ESO Lua File v100011

ingame/actionbar/actionbar.lua

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local actionBarButtons = {}
local showHiddenButtonsRefCount = 1
local actionBarActiveWeaponPair
local activeWeaponSwapInProgress = false
local function GetRemappedActionSlotNum(slotNum)
    if slotNum > ACTION_BAR_FIRST_UTILITY_BAR_SLOT and slotNum <= ACTION_BAR_FIRST_UTILITY_BAR_SLOT + ACTION_BAR_UTILITY_BAR_SIZE
    then
        return ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
    else
        return slotNum
    end
end
    for physicalSlot in pairs(actionBarButtons) do
        if GetSlotType(physicalSlot) ~= ACTION_TYPE_NOTHING then
            return true
        end
    end
    return false
end
function ZO_ActionBar_GetButton(slotNum)
    local remappedSlotNum = GetRemappedActionSlotNum(slotNum)
    return actionBarButtons[remappedSlotNum]
end
local function CanUseActionSlots()
    return ((not IsGameCameraActive() and not IsInteractionCameraActive()) or SCENE_MANAGER:IsShowing("hud")) and not IsUnitDead("player")
end
function ActionButtonDownAndUp(slotNum)
    if CanUseActionSlots() then
        local button = ZO_ActionBar_GetButton(slotNum)
        if button then
            button:HandlePressAndRelease()
        end
    end
end
function ActionButtonDown(slotNum)
    if CanUseActionSlots() then
        local button = ZO_ActionBar_GetButton(slotNum)
        if button then
            button:HandlePress()
        end
    end
end
function ActionButtonUp(slotNum)
    if CanUseActionSlots() then
        local button = ZO_ActionBar_GetButton(slotNum)
        if button then
            button:HandleRelease()
        end
    end
end
function AreActionBarsLocked()
    return GetSetting_Bool(SETTING_TYPE_ACTION_BARS, ACTION_BAR_SETTING_LOCK_ACTION_BARS)
end
    return (showHiddenButtonsRefCount > 0)
end
function ZO_ActionBar_AttemptPlacement(slotNum)
    PlaceInActionBar(slotNum)   -- Fails and shows an error if the button is locked
end
function ZO_ActionBar_AttemptPickup(slotNum)
    if(AreActionBarsLocked())
    then
        return
    end
    PickupAction(slotNum)   -- Fails and shows an error if the button is locked
    ClearTooltip(AbilityTooltip)
end
local currentUltimateMax = 0
local ultimateBarFull = nil
local ultimateReadyBurstTimeline = nil
local ultimateReadyLoopTimeline = nil
local ZO_ULTIMATE_BAR_GRADIENT_COLORS = { ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_BAR_START)), ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_BAR_END)) }
local ZO_ULTIMATE_BAR_FULL_GRADIENT_COLORS = { ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_FULL_BAR_START)), ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ULTIMATE_BAR, ULTIMATE_BAR_COLOR_FULL_BAR_END)) }
local function UpdateCurrentUltimateMax()
    local cost, mechanic = GetSlotAbilityCost(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
    if(mechanic == POWERTYPE_ULTIMATE)
    then
        currentUltimateMax = cost
    else
        currentUltimateMax = 0
    end
end
local function StopUltimateReadyAnimations()
    if(ultimateReadyBurstTimeline) then
        ultimateReadyBurstTimeline:Stop()
        ultimateReadyLoopTimeline:Stop()
    end
end
local function PlayUltimateReadyAnimations(ultimateReadyBurstTexture, ultimateReadyLoopTexture)
    if(not ultimateReadyBurstTimeline) then
        ultimateReadyBurstTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("UltimateReadyBurst", ultimateReadyBurstTexture)
        ultimateReadyLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("UltimateReadyLoop", ultimateReadyLoopTexture)
        ultimateReadyBurstTimeline:SetHandler("OnPlay", function() PlaySound(SOUNDS.ABILITY_ULTIMATE_READY) end)
        local function OnStop(self)
            if(self:GetProgress() == 1.0) then
                ultimateReadyBurstTexture:SetHidden(true)
                ultimateReadyLoopTimeline:PlayFromStart()
                ultimateReadyLoopTexture:SetHidden(false)
            end
        end
        ultimateReadyBurstTimeline:SetHandler("OnStop", OnStop)
    end
