Back to Home

ESO Lua File v100023

ingame/tradinghouse/gamepad/tradinghouse_templates_gamepad.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
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
ZO_TRADINGHOUSE_TIMELEFT_GAMEPAD_OFFSET_Y = 40
------------------
-- Base List
------------------
ZO_GamepadTradingHouse_BaseList = ZO_Object:Subclass()
function ZO_GamepadTradingHouse_BaseList:New(...)
    local list = ZO_Object.New(self)
    list:Initialize(...)
    return list
end
function ZO_GamepadTradingHouse_BaseList:Initialize()
    self.eventCallbacks = {}
end
function ZO_GamepadTradingHouse_BaseList:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor = {}
end
function ZO_GamepadTradingHouse_BaseList:UpdateKeybind()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadTradingHouse_BaseList:Hide()
    SCENE_MANAGER:RemoveFragmentGroup(self:GetFragmentGroup())
end
function ZO_GamepadTradingHouse_BaseList:Show()
    SCENE_MANAGER:AddFragmentGroup(self:GetFragmentGroup())
end
function ZO_GamepadTradingHouse_BaseList:SetEventCallback(event, callback)
    self.eventCallbacks[event] = callback
end
function ZO_GamepadTradingHouse_BaseList:RegisterForEvents(eventTable)
    if self.eventCallbacks then
        for event, callback in pairs(self.eventCallbacks) do
            if eventTable[event] ~= nil then
                table.insert(eventTable[event], callback)
            end
        end
    end
end
function ZO_GamepadTradingHouse_BaseList:DisplayErrorDialog(errorMessage)
    ZO_Dialogs_ShowPlatformDialog("TRADING_HOUSE_DISPLAY_ERROR", {}, {mainTextParams = {errorMessage}})
end
function ZO_GamepadTradingHouse_BaseList:DisplayChangeGuildDialog()
    ZO_Dialogs_ShowPlatformDialog("TRADING_HOUSE_CHANGE_ACTIVE_GUILD")
end
function ZO_GamepadTradingHouse_BaseList:SetAwaitingResponse(awaitingResponse)
    self.awaitingResponse = awaitingResponse
    if awaitingResponse then
        self:DeactivateForResponse()
    else
        self:ActivateOnResponse()
    end
    if not self.control:IsHidden() then
        self:UpdateKeybind()
    end
end
-- Functions to be overridden
function ZO_GamepadTradingHouse_BaseList:InitializeList()
    --- should be overridden to add in templates to parametric list & handle needed callbacks
end
function ZO_GamepadTradingHouse_BaseList:InitializeEvents()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:GetFragmentGroup()
    assert(false) -- This should never be reached, must be overridden
end
function ZO_GamepadTradingHouse_BaseList:OnInitialInteraction()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:OnEndInteraction()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:UpdateForGuildChange()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:OnHiding()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:OnHidden()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:OnShowing()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:OnShown()
    --should be overridden
end
function ZO_GamepadTradingHouse_BaseList:DeactivateForResponse()
    self.listControl:SetHidden(true)
    self.itemList:Deactivate()
end
function ZO_GamepadTradingHouse_BaseList:ActivateOnResponse()
    self.listControl:SetHidden(false)
    if not self.control:IsHidden() then
        self.itemList:Activate() 
    end
end
function ZO_GamepadTradingHouse_BaseList:HasNoCooldown()
    return GetTradingHouseCooldownRemaining() == 0 
end
------------------
-- Item List
------------------
ZO_GamepadTradingHouse_ItemList = ZO_GamepadTradingHouse_BaseList:Subclass()
function ZO_GamepadTradingHouse_ItemList:New(...)
    return ZO_GamepadTradingHouse_BaseList.New(self, ...)
end
function ZO_GamepadTradingHouse_ItemList:Initialize(control)
    self.control = control
    control.owner = self
    self.listControl = self.control:GetNamedChild("List")
    self:InitializeList()
    ZO_GamepadTradingHouse_BaseList.Initialize(self)
end
function ZO_GamepadTradingHouse_ItemList:GetKeyBind()
    return self.keybindStripDescriptor
end
function ZO_GamepadTradingHouse_ItemList:SetFragment(fragment)
    self.fragment = fragment
    fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:UpdateList()
            if not self.awaitingResponse then
                self.itemList:Activate()
            end
            
