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ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH = 350
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT = 40
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_HEADER_WIDTH = 700
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X = 40
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y = 0
ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_SECTION_SPACING = 40
--Attribute Spinner
function ZO_AttributeSpinner_Gamepad : New ( attributeControl , attributeType , attributeManager , valueChangedCallback )
local attributeSpinner = ZO_AttributeSpinner_Shared . New ( self , attributeControl , attributeType , attributeManager , valueChangedCallback )
attributeSpinner : SetSpinner ( ZO_Spinner_Gamepad : New ( attributeControl . spinner , 0 , 0 , GAMEPAD_SPINNER_DIRECTION_HORIZONTAL ) )
return attributeSpinner
end
end
--ZO_AttributeItem
end
if statType == STAT_CRITICAL_STRIKE or statType == STAT_SPELL_CRITICAL then
end
end
end
else
else
end
end
end
local hideBonus = bonusValue == 0 or bonusValue == nil
if not hideBonus then
if bonusValue > 0 then
else
end
end
end
end
end
--ZO_AttributeTooltipsGrid_Gamepad
end
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , backButtonCallback )
end
attributeItem . statType = statType
end
end
end
end
local RETAIN_FRAGMENT = true ;
local currentStatType = currentAttributeItem . statType
if currentStatType ~= STAT_NONE then
else
GAMEPAD_TOOLTIPS : LayoutEquipmentBonusTooltip ( GAMEPAD_RIGHT_TOOLTIP , GAMEPAD_STATS : GetEquipmentBonusInfo ( ) )
end
end
local NOT_VISIBLE = false
end
if column > 0 and row > 0 then
local VISIBLE = true
end
end
end
local NOT_VISIBLE = false
end
local DO_NOT_RETAIN_FRAGMENT = false
end
local currentStatType = currentAttributeItem . statType
if currentStatType ~= STAT_NONE then
else
local narrations = { SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STATS_EQUIPMENT_BONUS ) ) }
local bonusNarrationText
if bonusValue == EQUIPMENT_BONUS_MAX_VALUE then
bonusNarrationText = zo_strformat ( SI_STAT_GAMEPAD_EQUIPMENT_BONUS_NARRATION , bonusValue , EQUIPMENT_BONUS_MAX_VALUE )
else
bonusNarrationText = zo_strformat ( SI_STAT_GAMEPAD_EQUIPMENT_BONUS_NARRATION , bonusValue , EQUIPMENT_BONUS_MAX_VALUE - 1 )
end
return narrations
end
end
end
end
--Stats
local GAMEPAD_STATS_COMMIT_POINTS_DIALOG_NAME = "GAMEPAD_STATS_COMMIT_POINTS"
local GAMEPAD_STATS_RESPEC_ATTRIBUTES_DIALOG_NAME = "GAMEPAD_STATS_RESPEC_ATTRIBUTES"
local GAMEPAD_STATS_DISPLAY_MODE =
{
CHARACTER = 1 ,
ATTRIBUTES = 2 ,
EFFECTS = 3 ,
TITLE = 4 ,
OUTFIT = 5 ,
LEVEL_UP_REWARDS = 6 ,
UPCOMING_LEVEL_UP_REWARDS = 7 ,
ADVANCED_ATTRIBUTES = 8 ,
}
ZO_GamepadStats = ZO_InitializingObject . MultiSubclass ( ZO_Stats_Common , ZO_Gamepad_ParametricList_Screen )
GAMEPAD_STATS_ROOT_SCENE = ZO_InteractScene : New ( "gamepad_stats_root" , SCENE_MANAGER , ZO_ATTRIBUTE_RESPEC_INTERACT_INFO )
local ACTIVATE_ON_SHOW = true
ZO_Gamepad_ParametricList_Screen . Initialize ( self , control , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ACTIVATE_ON_SHOW , GAMEPAD_STATS_ROOT_SCENE )
--Only allow the window to update once every quarter second so if buffs are updating like crazy we're not tanking the frame rate
GAMEPAD_STATS_CHARACTER_INFO_PANEL_FRAGMENT = ZO_FadeSceneFragment : New ( control : GetNamedChild ( "RightPane" ) )
if selectedControl and selectedControl . pointLimitedSpinner then
end
end
end
end
function ZO_GamepadStats . OnConfirmHideScene ( scene , nextSceneName , bypassHideSceneConfirmationReason )
if bypassHideSceneConfirmationReason == nil and GAMEPAD_STATS : DoesAttributePointAllocationModeBatchSave ( ) then
{
} )
else
end
end
if newState == SCENE_SHOWING then
end
elseif newState == SCENE_HIDDEN then
end
end
end
end
end
if attributeData then
local UNSPECIFIED_TEMPLATE = nil
end
end
do
end
else
end
end
end )
end
end
end
end
end
end
end
if selectedControl and selectedControl . pointLimitedSpinner then
end
end
end
end
end
end
end
end
end
end
end
end
return availablePoints
end
{
addedPoints = 0 ,
}
end
end
end
return true
end
end
return false
end
-- Reset any stateful variables used in this screen.
