ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE = 1 ZO_SKILL_ABILITY_DISPLAY_VIEW = 2 ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE = 1 ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE = 2 ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE = 3 ------------------------------- -- Gamepad Skills quick menu -- ------------------------------- -- This is used by the action bar to display and select from any current slottable skill, across multiple skill lines ZO_GamepadAssignableActionBar_PlayerQuickMenu = ZO_GamepadAssignableActionBar_QuickMenu_Base:Subclass() function ZO_GamepadAssignableActionBar_PlayerQuickMenu:SetupListTemplates() local function MenuAbilityEntryTemplateSetup(control, skillEntry, selected, reselectingDuringRebuild, enabled, activated) ZO_GamepadSkillEntryTemplate_SetEntryInfoFromAllocator(skillEntry) ZO_SharedGamepadEntry_OnSetup(control, skillEntry, selected, reselectingDuringRebuild, enabled, activated) ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, activated, ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE) end local function MenuEntryHeaderTemplateSetup(control, skillEntry, selected, selectedDuringRebuild, enabled, activated) control.header:SetText(skillEntry:GetHeader()) local skillData = skillEntry.skillData control.skillRankHeader:SetText(skillData:GetSkillLineData():GetCurrentRank()) end local function IsSkillEqual(leftSkillEntry, rightSkillEntry) return leftSkillEntry.skillData == rightSkillEntry.skillData end self.list:AddDataTemplate("ZO_GamepadSimpleAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual) self.list:AddDataTemplateWithHeader("ZO_GamepadSimpleAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual, "ZO_GamepadSimpleAbilityEntryHeaderTemplate", MenuEntryHeaderTemplateSetup) end do local function IsSkillPurchased(skillData) return skillData:GetPointAllocator():IsPurchased() end local function IsSkillNormalActive(skillData) return skillData:IsActive() and not skillData:IsUltimate() end local function IsSkillUltimate(skillData) return skillData:IsUltimate() end function ZO_GamepadAssignableActionBar_PlayerQuickMenu:ForEachSlottableSkill(visitor) local skillLineFilters = { ZO_SkillLineData.IsAvailable } if ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory() == HOTBAR_CATEGORY_WEREWOLF then table.insert(skillLineFilters, ZO_SkillLineData.IsWerewolf) end local shouldShowUltimateSkills = self.assignableActionBar:IsUltimateSelected() local skillDataFilters = { IsSkillPurchased, shouldShowUltimateSkills and IsSkillUltimate or IsSkillNormalActive } for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do for _, skillLineData in skillTypeData:SkillLineIterator(skillLineFilters) do for _, skillData in skillLineData:SkillIterator(skillDataFilters) do visitor(skillTypeData, skillLineData, skillData) end end end end end -------------------- -- Gamepad Skills -- -------------------- ZO_GamepadSkills = ZO_Gamepad_ParametricList_Screen:Subclass() function ZO_GamepadSkills:Initialize(control) ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE) self.trySetClearUpdatedAbilityFlagCallback = function(callId) self:TrySetClearUpdatedAbilityFlag(callId) end self.trySetClearNewSkillLineFlagCallback = function(callId) self:TrySetClearNewSkillLineFlag(callId) end -- Used to select a desired skill ability after a lineFilterList refresh self.selectSkillData = nil self.skillLineXPBarFragment = ZO_FadeSceneFragment:New(ZO_GamepadSkillsTopLevelSkillInfo) GAMEPAD_SKILLS_ROOT_SCENE = ZO_InteractScene:New("gamepad_skills_root", SCENE_MANAGER, ZO_SKILL_RESPEC_INTERACT_INFO) GAMEPAD_SKILLS_ROOT_SCENE:RegisterCallback("StateChange", function(oldState, newState) ZO_Gamepad_ParametricList_Screen.OnStateChanged(self, oldState, newState) if newState == SCENE_SHOWING then self:SetMode(ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE) self:RefreshHeader(GetString(SI_MAIN_MENU_SKILLS)) self.categoryListRefreshGroup:TryClean() KEYBIND_STRIP:AddKeybindButtonGroup(self.categoryKeybindStripDescriptor) if