    if not activeWeaponSwapInProgress then
        if not ultimateReadyBurstTimeline:IsPlaying() and not ultimateReadyLoopTimeline:IsPlaying() then 
            ultimateReadyBurstTimeline:PlayFromStart()
        end
    elseif not ultimateReadyLoopTimeline:IsPlaying() then
        ultimateReadyLoopTimeline:PlayFromStart()
        ultimateReadyLoopTexture:SetHidden(false)
    end
end
local function SetUltimateMeter(ultimateCount)
    local isSlotUsed = IsSlotUsed(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
    local ultimateSlot = actionBarButtons[ACTION_BAR_ULTIMATE_SLOT_INDEX + 1].slot
    local barTexture = GetControl(ultimateSlot, "UltimateBar")
    local leadingEdge = GetControl(ultimateSlot, "LeadingEdge")
    local ultimateReadyBurstTexture = GetControl(ultimateSlot, "ReadyBurst")
    local ultimateReadyLoopTexture = GetControl(ultimateSlot, "ReadyLoop")
    
    if(isSlotUsed) then
        if(ultimateCount >= currentUltimateMax) then
            --hide progress bar
            barTexture:SetHidden(true)
            leadingEdge:SetHidden(true)
            ultimateReadyBurstTexture:SetHidden(false)
            PlayUltimateReadyAnimations(ultimateReadyBurstTexture, ultimateReadyLoopTexture)
        else
            --stop animation
            ultimateReadyBurstTexture:SetHidden(true)
            ultimateReadyLoopTexture:SetHidden(true)
            StopUltimateReadyAnimations()
            --show and update progress bar
            barTexture:SetHidden(false)
        
            local slotHeight = ultimateSlot:GetHeight()
            local yOffset = zo_floor(slotHeight * (1 - ultimateCount / currentUltimateMax))
            barTexture:SetHeight(yOffset)
            leadingEdge:SetHidden(false)
            leadingEdge:ClearAnchors()
            leadingEdge:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, yOffset - 5)
            leadingEdge:SetAnchor(TOPRIGHT, nil, TOPRIGHT, 0, yOffset - 5)
        end
    else
        --stop animation
        ultimateReadyBurstTexture:SetHidden(true)
        ultimateReadyLoopTexture:SetHidden(true)
        StopUltimateReadyAnimations()
        --hide progress bar
        barTexture:SetHidden(true)
        leadingEdge:SetHidden(true)
    end
end
local function UpdateUltimateMeter()
    local ultimateCount =  GetUnitPower("player", POWERTYPE_ULTIMATE)
    SetUltimateMeter(ultimateCount)
end
local function OnPowerUpdate(evt, unitTag, powerPoolIndex, powerType, powerPool, powerPoolMax)
    if(unitTag == "player" and powerType == POWERTYPE_ULTIMATE)
    then
        SetUltimateMeter(powerPool)
    end
end
local function OnItemSlotChanged(eventCode, itemSoundCategory)
    PlayItemSound(itemSoundCategory, ITEM_SOUND_ACTION_SLOT)
end
local function OnAbilitySlotted(eventCode, newAbilitySlotted)
    if(newAbilitySlotted == true)
    then
        PlaySound(SOUNDS.ABILITY_SLOTTED)
    else
        PlaySound(SOUNDS.ABILITY_SLOT_CLEARED)
    end
end
local function HandleSlotChanged(slotNum)
    local btn = ZO_ActionBar_GetButton(slotNum)
    if(btn and not btn.noUpdates)
    then
        btn:HandleSlotChanged()
        if(slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
        then
            UpdateUltimateMeter()
        end
    end
end
local function HandleStateChanged(slotNum)
    local btn = ZO_ActionBar_GetButton(slotNum)
    if(btn and not btn.noUpdates)
    then
        btn:UpdateState()
    end
end
local function UpdateAllSlots(eventCode)
    for physicalSlotNum in pairs(actionBarButtons)
    do
        HandleSlotChanged(physicalSlotNum)
    end
end
local function UpdateCooldowns()
    for i, button in pairs(actionBarButtons)
    do
        button:UpdateCooldown()
    end
end
local function MakeActionButton(physicalSlot, buttonStyle, buttonObject)
    buttonObject = buttonObject or ActionButton
    local button = buttonObject:New(physicalSlot,buttonStyle.type, buttonStyle.parentBar, buttonStyle.template)
    button:SetShowBindingText(buttonStyle.showBinds)
    actionBarButtons[physicalSlot] = button
    return button
end