end
end
self . outfitSelectorHeaderFocus = ZO_Outfit_Selector_Header_Focus_Gamepad : New ( self . outfitSelectorControl )
end
{
-- Select / Commit Points
{
else
else
end
end
end ,
end
return true
end ,
return true
else
end
end ,
else
else
end
else
end
end
end ,
} ,
-- Remove Buff / View Attributes
{
else
end
end ,
if targetData ~= nil and targetData . buffSlot ~= nil then
return targetData . canClickOff
end
return false
elseif self . displayMode == GAMEPAD_STATS_DISPLAY_MODE . TITLE or self . displayMode == GAMEPAD_STATS_DISPLAY_MODE . ATTRIBUTES or self . displayMode == GAMEPAD_STATS_DISPLAY_MODE . ADVANCED_ATTRIBUTES then
return true
end
return false
end ,
else
end
end ,
} ,
-- Clear Attributes
{
return self : DoesAttributePointAllocationModeBatchSave ( ) and self . displayMode == GAMEPAD_STATS_DISPLAY_MODE . ATTRIBUTES
end ,
end
end ,
} ,
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . advancedStatsKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
end )
end
end
end
end
local addedPoints = 0
end
return addedPoints
end
end
end
PurchaseAttributes ( self . attributeData [ ATTRIBUTE_HEALTH ] . addedPoints , self . attributeData [ ATTRIBUTE_MAGICKA ] . addedPoints , self . attributeData [ ATTRIBUTE_STAMINA ] . addedPoints )
end
SendAttributePointAllocationRequest ( self . attributeRespecPaymentType , self . attributeData [ ATTRIBUTE_HEALTH ] . addedPoints , self . attributeData [ ATTRIBUTE_MAGICKA ] . addedPoints , self . attributeData [ ATTRIBUTE_STAMINA ] . addedPoints )
end
local isAttributesHidden = true
local isCharacterHidden = true
local isEffectsHidden = true
local showUpcomingRewards = false
local isAdvancedAttributesHidden = true
isCharacterHidden = false
isEffectsHidden = false
end
--Title and attributes both display attributes, by design
isAttributesHidden = false
showUpcomingRewards = true
isAdvancedAttributesHidden = false
end
local hideQuadrant2_3Background = isAttributesHidden and isCharacterHidden and isEffectsHidden and isAdvancedAttributesHidden
if hideQuadrant2_3Background then
else
end
if showUpcomingRewards then
else
end
end
elseif targetData . displayMode ~= nil then
end
end
end
end
end
end
--------------------------
-- Commit Points Dialog --
--------------------------
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
{
} ,
}
} )
end
--------------------------
-- Respec Attributes Dialog --
--------------------------
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
buttons =
{
{
end ,
} ,
{
} ,
}
} )
end
------------
-- Header --
------------
local outfit = ZO_OUTFIT_MANAGER : GetOutfitManipulator ( GAMEPLAY_ACTOR_CATEGORY_PLAYER , ZO_OUTFIT_MANAGER : GetEquippedOutfitIndex ( GAMEPLAY_ACTOR_CATEGORY_PLAYER ) )
if outfit then
return zo_strformat ( SI_SCREEN_NARRATION_DROPDOWN_NAMED , GetString ( SI_OUTFIT_SELECTOR_TITLE ) , outfit : GetOutfitName ( ) )
else
return zo_strformat ( SI_SCREEN_NARRATION_DROPDOWN_NAMED , GetString ( SI_OUTFIT_SELECTOR_TITLE ) , GetString ( SI_NO_OUTFIT_EQUIP_ENTRY ) )
end
end ,
}
ZO_GamepadGenericHeader_Initialize ( self . contentHeader , ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE , ZO_GAMEPAD_HEADER_LAYOUTS . DATA_PAIRS_TOGETHER )
end
local currentActorCategory , currentlyEquippedOutfitIndex = ZO_OUTFITS_SELECTOR_GAMEPAD : GetCurrentActorCategoryAndIndex ( )
if currentlyEquippedOutfitIndex then
local currentOutfit = ZO_OUTFIT_MANAGER : GetOutfitManipulator ( currentActorCategory , currentlyEquippedOutfitIndex )
else
end
end
end
---------------
-- Main List --
---------------
do
local GAMEPAD_ATTRIBUTE_ICONS =
{
[ ATTRIBUTE_HEALTH ] = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds" ,