self.returnToAdvisor then local previousSceneName = SCENE_MANAGER:GetPreviousSceneName() if previousSceneName == "gamepad_skills_line_filter" then -- first entry is always the skills advisor self.categoryList:SetSelectedIndexWithoutAnimation(1) self:DeactivateCurrentList() ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:Activate() end self.returnToAdvisor = false end TriggerTutorial(TUTORIAL_TRIGGER_COMBAT_SKILLS_OPENED) if self.showAttributeDialog then --Defer dialog call in case we're entering the scene from the base scene. This is to --ensure the dialog's keybind layer is added after the other layers, and not before. local function ShowDialog() if SCENE_MANAGER:IsShowing("gamepad_skills_root") then ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_ATTRIBUTE_PURCHASE", nil, nil) end end zo_callLater(ShowDialog, 20) end elseif newState == SCENE_SHOWN then --If we entered skills with the action bar selected make sure to activate it. We do this in shown because fragments are set to showing after --the scene is which means the action bar is still hidden on showing which prevents activating it. if self.mode == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then if self.assignableActionBar:IsActive() then self:ActivateAssignableActionBarFromList() end end elseif newState == SCENE_HIDING then --Disable now so it's not possible to change the selected skill live/skills advisor entry as the scene is hiding since the line filter list depends on it being a skill line self:DisableCurrentList() elseif newState == SCENE_HIDDEN then KEYBIND_STRIP:RemoveKeybindButtonGroup(self.categoryKeybindStripDescriptor) GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP) GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP) end end) GAMEPAD_SKILLS_LINE_FILTER_SCENE = ZO_InteractScene:New("gamepad_skills_line_filter", SCENE_MANAGER, ZO_SKILL_RESPEC_INTERACT_INFO) GAMEPAD_SKILLS_LINE_FILTER_SCENE:AddFragment(self.skillLineXPBarFragment) GAMEPAD_SKILLS_LINE_FILTER_SCENE:RegisterCallback("StateChange", function(oldState, newState) ZO_Gamepad_ParametricList_Screen.OnStateChanged(self, oldState, newState) if newState == SCENE_SHOWING then local targetSkillLineData = self.categoryList:GetTargetData().skillLineData self:SetMode(ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE) self:RefreshHeader(targetSkillLineData:GetFormattedName()) --To pick up the new skill line that was just selected self.lineFilterListRefreshGroup:MarkDirty("List") self.lineFilterListRefreshGroup:TryClean() -- If there was a skill data to select, find it and select it now that the skill list is showing local setSelectedIndex = false if self.selectSkillData then for i = 1, self.lineFilterList:GetNumEntries() do local data = self.lineFilterList:GetDataForDataIndex(i) if data.skillData == self.selectSkillData then self.lineFilterList:SetSelectedIndexWithoutAnimation(i) setSelectedIndex = true break end end self.selectSkillData = nil end if not setSelectedIndex then self.lineFilterList:SetSelectedIndexWithoutAnimation(1) end ACTION_BAR_ASSIGNMENT_MANAGER:UpdateWerewolfBarStateInCycle(targetSkillLineData) KEYBIND_STRIP:AddKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) elseif newState == SCENE_HIDDEN then local NO_SKILL_LINE_SELECTED = nil ACTION_BAR_ASSIGNMENT_MANAGER:UpdateWerewolfBarStateInCycle(NO_SKILL_LINE_SELECTED) self:DisableCurrentList() self:TryClearSkillUpdatedStatus() self:TryClearSkillLineNewStatus() self.clearSkillUpdatedStatusCallId = nil self.clearSkillUpdatedStatusSkillData = nil self.clearSkillLineNewStatusCallId = nil self.clearSkillLineNewStatusSkillLineData = nil KEYBIND_STRIP:RemoveKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP) GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP) if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then