ESO Lua File v100015

ingame/playeremote/keyboard/playeremote_keyboard.lua

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local TOTALS_EMOTES_IN_ONE_COLUMN = 22
local NUM_OF_COLUMNS = 4
local KEYBOARD_EMOTE_ICON_PATH = "EsoUI/Art/Emotes/emotes_indexIcon_" --Needs to use the emote keyboard icons once they're there
local KEYBOARD_EMOTE_ICONS = {
     [EMOTE_CATEGORY_INVALID] = {
          up = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_up.dds",
          down = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_down.dds",
          over = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_over.dds",
     },
     [EMOTE_CATEGORY_CEREMONIAL] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "ceremonial_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "ceremonial_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "ceremonial_over.dds",
     },
     [EMOTE_CATEGORY_CHEERS_AND_JEERS] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "cheersJeers_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "cheersJeers_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "cheersJeers_over.dds",
     },
     [EMOTE_CATEGORY_DEPRECATED] = {
          up = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_up.dds",
          down = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_down.dds",
          over = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_over.dds",
     },
     [EMOTE_CATEGORY_EMOTION] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "emotion_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "emotion_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "emotion_over.dds",
     },
     [EMOTE_CATEGORY_ENTERTAINMENT] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "entertain_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "entertain_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "entertain_over.dds",
     },
     [EMOTE_CATEGORY_FOOD_AND_DRINK] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "eatDrink_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "eatDrink_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "eatDrink_over.dds",
     },
     [EMOTE_CATEGORY_GIVE_DIRECTIONS] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "directions_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "directions_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "directions_over.dds",
     },
     [EMOTE_CATEGORY_PERPETUAL] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "perpetual_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "perpetual_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "perpetual_over.dds",
     },
     [EMOTE_CATEGORY_PHYSICAL] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "physical_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "physical_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "physical_over.dds",
     },
     [EMOTE_CATEGORY_POSES_AND_FIDGETS] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "fidget_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "fidget_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "fidget_over.dds",
     },
     [EMOTE_CATEGORY_PROP] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "prop_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "prop_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "prop_over.dds",
     },
     [EMOTE_CATEGORY_SOCIAL] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "social_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "social_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "social_over.dds",
     },
     [EMOTE_CATEGORY_PERSONALITY_OVERRIDE] = {
          up = KEYBOARD_EMOTE_ICON_PATH .. "personality_up.dds",
          down = KEYBOARD_EMOTE_ICON_PATH .. "personality_down.dds",
          over = KEYBOARD_EMOTE_ICON_PATH .. "personality_over.dds",
     },
}
local PlayerEmote_Keyboard = ZO_Object:Subclass()
function PlayerEmote_Keyboard:New(...)
    local playerEmote = ZO_Object.New(self)
    playerEmote:Initialize(...)
    return playerEmote
end
function PlayerEmote_Keyboard:Initialize(control)
     self.control = control
    control.owner = self
     HELP_EMOTES_SCENE = ZO_Scene:New("helpEmotes", SCENE_MANAGER)
     local keyboardPlayerEmoteFragment = ZO_FadeSceneFragment:New(control)
     keyboardPlayerEmoteFragment:RegisterCallback("StateChange", function(oldState, newState)
                                                                                     if newState == SCENE_SHOWING then                                                                                          
                                                                                          TriggerTutorial(TUTORIAL_TRIGGER_EMOTES_MENU_OPENED)
                                                                                     end
                                                                                end)
    HELP_EMOTES_SCENE:AddFragment(keyboardPlayerEmoteFragment)
     self.control:RegisterForEvent(EVENT_PERSONALITY_CHANGED, function() self:UpdateCategories() end)
     self:InitializeTree()
     self:UpdateCategories()
end
function PlayerEmote_Keyboard:InitializeTree()
     self.categoryTree = ZO_Tree:New(GetControl(self.control, "Categories"), 60, -10, 280)
     local function CategorySetup(node, control, data, down)
        control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
        control.text:SetText(data.name)
        control.icon:SetTexture(down and data.down or data.up)
        control.iconHighlight:SetTexture(data.over)
        ZO_IconHeader_Setup(control, down)
    end
    local function CategorySelected(control, data, selected, reselectingDuringRebuild)
          if selected then
               self:UpdateEmotes(data.emoteCategory)
        end
        CategorySetup(nil, control, data, selected)
    end
     self.categoryTree:AddTemplate("ZO_IconChildlessHeader", CategorySetup, CategorySelected, nil)
    self.categoryTree:SetExclusive(true)
end
function PlayerEmote_Keyboard:InitializeEmoteControlPool()
     local function EmoteTextControlFactory(control)
          if not self.firstEmoteInColumn then
               self.firstEmoteInColumn = control
               self.totalEmotesInCurrentColumn = 1
               control:SetAnchor(TOPLEFT, self.control:GetNamedChild("EmoteContainer"), TOPLEFT)
          else
               if self.totalEmotesInCurrentColumn > TOTALS_EMOTES_IN_ONE_COLUMN then
                    self.totalEmotesInCurrentColumn = 1
                    control:SetAnchor(TOPLEFT, self.firstEmoteInColumn, TOPRIGHT)
                    self.firstEmoteInColumn = control
               else
                    self.totalEmotesInCurrentColumn = self.totalEmotesInCurrentColumn + 1
                    control:SetAnchor(TOPLEFT, self.lastEmote, BOTTOMLEFT, 0, 2)
               end
          end
          self.lastEmote = control
     end
     local function EmoteTextControlReset(control)
          control:SetText("")
     end
     self.emoteControlPool = ZO_ControlPool:New("ZO_PlayerEmote_Keyboard_EmoteText", self.control)
end
function PlayerEmote_Keyboard:UpdateCategories()
     self.categoryTree:Reset()
     local categories = PLAYER_EMOTE_MANAGER:GetEmoteCategories()
     local function GetEmoteIconForCategory(category)
          local icons = KEYBOARD_EMOTE_ICONS[category] or KEYBOARD_EMOTE_ICONS[EMOTE_CATEGORY_INVALID]
          return icons.up, icons.down, icons.over
     end
     for _, category in ipairs(categories) do
          if category ~= EMOTE_CATEGORY_INVALID then
               local upIcon, downIcon, overIcon = GetEmoteIconForCategory(category)
            local data = {
                    name = GetString("SI_EMOTECATEGORY", category),
                    up = upIcon,
                    down = downIcon,
                    over = overIcon,
               }
            data.emoteCategory = category
            self.categoryTree:AddNode("ZO_IconChildlessHeader", data, nil, SOUNDS.HELP_BLADE_SELECTED)
        end
    end
     self.categoryTree:Commit()
end
function PlayerEmote_Keyboard:UpdateEmotes(category)
     local emoteList = PLAYER_EMOTE_MANAGER:GetEmoteListForType(category)
     self.emoteControlPool:ReleaseAllObjects()
     for i, emote in ipairs(emoteList) do
          if i <= NUM_OF_COLUMNS * TOTALS_EMOTES_IN_ONE_COLUMN then
               local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emote)
               local emoteControl = self.emoteControlPool:AcquireObject(i)
               if emoteInfo.isOverriddenByPersonality then
                    emoteControl:SetText(ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.emoteSlashName))
               else
                    emoteControl:SetText(emoteInfo.emoteSlashName)
               end
          else
               break
          end
     end
end
-- Global XML --
     KEYBOARD_PLAYER_EMOTE = PlayerEmote_Keyboard:New(control)
end