[ ATTRIBUTE_STAMINA ] = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds" ,
[ ATTRIBUTE_MAGICKA ] = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds" ,
}
local GAMEPAD_ATTRIBUTE_ORDERING =
{
ATTRIBUTE_MAGICKA ,
ATTRIBUTE_HEALTH ,
ATTRIBUTE_STAMINA ,
}
-- Claim Rewards Entry
-- entry that lets you go to the claim rewards scene
-- Upcoming Rewards Entry
-- entry that shows the upcoming rewards when selected
self . upcomingRewardsEntry = ZO_GamepadEntryData : New ( GetString ( SI_LEVEL_UP_REWARDS_UPCOMING_REWARDS_HEADER ) )
local narrations = { }
-- Generate the standard parametric list entry narration
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
-- Append the upcoming level up text
return narrations
end
--Title Entry
end
--Advanced Stats Entry
--Character Entry
self . characterEntry = ZO_GamepadEntryData : New ( GetString ( SI_STAT_GAMEPAD_CHARACTER_SHEET_DESCRIPTION ) )
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_CHARACTER_SHEET_DESCRIPTION ) ) )
--Get the narration for the player's race
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_RACE_LABEL ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_STAT_GAMEPAD_RACE_NAME , unitRace ) ) )
--Get the narration for the player's alliance
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_ALLIANCE_LABEL ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_ALLIANCE_NAME , allianceName ) ) )
--Get the narration for the player's class
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_CLASS_LABEL ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_STAT_GAMEPAD_CLASS_NAME , unitClass ) ) )
--Get the narration for the player's AVA Rank
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_RANK_LABEL ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_STAT_RANK_NAME_FORMAT , rankName ) ) )
--Get the narration for the player's champion level if applicable
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_CHAMPION_POINTS_LABEL ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetPlayerChampionPointsEarned ( ) ) )
end
--Get the narration for the player's current bounty if applicable
if bountyNarration then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_BOUNTY_LABEL ) ) )
end
--Get the narration for the player's riding speed
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_RIDING_HEADER_SPEED ) ) )
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( zo_strformat ( SI_MOUNT_ATTRIBUTE_SPEED_FORMAT , speedBonus ) ) )
--Get the narration for the player's riding stamina
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_RIDING_HEADER_STAMINA ) ) )
--Get the narration for the player's riding capacity
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_RIDING_HEADER_CAPACITY ) ) )
--Get the narration for whether riding training is available if it isn't already maxed out
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_RIDING_HEADER_TRAINING ) ) )
--Either narrate that riding training is ready, or the time remaining until it's ready
if timeUntilCanBeTrained == 0 then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_STABLE_TRAINABLE_READY ) ) )
else
local timeLeft = ZO_FormatTimeMilliseconds ( timeUntilCanBeTrained , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWENTY_FOUR_HOUR )
end
end
local currentLevel
local currentXP
local totalXP
local hideEnlightenment = true
hideEnlightenment = false
else
end
--Get the narration for the player's xp progress
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_STAT_GAMEPAD_EXPERIENCE_LABEL ) ) )
--This is for when the XP limit has been reached