self.actionBarAnimation:PlayInstantlyToStart() end end end) GAMEPAD_SKILLS_SCENE_GROUP = ZO_SceneGroup:New("gamepad_skills_root", "gamepad_skills_line_filter") GAMEPAD_SKILLS_SCENE_GROUP:RegisterCallback("StateChange", function(_, newState) if newState == SCENE_GROUP_SHOWING then self:PerformDeferredInitialization() self.showAttributeDialog = GetAttributeUnspentPoints() > 0 and not SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() elseif newState == SCENE_GROUP_HIDDEN then self.assignableActionBar:OnSkillsHidden() SKILLS_AND_ACTION_BAR_MANAGER:ResetInterface() end end) GAMEPAD_SKILLS_ROOT_SCENE:SetHideSceneConfirmationCallback(ZO_GamepadSkills.OnConfirmHideScene) GAMEPAD_SKILLS_LINE_FILTER_SCENE:SetHideSceneConfirmationCallback(ZO_GamepadSkills.OnConfirmHideScene) --Init the weapon swap descriptors here because OnWeaponSwap is private and cannot be initialized on a scene show if an addon does the show self.categoryKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT } self:AddWeaponSwapDescriptor(self.categoryKeybindStripDescriptor) self:AddSkillsAdvisorDescriptor(self.categoryKeybindStripDescriptor) self.lineFilterKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT } self:AddWeaponSwapDescriptor(self.lineFilterKeybindStripDescriptor) end function ZO_GamepadSkills.OnConfirmHideScene(scene, nextSceneName, bypassHideSceneConfirmationReason) if bypassHideSceneConfirmationReason == nil and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() and not GAMEPAD_SKILLS_SCENE_GROUP:HasScene(nextSceneName) then ZO_Dialogs_ShowGamepadDialog("CONFIRM_REVERT_CHANGES", { confirmCallback = function() scene:AcceptHideScene() end, declineCallback = function() scene:RejectHideScene() end, }) else scene:AcceptHideScene() end end function ZO_GamepadSkills:OnPlayerDeactivated() --If we are deactivated we might be jumping somewhere else. We also might be in the respec interaction which will not be valid when we get where we are going. So just clear out the respec here. if GAMEPAD_SKILLS_SCENE_GROUP:IsShowing() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then SCENE_MANAGER:RequestShowLeaderBaseScene(ZO_BHSCR_SKILLS_PLAYER_DEACTIVATED) end end function ZO_GamepadSkills:PerformUpdate() -- Include update functionality here if the screen uses self.dirty to track needing to update self.dirty = false end --TODO: Because we do not associate the parametric list screen with a scene/fragment/scene group, we need to override the ZO_Gamepad_ParametricList_Screen.IsShowing function to make sure it returns the proper thing --We cannot assign a scene to this screen because there are two separate scenes that are managing the state change functionality. At some point, we should refactor this screen so we don't need to do this anymore function ZO_GamepadSkills:IsShowing() return GAMEPAD_SKILLS_ROOT_SCENE:IsShowing() or GAMEPAD_SKILLS_LINE_FILTER_SCENE:IsShowing() end function ZO_GamepadSkills:PerformDeferredInitialization() if self.fullyInitialized then return end self.fullyInitialized = true self:InitializeHeader() self:InitializeAssignableActionBar() self:InitializeCategoryList() self:InitializeLineFilterList() self:InitializeMorphDialog() self:InitializePurchaseAndUpgradeDialog() self:InitializeAttributeDialog() self:InitializeRespecConfirmationGoldDialog() self:InitializeConfirmClearAllDialog() self:InitializeQuickMenu() self:InitializeCategoryKeybindStrip() self:InitializeLineFilterKeybindStrip() self:InitializeRefreshGroups() self:InitializeEvents() self:RefreshPointsDisplay() self:RefreshRespecModeBindingsDisplay() end function ZO_GamepadSkills:InitializeHeader() local selectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON:GetAvailableSkillBuildById(ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId()) self.headerData = { titleText = GetString(SI_MAIN_MENU_SKILLS), subtitleText = selectedSkillBuild and zo_strformat(SI_SKILLS_ADVISOR_GAMEPAD_SELECTED_BUILD_SUBTITLE, selectedSkillBuild.name) or "", data1HeaderText = GetString(SI_GAMEPAD_SKILLS_AVAILABLE_POINTS), data2HeaderText = GetString(SI_GAMEPAD_SKILLS_SKY_SHARDS), } ZO_GamepadGenericHeader_SetDataLayout(self.header, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER) end function ZO_GamepadSkills:RefreshHeader(headerTitle) self.headerData.titleText = headerTitle local selectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON:GetAvailableSkillBuildById(ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId()) self.headerData.subtitleText = selectedSkillBuild and zo_strformat(SI_SKILLS_ADVISOR_GAMEPAD_SELECTED_BUILD_SUBTITLE, selectedSkillBuild.name) or "" ZO_GamepadGenericHeader_RefreshData(self.header, self.headerData) end local function IsEntryHeader(data) return data.header end local function AreSkillLineEntriesEqual(left, right) return left.skillLineData == right.skillLineData end function ZO_GamepadSkills:GetSkillLineEntryIndex(skillLineData) for i = 1, self.categoryList:GetNumEntries() do local categoryEntry = self.categoryList:GetDataForDataIndex(i) if not categoryEntry.isSkillsAdvisor then if categoryEntry.skillLineData == skillLineData then return i end end end end function ZO_GamepadSkills:SelectSkillLineFromAdvisor() local skillAdvisorSelectedData = ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:GetSelectedData() if skillAdvisorSelectedData then self.returnToAdvisor = true local skillAdvisorProgressionData = skillAdvisorSelectedData.skillProgressionData local skillData = skillAdvisorProgressionData:GetSkillData() local skillLineData = skillData:GetSkillLineData() -- Set the category index to the category where clicked skill ability can be found local categoryIndex = self:GetSkillLineEntryIndex(skillLineData) if categoryIndex then self.categoryList:SetSelectedIndexWithoutAnimation(categoryIndex) if skillLineData:IsAvailable() then -- Since the ability we want to select won't be available until after the lineFilterList is refreshed, -- store ability we want to select as a member var and use it to select the abilty after list is ready self.selectSkillData = skillData -- Prevent input while transitioning from skills advisor to selected skill ability in skill line self:DisableCurrentList() -- Open the skill line filter view SCENE_MANAGER:Push("gamepad_skills_line_filter") else self:SetCurrentList(self.categoryList) end else -- SkillLine not known or yet advised ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:SetSelectSkillData(skillData) skillLineData:SetAdvised(true) self:SetCurrentList(self.categoryList) end end end function ZO_GamepadSkills:InitializeCategoryKeybindStrip() table.insert(self.categoryKeybindStripDescriptor, { name = function() --name if self.assignableActionBar:IsActive() then return GetString(SI_GAMEPAD_SKILLS_BUILD_PLANNER) end return GetString(SI_GAMEPAD_SELECT_OPTION) end, keybind = "UI_SHORTCUT_PRIMARY", callback = function() --Here we determine what fragment to load, but we're going to wait until it loads to decide how to populate it --So we'll prevent any further movement and proceed based on what we expect the selected data to be by the time we need it. --We may already be in the process of a scroll, so "current data" isn't reliable. local targetData = self.categoryList:GetTargetData() if self.assignableActionBar:IsActive() then self.selectedTooltipRefreshGroup:MarkDirty("Full") self.quickMenu:Show() PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD) elseif targetData and targetData.isSkillsAdvisor then self:DeactivateCurrentList() if ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId() then ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:Activate() else SCENE_MANAGER:Push("gamepad_skills_advisor_build_selection_root") end elseif targetData and not targetData.advised then self:DeactivateCurrentList() SCENE_MANAGER:Push("gamepad_skills_line_filter") end end, }) --Confirm Bind