local function HandleInventoryChanged(eventCode, bag, slot)
    for _, physicalSlot in pairs(actionBarButtons)
    do
        if(physicalSlot)
        then
            local slotType = GetSlotType(physicalSlot:GetSlot())
            if(slotType == ACTION_TYPE_ITEM) then
                local itemCount = GetSlotItemCount(physicalSlot:GetSlot())
                local consumable = IsSlotItemConsumable(physicalSlot:GetSlot())
                physicalSlot:SetupCount(itemCount, consumable)
                physicalSlot:UpdateState()
              elseif(slotType == ACTION_TYPE_ABILITY) then
                    physicalSlot:UpdateState()
            end
        end
    end
end
local function ShowHiddenButtons()
    showHiddenButtonsRefCount = showHiddenButtonsRefCount + 1
    if(showHiddenButtonsRefCount == 1) then
        for _, control in pairs(actionBarButtons) do
            if(control:GetButtonType() == ACTION_BUTTON_TYPE_HIDDEN) then
                control.slot:SetHidden(false)
            end
        end
    end
end
local function HideHiddenButtons()
    showHiddenButtonsRefCount = showHiddenButtonsRefCount - 1
    if(showHiddenButtonsRefCount == 0) then
        for _, control in pairs(actionBarButtons) do
            if(control:GetButtonType() == ACTION_BUTTON_TYPE_HIDDEN) then
                if(not control:HasAction()) then
                    control.slot:SetHidden(true)
                end
            end
        end
    end
end
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        local callout = ZO_ActionBar_GetButton(i).slot:GetNamedChild("DropCallout")
        callout:SetHidden(true)
    end
end
local function ShowAppropriateAbilityActionButtonDropCallouts(abilityIndex)
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
        local isValid = IsValidAbilityForSlot(abilityIndex, i)
        local callout = ZO_ActionBar_GetButton(i).slot:GetNamedChild("DropCallout")
        if(not isValid) then
            callout:SetColor(1, 0, 0, 1)
        else
            callout:SetColor(1, 1, 1, 1)
        end
        callout:SetHidden(false)
    end
end
local function HandleCursorPickup(eventCode, cursorType, param1, param2, param3)
    if(cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL) then
        ShowHiddenButtons()
    end
    if(cursorType == MOUSE_CONTENT_ACTION and param1 == ACTION_TYPE_ABILITY) then
        if(param3 ~= 0)
        then
            PlaySound(SOUNDS.ABILITY_PICKED_UP)
        end
    end
end
local function HandleCursorDropped(eventCode, cursorType)
    if(cursorType == MOUSE_CONTENT_ACTION or cursorType == MOUSE_CONTENT_INVENTORY_ITEM or cursorType == MOUSE_CONTENT_QUEST_ITEM or cursorType == MOUSE_CONTENT_QUEST_TOOL) then
        HideHiddenButtons()
    end
    if(cursorType == MOUSE_CONTENT_ACTION) then
    end
end
local function OnActiveQuickslotChanged(eventCode, slotId)
    HandleSlotChanged(ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1)
end
local function OnActiveWeaponPairChanged(eventCode, activeWeaponPair)
    if (activeWeaponPair ~= actionBarActiveWeaponPair) then
        activeWeaponSwapInProgress = true
        UpdateCurrentUltimateMax()
        StopUltimateReadyAnimations()
        actionBarActiveWeaponPair = activeWeaponPair
    end
end
local function ApplyStyle()
    ApplyTemplateToControl(ZO_ActionBar1, ZO_GetPlatformTemplate("ZO_ActionBar1"))
    local buttonTemplate = ZO_GetPlatformTemplate("ZO_ActionButton")
    for _, physicalSlot in pairs(actionBarButtons) do
        if physicalSlot then
            physicalSlot:ApplyStyle(buttonTemplate)
        end
    end
    ZO_ActionBar1:GetNamedChild("KeybindBG"):SetHidden(IsInGamepadPreferredMode())
end
local function OnGamepadPreferredModeChanged()
    ApplyStyle()
end
function ZO_ActionBar_Initialize()    
    local MAIN_BAR_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_ActionButton",
        showBinds = true,
        parentBar = ZO_ActionBar1,
    }
    --Quick Bar Slot
    local quickBarButton = MakeActionButton(ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1, MAIN_BAR_STYLE, QuickslotActionButton)