if not totalXP then
hideEnlightenment = true
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_EXPERIENCE_LIMIT_REACHED ) ) )
else
local experienceProgress = zo_strformat ( SI_EXPERIENCE_CURRENT_MAX_PERCENT , ZO_CommaDelimitNumber ( currentXP ) , ZO_CommaDelimitNumber ( totalXP ) , percentageXP )
end
--Get the narration for the player being enlightened if applicable
if not hideEnlightenment then
if poolSize > 0 then
local enlightenmentText = zo_strformat ( SI_EXPERIENCE_CHAMPION_ENLIGHTENED_TOOLTIP , ZO_CommaDelimitNumber ( poolSize ) )
end
end
return narrations
end
end
--Attribute Entries
-- Renarrate the list entry when points are added or removed
end
end
local narrations = { }
local displayedPoints = entryControl . pointLimitedSpinner : GetPoints ( ) + self : GetAddedPoints ( attributeType )
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryStatusIndicatorNarrationText ( entryData , entryControl ) )
return narrations
end
if index == 1 then
end
end
end
end
end
do
--local stackCount = frameControl:GetNamedChild("StackCount")
--stackCount:SetText(data.stackCount)
end
list : AddDataTemplate ( "ZO_GamepadStatTitleRow" , ZO_GamepadStatTitleRow_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadStatTitleRow" , ZO_GamepadStatTitleRow_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadStatAttributeRow" , ZO_GamepadStatAttributeRow_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadStatAttributeRow" , ZO_GamepadStatAttributeRow_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadNewMenuEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplate ( "ZO_GamepadEffectAttributeRow" , SetupEffectAttributeRow , ZO_GamepadMenuEntryTemplateParametricListFunction )
list : AddDataTemplateWithHeader ( "ZO_GamepadEffectAttributeRow" , SetupEffectAttributeRow , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
end
end
end
end
end
do
return left . sortOrder < right . sortOrder
end
return
end
--Level Up Reward
end
--Title
-- Attributes
if index == 1 then
else
end
end
-- Character Info
-- Active Effects--
local narrations = { }
-- Generate the standard parametric list entry narration
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
-- Right panel header
ZO_AppendNarration ( narrations , ZO_GamepadGenericHeader_GetNarrationText ( self . contentHeader , self . contentHeaderData ) )
-- Right panel description
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( self . effectDescNarrationText ) )
return narrations
end
--Artificial effects
local sortedArtificialEffectsTable = { }
local displayName , iconFile , effectType , sortOrder , startTime , endTime = GetArtificialEffectInfo ( effectId )
end
end
end
--Real Effects
local hasActiveEffects = numBuffs > 0
if hasActiveEffects then
for i = 1 , numBuffs do
local buffName , startTime , endTime , buffSlot , stackCount , iconFile , deprecatedBuffType , effectType , abilityType , statusEffectType , abilityId , canClickOff = GetUnitBuffInfo ( "player" , i )
if buffSlot > 0 and buffName ~= "" then
--data.stackCount = stackCount
end
end
end
end
end
end
end
else
end
end
-------------------
-- Heat & Bounty --
-------------------
end
-----------------------
-- Character Effects --
-----------------------
end
local contentTitle , contentDescription , contentStartTime , contentEndTime , _
if targetData . isArtificial then
contentTitle , _ , _ , _ , contentStartTime , contentEndTime = GetArtificialEffectInfo ( targetData . artificialEffectId )
else
local buffSlot , abilityId
contentTitle , contentStartTime , contentEndTime , buffSlot , _ , _ , _ , _ , _ , _ , abilityId = GetUnitBuffInfo ( "player" , targetData . buffIndex )
