ESO Lua File v100010

pregame/console/pregameerrordialog/pregameconsoleerrordialog.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
local isShowingDialog = false
local dialogQueue = {}
ESO_PregameConsoleDialogs = {} -- Might want to place in GlobalVars.lua like ESO_Dialogs
--[[ A test/example dialog
To define a new dialog:
ESO_PregameConsoleDialogs["Test1"] =
{
title = "title",
errorText = "errorText",
errorMessage = "errorMessage",
keyStrip =
{
{
alignment = KEYBIND_STRIP_ALIGN_LEFT,
name = "Back to Start Screen",
keybind = "UI_SHORTCUT_EXIT",
callback = function()
--TestPrint("Back to Start Screen")
end,
},
-- More key bindings, if needed.
},
}
To then show the dialog:
ZO_PregameConsoleErrorDialogs_ShowDialog("Test1")
]]
--
local function QueueDialog(name, data, params)
    table.insert(dialogQueue, {name, data, params})
end
local function GetFormattedDialogText(text, params)
    if text then
        if params and #params > 0 then
            text = zo_strformat(text, unpack(params))        
        elseif type(text) == "number" then
            text = GetString(text)
        end
    else
        text = ""
    end
    return text
end
local function SetDialogTextFormatted(textControl, text, params)
    if not textControl or not text then
        return
    end
    local formattedText = GetFormattedDialogText(text, params)
    textControl:SetText(formattedText)
    textControl:SetHidden(false)
end
local function GetDialog()
    local dialog = GetControl("ZO_PregameConsoleErrorDialog")
    if(dialog:IsControlHidden()) then
        return dialog
    end
    return nil
end
    return isShowingDialog
end
    for _, displayedDialog in ipairs(displayedDialogs) do
        if(displayedDialog.name == name) then
            return displayedDialog.dialog
        end
    end
    return nil
end
-- taken from http://snippets.luacode.org/?p=snippets/Deep_copy_of_a_Lua_Table_2
local function deepcopy(t)
    if (type(t) ~= "table") then
        return t
    end
    local mt = getmetatable(t)
    local res = {}
    for k,v in pairs(t) do
        if (type(v) == "table") then
            v = deepcopy(v)
        end
        res[k] = v
    end
    setmetatable(res, mt)
    return res
end
    local dialogInfo = ESO_PregameConsoleDialogs[name]
    if (type(dialogInfo) ~= "table") then
        return nil
    end
        if (dialogInfo.canQueue) then
            QueueDialog(name, data, textParams)
        end
        return nil
    end
    -- Not supporting custom controls
    local dialog = GetDialog()
    if (not dialog) then
        QueueDialog(name, data, textParams)
        return nil
    end
    dialog.info = dialogInfo
    dialog.data = data
    if (not textParams) then
        textParams = {}
    end
    -- Title
    local titleControl = dialog:GetNamedChild("Title")
    local title = dialogInfo.title
    if (title) then
        SetDialogTextFormatted(titleControl, title, textParams.titleParams)
    end
    -- Error Text
    local errorTextControl = dialog:GetNamedChild("ErrorText")
    local errorText = dialogInfo.errorText
    if (errorText) then
        SetDialogTextFormatted(errorTextControl, errorText, textParams.errorTextParams)
    end
    -- Error Message (user friendly message)
    local errorMessageControl = dialog:GetNamedChild("ErrorMessage")
    local errorMessage = dialogInfo.errorMessage
    if (errorMessage) then
        SetDialogTextFormatted(errorMessageControl, errorMessage, textParams.errorMessageParams)
    end
    -- Buttons
    dialog:SetHandler("OnUpdate", dialogInfo.updateFn)
    -- Display
    isShowingDialog = true
    dialog.currentKeystrip = nil
    if (dialogInfo.keyStrip ~= nil) then
        -- Create our own keystrip is essentially a copy of the dialogInfo's keystrip except
        -- that we close the dialog when any keybinding is pressed and call their callback.
        dialog.currentKeystrip = {}
        for _,v in pairs(dialogInfo.keyStrip) do
            local copy = deepcopy(v)
            copy.callback = function()
                if (v.callback ~= nil) then
                    v.callback(dialog)
                end
                ZO_PregameConsoleErrorDialogs_ReleaseDialog(dialog)
            end
            copy.name = GetFormattedDialogText(v.name)
            table.insert(dialog.currentKeystrip, copy)
        end
    end
    SCENE_MANAGER:Push("ZO_PregameConsoleErrorDialog")
    dialog.name = GetFormattedDialogText(name)
    dialog:BringWindowToTop()
    PlaySound(SOUNDS.DIALOG_SHOW)
    return dialog
end
    local dialog
    if (type(nameOfDialog) == "string") then
        dialog = ZO_PregameConsoleDialogs_FindDialog(nameOrDialog)
    else
        dialog = nameOrDialog
    end
    if (dialog == nil) then
        return false
    end
    local name = dialog.name
    local dialogInfo = dialog.info
    dialog:SetHandler("OnUpdate", nil)
    dialog.name = nil
    dialog.data = nil
    SCENE_MANAGER:Hide("ZO_PregameConsoleErrorDialog")
    isShowingDialog = false
    -- Show next dialog in queue
    local queuedDialog = table.remove(dialogQueue, 1)
    if(queuedDialog) then
        ZO_PregameConsoleErrorDialogs_ShowDialog(unpack(queuedDialog))
    else
        if(not ZO_PregameConsoleDialogs_IsShowingDialog()) then
            CALLBACK_MANAGER:FireCallbacks("AllDialogsHidden")
        end
    end
    return true
end
    local fragment = ZO_FadeSceneFragment:New(self)
    local scene = ZO_Scene:New("ZO_PregameConsoleErrorDialog", SCENE_MANAGER)
    scene:AddFragment(fragment)
    scene:AddFragment(KEYBIND_STRIP_GAMEPAD_FRAGMENT)
    local StateChanged = function(oldState, newState)
        if newState == SCENE_SHOWING then
            if self.currentKeystrip ~= nil then
                KEYBIND_STRIP:RemoveDefaultExit()
                KEYBIND_STRIP:AddKeybindButtonGroup(self.currentKeystrip)
            end
        elseif newState == SCENE_HIDDEN then
            if self.currentKeystrip ~= nil then
                KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeystrip)
                KEYBIND_STRIP:RestoreDefaultExit()
            end
            self.currentKeystrip = nil
            -- TODO: HACK: Apparently the "A" button is being hooked up and is hiding the dialog,
            -- but I cannot figure out where. To keep the dialogs working, clear the isShowingDialog
            -- flag when a dialog hides.
            isShowingDialog = false
        end
    end
    
    scene:RegisterCallback("StateChange", StateChanged)
end