    quickBarButton.slot:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, 0)  
    
    ZO_ActionBar1WeaponSwap:SetAnchor(LEFT, quickBarButton.slot, RIGHT, 5, 0)
    local function OnSwapAnimationHalfDone(animation, button)
        button:HandleSlotChanged()
        if(button:GetSlot() == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
        then
            UpdateUltimateMeter()
        end
    end
    local function OnSwapAnimationDone(animation, button)
        button.noUpdates = false
        if(button:GetSlot() == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1) then
            activeWeaponSwapInProgress = false
        end
    end
    local function SetupFlipAnimation(button)
    end
    --Main Bar
    local buttonTemplate = ZO_GetPlatformTemplate("ZO_ActionButton")
    local lastButton = nil
    for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + ACTION_BAR_SLOTS_PER_PAGE - 1 do
        local barButton = MakeActionButton(i, MAIN_BAR_STYLE)
        barButton:ApplyStyle(buttonTemplate)
        local anchorTarget = lastButton and lastButton.slot
        local anchorOffsetX = IsInGamepadPreferredMode() and 7 or 2
        if not lastButton then
            anchorTarget = ZO_ActionBar1WeaponSwap
            anchorOffsetX = 5
        end
        barButton:ApplyAnchor(anchorTarget, anchorOffsetX)
        SetupFlipAnimation(barButton)
        lastButton = barButton
    end
    --Ultimate Button
    local ULTIMATE_BUTTON_STYLE =
    {
        type = ACTION_BUTTON_TYPE_VISIBLE,
        template = "ZO_UltimateActionButton",
        showBinds = true,
        parentBar = ZO_ActionBar1,
    }
    local ultimateButton = MakeActionButton(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1, ULTIMATE_BUTTON_STYLE)
    ultimateButton:ApplyStyle(buttonTemplate)
    local ULTIMATE_BUTTON_ANCHOR_OFFSET_X = 62
    ultimateButton:ApplyAnchor(lastButton.slot, ULTIMATE_BUTTON_ANCHOR_OFFSET_X)
    SetupFlipAnimation(ultimateButton)
    local function OnActionSlotsFullUpdate(event, isHotbarSwap)
        if isHotbarSwap then
            for _, physicalSlot in pairs(actionBarButtons) do
                if physicalSlot.hotbarSwapAnimation then
                    physicalSlot.noUpdates = true
                    physicalSlot.hotbarSwapAnimation:PlayFromStart()
                end
            end
        else
            UpdateAllSlots()
        end
    end
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_UPDATED, function (evt,slotnum) HandleSlotChanged(slotnum) end)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOTS_FULL_UPDATE, OnActionSlotsFullUpdate)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_STATE_UPDATED, function (evt,slotnum) HandleStateChanged(slotnum) end)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_UPDATE_COOLDOWNS, UpdateCooldowns)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_INVENTORY_FULL_UPDATE, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_OPEN_BANK, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CLOSE_BANK, HandleInventoryChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CURSOR_PICKUP, HandleCursorPickup)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_CURSOR_DROPPED, HandleCursorDropped)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_POWER_UPDATE, OnPowerUpdate)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ITEM_SLOT_CHANGED, OnItemSlotChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTION_SLOT_ABILITY_SLOTTED, OnAbilitySlotted)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_QUICKSLOT_CHANGED, OnActiveQuickslotChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_PLAYER_ACTIVATED, UpdateAllSlots)
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_ACTIVE_WEAPON_PAIR_CHANGED, OnActiveWeaponPairChanged)
    ApplyStyle() -- Setup initial visual style based on current mode.
    EVENT_MANAGER:RegisterForEvent("ZO_ActionBar", EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, OnGamepadPreferredModeChanged)
end
    ACTION_BAR_FRAGMENT = ZO_HUDFadeSceneFragment:New(self)
end