end
end
local contentDuration = contentEndTime - contentStartTime
if contentDuration > 0 then
local timeLeftText = ZO_FormatTime ( timeLeft , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWELVE_HOUR )
end
else
end
end
---------------------
-- Character Stats --
---------------------
-- Left Column
-- Right Column
-- XP Bar
if timeUntilCanBeTrained == 0 then
else
local timeLeft = ZO_FormatTimeMilliseconds ( timeUntilCanBeTrained , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWENTY_FOUR_HOUR )
end
end
end
end
end
do
local STATS_LAYOUT_DATA =
{
--sections
{
--lines
{
STAT_MAGICKA_MAX ,
STAT_MAGICKA_REGEN_COMBAT ,
} ,
{
STAT_HEALTH_MAX ,
STAT_HEALTH_REGEN_COMBAT ,
} ,
{
STAT_STAMINA_MAX ,
STAT_STAMINA_REGEN_COMBAT ,
} ,
} ,
{
{
STAT_SPELL_POWER ,
STAT_POWER ,
} ,
{
STAT_SPELL_CRITICAL ,
STAT_CRITICAL_STRIKE ,
} ,
{
STAT_SPELL_PENETRATION ,
STAT_PHYSICAL_PENETRATION ,
} ,
} ,
{
{
STAT_SPELL_RESIST ,
STAT_PHYSICAL_RESIST ,
} ,
{
STAT_CRITICAL_RESISTANCE ,
} ,
} ,
}
local COLUMN_WIDTH = 375
local ROW_HEIGHT = 40
local COLUMN_SPACING = 40
local SECTION_SPACING = 50
local STARTING_Y_OFFSET = 20
local STARTING_X_OFFSET = 0
--Tooltips Setup
local ROW_MAJOR = true
end
self . attributeTooltips = ZO_AttributeTooltipsGrid_Gamepad : New ( self . attributesPanel , ROW_MAJOR , OnViewAttributesBack )
local rowNumber = 1
local EQUIPMENT_BONUS_COLUMN = 1
--Equipment Bonus
self . equipmentBonus . iconPool = ZO_ControlPool : New ( "ZO_GamepadStatsEquipmentBonusIcon" , equipmentBonusIcons )
self . attributeTooltips : AddGridItem ( self . equipmentBonus , STAT_NONE , EQUIPMENT_BONUS_COLUMN , rowNumber )
rowNumber = rowNumber + 1
-- Attributes
local attributeControl = ZO_ObjectPool_CreateControl ( "ZO_GamepadStatsHeaderDataPairTemplate" , objectPool , self . attributesPanel )
end
local yOffset = STARTING_Y_OFFSET
local xOffset = STARTING_X_OFFSET
attributeItem . control : SetAnchor ( TOPRIGHT , self . attributesPanel , TOPLEFT , xOffset + COLUMN_WIDTH , yOffset )
xOffset = xOffset + COLUMN_WIDTH + COLUMN_SPACING
end
rowNumber = rowNumber + 1
yOffset = yOffset + ROW_HEIGHT
end
yOffset = yOffset + SECTION_SPACING
end
--Update Info
end
end
end
end
end
end
end
elseif data . formatType == ADVANCED_STAT_DISPLAY_FORMAT_PERCENT or data . formatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_OR_PERCENT then
end
else
end
end
end
end
end
--When nil is passed in for the reset function, ZO_ObjectPool_DefaultResetControl is what will get called
local DEFAULT_RESET_ENTRY = nil
local NO_HIDE_CALLBACK = nil
self . advancedAttributesGridList : AddEntryTemplate ( "ZO_AdvancedAttributes_GridEntry_Template_Gamepad" , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT , SetupStatEntry , NO_HIDE_CALLBACK , DEFAULT_RESET_ENTRY , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y )
self . advancedAttributesGridList : AddEntryTemplate ( "ZO_AdvancedAttributes_CategoryHeader_Template_Gamepad" , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_HEADER_WIDTH , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT , SetupHeaderEntry , NO_HIDE_CALLBACK , DEFAULT_RESET_ENTRY , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y )
self . advancedAttributesGridList : AddEntryTemplate ( "ZO_AdvancedAttributes_GridEntryFlat_Template_Gamepad" , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT , SetupFlatValueEntry , NO_HIDE_CALLBACK , DEFAULT_RESET_ENTRY , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y )
