )
end
if targetData then
end
end
end
return true
return left . emoteCategory == right . emoteCategory
end
end
return false
end
list : AddDataTemplate ( GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsEntryCategoryEqual )
end
if categoryData then
local ANY_TEMPLATE = nil
if index then
else
end
end
end
if category ~= EMOTE_CATEGORY_INVALID then
end
end
end
end
ZO_GamepadGenericHeader_Initialize ( self . contentHeader , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER )
{
if currentData then
end
end
end
end ,
}
end
self . emoteListGrid = ZO_GamepadEmoteGrid : New ( self . emoteListGridControl , self . control : GetNamedChild ( "RightPaneContainerFooter" ) )
end
local wheelData =
{
hotbarCategories = { HOTBAR_CATEGORY_EMOTE_WHEEL , HOTBAR_CATEGORY_QUICKSLOT_WHEEL } ,
numSlots = ACTION_BAR_UTILITY_BAR_SIZE ,
showCategoryLabel = true ,
end ,
customNarrationObjectName = "EmoteAssignableUtilityWheel" ,
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_EMOTE_ASSIGN_INSTRUCTIONS ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . emoteListGrid : GetSelectedEmoteName ( ) ) )
return narrations
end ,
}
end
end
local personalityId = GetActiveCollectibleByType ( COLLECTIBLE_CATEGORY_TYPE_PERSONALITY , GAMEPLAY_ACTOR_CATEGORY_PLAYER )
if collectibleData then
self . headerData . data1Text = ZO_PERSONALITY_EMOTES_COLOR : Colorize ( zo_strformat ( SI_GAMEPAD_SOCIAL_PERSONALITY , collectibleData : GetName ( ) ) )
else
end
end
end
-- keybinds when a category is selected
{
{
end ,
end
end ,
} ,
{
end ,
end ,
} ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
-- keybinds when assigning emotes
end
end
GAME_NAVIGATION_TYPE_BUTTON ,
GAME_NAVIGATION_TYPE_BUTTON ,
-- keybinds when selecting a category
GAME_NAVIGATION_TYPE_BUTTON ,
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
end
end
end
end
end
end
local useAccessibleWheel = GetSetting_Bool ( SETTING_TYPE_ACCESSIBILITY , ACCESSIBILITY_SETTING_ACCESSIBLE_QUICKWHEELS )
local slotType = nil
if activeEntryType == EMOTE_GRID_ENTRY_TYPE_EMOTE then
slotType = ACTION_TYPE_EMOTE
elseif activeEntryType == EMOTE_GRID_ENTRY_TYPE_QUICK_CHAT then
slotType = ACTION_TYPE_QUICK_CHAT
end
if useAccessibleWheel then
ACCESSIBLE_ASSIGNABLE_UTILITY_WHEEL_GAMEPAD : Show ( { HOTBAR_CATEGORY_EMOTE_WHEEL , HOTBAR_CATEGORY_QUICKSLOT_WHEEL } )
else
-- This will Activate the menu and show it
end
end
-- This will deactivate the menu and hide it
end
end
end
end
end
end
--Global XML Handlers
-----------------------
end |