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            self:OnShowing()
        elseif newState == SCENE_SHOWN then
            self:OnShown()
        elseif newState == SCENE_HIDING then
            self:OnHiding()
            self.itemList:Deactivate()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        elseif newState == SCENE_HIDDEN then
            self:OnHidden()
        end
    end)
end
function ZO_GamepadTradingHouse_ItemList:InitializeList()
    self.itemList = ZO_GamepadVerticalItemParametricScrollList:New(self.control:GetNamedChild("List"))
end
-- Functions to be overridden
function ZO_GamepadTradingHouse_ItemList:UpdateList()
    --should be overridden
end
----------------------
-- Sortable Item List
----------------------
ZO_GamepadTradingHouse_SortableItemList = ZO_Object.MultiSubclass(ZO_GamepadTradingHouse_BaseList, ZO_SortableParametricList)
ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_TIME = "time"
ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_NAME = "name"
ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_PRICE = "price"
function ZO_GamepadTradingHouse_SortableItemList:New(...)
    return ZO_SortableParametricList.New(self, ...)
end
function ZO_GamepadTradingHouse_SortableItemList:Initialize(control, initialSortKey, useHighlight)
    ZO_SortableParametricList.Initialize(self, control, useHighlight)
    ZO_GamepadTradingHouse_BaseList.Initialize(self)
    self.initialSortKey = initialSortKey
end
local NAME_SORT_KEYS =
{
    name = {tiebreaker = "time"},
    time = {}
}
local TIME_SORT_KEYS =
{
    time = {tiebreaker = "name"},
    name = {}
}
local PRICE_SORT_KEYS =
{
    price = {tiebreaker = "name"},
    name = {}
}
local tradingHouseSortOptions = {
    [ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_TIME] = TIME_SORT_KEYS,
    [ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_NAME] = NAME_SORT_KEYS,
    [ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_PRICE] = PRICE_SORT_KEYS,
}
function ZO_GamepadTradingHouse_SortableItemList:GetKeyBind()
    return self.keybindStripDescriptor
end
function ZO_GamepadTradingHouse_SortableItemList:SetFragment(fragment)
    self.fragment = fragment
    fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:Activate()
            self:RequestListUpdate()
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            self:OnShowing()
        elseif newState == SCENE_SHOWN then
            self:OnShown()
        elseif newState == SCENE_HIDING then
            self:OnHiding()
            self:Deactivate()
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        elseif newState == SCENE_HIDDEN then
            self:OnHidden()
        end
    end)
end
function ZO_GamepadTradingHouse_SortableItemList:InitializeSortOptions()
    self.currentTimePriceKey = ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_TIME
    self.toggleTimePriceKey = ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_PRICE
    self:SetSortOptions(tradingHouseSortOptions)
end
function ZO_GamepadTradingHouse_SortableItemList:ResetSortOptions()
    if self.currentTimePriceKey ~= self.initialSortKey then
        self:ToggleSortOptions()
    end
end
function ZO_GamepadTradingHouse_SortableItemList:SelectInitialSortOption()
    if self.initialSortKey then
        self:SelectAndResetSortForKey(self.initialSortKey)
    end
end
local function GetTextForKey(key)
    if key == ZO_GamepadTradingHouse_SortableItemList.SORT_KEY_PRICE then
        return GetString(SI_TRADING_HOUSE_SORT_TYPE_PRICE)
    else
        return GetString(SI_TRADING_HOUSE_SORT_TYPE_TIME)
    end
end
function ZO_GamepadTradingHouse_SortableItemList:GetTextForCurrentTimePriceKey()
    return GetTextForKey(self.currentTimePriceKey)
end
function ZO_GamepadTradingHouse_SortableItemList:GetTextForToggleTimePriceKey()
    return GetTextForKey(self.toggleTimePriceKey)
end
function ZO_GamepadTradingHouse_SortableItemList:ToggleSortOptions()
    local SELECT_NEW_KEY = true
    self:ReplaceKey(self.currentTimePriceKey, self.toggleTimePriceKey, self:GetTextForToggleTimePriceKey(), SELECT_NEW_KEY)
    self.currentTimePriceKey, self.toggleTimePriceKey = self.toggleTimePriceKey, self.currentTimePriceKey
    self:RefreshSort()
    self:UpdateKeybind()
end
-- Functions to be overridden
function ZO_GamepadTradingHouse_SortableItemList:BuildList()
    -- intended to be overriden
    -- should populate the itemList by calling AddEntry
end
function ZO_GamepadTradingHouse_SortableItemList:RequestListUpdate()
    -- intended to be overridden if needed
    -- use to send a message to the server that a list update is needed
    -- response from that message should call RefreshData
end
--[[ Globals ]]--
    control.price = control:GetNamedChild("Price")
end