self . advancedAttributesGridList : AddEntryTemplate ( "ZO_AdvancedAttributes_GridEntryPercent_Template_Gamepad" , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_WIDTH , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_ENTRY_HEIGHT , SetupPercentValueEntry , NO_HIDE_CALLBACK , DEFAULT_RESET_ENTRY , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_X , ZO_ADVANCED_STATS_GAMEPAD_CONSTANTS_GRID_PADDING_Y )
self . advancedAttributesGridList : RegisterCallback ( "SelectedDataChanged" , function ( ... ) self : OnAdvancedAttributeSelectionChanged ( ... ) end )
--Update Info
end
end
end
--Make sure the grid list is empty before populating it
--First, grab the stat data from the def
local advancedStatData = { }
for categoryIndex = 1 , numCategories do
--ESO-819006: Only include categories with at least one stat in it
if numStats > 0 then
local categoryData =
{
header = displayName , --This field is not used on gamepad, but keeping it here in case we choose to show it later
stats = { } ,
}
for statIndex = 1 , numStats do
local statType , statDisplayName , description , flatValueDescription , percentValueDescription = GetAdvancedStatInfo ( categoryId , statIndex )
--We need the format type ahead of time so we know what type of control(s) to create for this stat
--We don't bother with the flat and percent values returned here, as they get refreshed every time we set up the control
--The stat format type never changes, so it is safe to get it here
local statData =
{
statType = statType , --Used to calculate the value of the stat
displayName = statDisplayName , --The name shown to the users for the stat
flatDescription = flatValueDescription , --The description used for the flat value tooltip window when the stat is split into both flat and percent
percentDescription = percentValueDescription , --The description used for the percent value tooltip window when the stat is split into both flat and percent
formatType = statFormatType , --How are we formatting this stat?
--If we do not have a formatted value, just use the display name
local narration = entryData . displayName
if entryData . formattedValue then
--Stats with entries for both flat and percent narrates both the name of the stat, and "Flat" or "Percent" depending on which entry is selected.
if entryData . secondaryDisplayName then
narration = zo_strformat ( SI_STATS_ADVANCED_SCREEN_NARRATION_MULTI_ENTRY_FORMATTER , entryData . displayName , entryData . secondaryDisplayName , entryData . formattedValue )
else
narration = zo_strformat ( SI_STATS_ADVANCED_SCREEN_NARRATION_FORMATTER , entryData . displayName , entryData . formattedValue )
end
end
end ,
}
end
end
end
--Now, set up the actual list of stats based on the data we just grabbed
--We want to have spacing between every category
if categoryIndex > 1 then
end
local previousStatFormatType = nil
--Add each stat in this category
if statEntry . formatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_AND_PERCENT then
--Make sure this isn't the first entry of the category, otherwise we will have double spacing
if statIndex > 1 then
end
--Multi value stats need 3 entries: the header, the flat value, and the percent value
--Overwrite the flat entry and percent entry descriptions with the more specific ones
--Add the entries
self . advancedAttributesGridList : AddEntry ( categoryEntryData , "ZO_AdvancedAttributes_CategoryHeader_Template_Gamepad" )
self . advancedAttributesGridList : AddEntry ( flatEntryData , "ZO_AdvancedAttributes_GridEntryFlat_Template_Gamepad" )
self . advancedAttributesGridList : AddEntry ( percentEntryData , "ZO_AdvancedAttributes_GridEntryPercent_Template_Gamepad" )
else
if previousStatFormatType == ADVANCED_STAT_DISPLAY_FORMAT_FLAT_AND_PERCENT then
end
self . advancedAttributesGridList : AddEntry ( statEntry , "ZO_AdvancedAttributes_GridEntry_Template_Gamepad" )
end
previousStatFormatType = statEntry . formatType
end
end
end
end
--If we don't have new data this means we no longer have anything selected, so we want to hide the tooltip completely
if not newData then
local DO_NOT_RETAIN_FRAGMENT = false
else
local RETAIN_FRAGMENT = true ;
end
end
-- Left & Right Column
if hasChampionPoints then
end
-- Right Pane
local rankString
if rank == 0 then
else
rankString = zo_iconTextFormatNoSpace ( rankIcon , 32 , 32 , zo_strformat ( SI_STAT_RANK_NAME_FORMAT , rankName ) )
end
--Riding skill
local currentLevel
local currentXP
local totalXP
local hideEnlightenment = true
hideEnlightenment = false
else
ZO_StatusBar_SetGradientColor ( self . experienceBarControl : GetNamedChild ( "EnlightenedBar" ) , ZO_XP_BAR_GRADIENT_COLORS )
end
if not totalXP then -- this is for the end of the line
totalXP = 1
currentXP = 1
hideEnlightenment = true
ZO_StatusBar_SetGradientColor ( self . experienceBarControl , ZO_CP_BAR_GRADIENT_COLORS [ GetChampionPointPoolForRank ( currentLevel ) ] )
else
self . experienceProgress : SetText ( zo_strformat ( SI_EXPERIENCE_CURRENT_MAX_PERCENT , ZO_CommaDelimitNumber ( currentXP ) , ZO_CommaDelimitNumber ( totalXP ) , percentageXP ) )
end
local BAR_NO_WRAP = true
if not hideEnlightenment then
currentLevel = currentLevel + 1
end
if totalXP then
if poolSize > 0 then
self . enlightenmentText : SetText ( zo_strformat ( SI_EXPERIENCE_CHAMPION_ENLIGHTENED_TOOLTIP , ZO_CommaDelimitNumber ( poolSize ) ) )
else
end
else
end
ZO_StatusBar_SetGradientColor ( self . experienceBarControl , ZO_CP_BAR_GRADIENT_COLORS [ nextPointPoolType ] )
ZO_StatusBar_SetGradientColor ( self . experienceBarControl : GetNamedChild ( "EnlightenedBar" ) , ZO_CP_BAR_GRADIENT_COLORS [ nextPointPoolType ] )
else
end
end
else
return 0
end
end
end
end
local dialogData =
{
data1 =
{
} ,
data2 =
{
} ,
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
local IS_GAMEPAD = true
dialogData . data1 . value = ZO_Currency_Format ( balance , CURT_MONEY , ZO_CURRENCY_FORMAT_AMOUNT_ICON , IS_GAMEPAD )
dialogData . data2 . value = ZO_Currency_Format ( cost , CURT_MONEY , balance > cost and ZO_CURRENCY_FORMAT_AMOUNT_ICON or ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON , IS_GAMEPAD )
end ,
buttons =
{
{
end ,
} ,
{
} ,
} ,
} )
end
------------------------------
-- Stat Title Attribute Row --
------------------------------
function ZO_GamepadStatTitleRow_Setup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
end
control . dropdown : SetDeactivatedCallback ( data . statsObject . OnTitleDropdownDeactivated , data . statsObject )
end
------------------------
-- Stat Attribute Row --
------------------------
function ZO_GamepadStatAttributeRow_Setup ( control , data , selected , selectedDuringRebuild , enabled , active )
local availablePoints = 0
else
end
local showSpinnerArrows = ( availablePoints > 0 )
if addedPoints > 0 then
elseif addedPoints < 0 then
else
end
end
end
end
control . pointLimitedSpinner = ZO_AttributeSpinner_Gamepad : New ( control , control . attributeType , data . screen , onValueChangedCallback )
else
control . pointLimitedSpinner : Reinitialize ( control . attributeType , addedPoints , onValueChangedCallback )
end
if active then
end
--Only narrate directional input if there is more than one possible value
if control . pointLimitedSpinner . pointsSpinner : GetMin ( ) ~= control . pointLimitedSpinner . pointsSpinner : GetMax ( ) then
else
return { }
end
end
end |