table.insert(self.categoryKeybindStripDescriptor, { name = GetString(SI_SKILL_RESPEC_CONFIRM_KEYBIND), keybind = "UI_SHORTCUT_SECONDARY", visible = function() return SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() end, callback = function() self:ShowConfirmRespecDialog() end, }) --Clear All Bind table.insert(self.categoryKeybindStripDescriptor, { name = function() return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) end, keybind = "UI_SHORTCUT_RIGHT_STICK", visible = function() if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease() and not self.assignableActionBar:IsActive() then local targetData = self.categoryList:GetTargetData() return not targetData.isSkillsAdvisor end end, callback = function() local skillLineEntry = self.categoryList:GetTargetData() self:ShowConfirmClearAllDialog(skillLineEntry.skillLineData) end, }) ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.categoryKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON) ZO_Gamepad_AddListTriggerKeybindDescriptors(self.categoryKeybindStripDescriptor, self.categoryList, IsEntryHeader) end function ZO_GamepadSkills:InitializeLineFilterKeybindStrip() local function IsActionBarEditable() local lockedReason = GetActionBarLockedReason() if lockedReason == ACTION_BAR_LOCKED_REASON_COMBAT then return false, GetString("SI_RESPECRESULT", RESPEC_RESULT_IS_IN_COMBAT) elseif lockedReason == ACTION_BAR_LOCKED_REASON_NOT_RESPECCABLE then return false, GetString("SI_RESPECRESULT", RESPEC_RESULT_ACTIVE_HOTBAR_NOT_RESPECCABLE) end return true end table.insert(self.lineFilterKeybindStripDescriptor, { name = function() --This is confirm when respecing and assign otherwise if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then return GetString(SI_SKILL_RESPEC_CONFIRM_KEYBIND) else return GetString(SI_GAMEPAD_SKILLS_ASSIGN) end end, keybind = "UI_SHORTCUT_SECONDARY", visible = function() if self.mode ~= ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE or self.assignableActionBar:IsActive() then return false end --This is confirm when respecing and assign otherwise if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then return true else local skillEntry = self.lineFilterList:GetTargetData() if skillEntry then local skillData = skillEntry.skillData return skillData:IsActive() and skillData:GetPointAllocator():IsPurchased() end end end, enabled = IsActionBarEditable, callback = function() --This is confirm when respecing and assign otherwise if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then self:ShowConfirmRespecDialog() else local skillEntry = self.lineFilterList:GetTargetData() local skillData = skillEntry.skillData self:DeactivateCurrentList() self:StartSingleAbilityAssignment(skillData) PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD) end end, }) local function IsInSkillPointAllocationMode() return not (self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE or self.assignableActionBar:IsActive()) end local function IncreaseSkillKeybindName() local skillEntry = self.lineFilterList:GetTargetData() local actionType = skillEntry.skillData:GetPointAllocator():GetIncreaseSkillAction() if actionType == ZO_SKILL_POINT_ACTION.PURCHASE or actionType == ZO_SKILL_POINT_ACTION.INCREASE_RANK then return GetString(SI_GAMEPAD_SKILLS_PURCHASE) elseif actionType == ZO_SKILL_POINT_ACTION.MORPH or actionType == ZO_SKILL_POINT_ACTION.REMORPH then return GetString(SI_GAMEPAD_SKILLS_MORPH) end end local function IncreaseSkillKeybindVisible() local skillEntry = self.lineFilterList:GetTargetData() if skillEntry then return skillEntry.skillData:GetPointAllocator():GetIncreaseSkillAction() ~= ZO_SKILL_POINT_ACTION.NONE else return false end end local function IncreaseSkillKeybindCallback() local skillEntry = self.lineFilterList:GetTargetData() local skillData = skillEntry.skillData local skillProgressionData = skillData:GetPointAllocatorProgressionData() local actionType = skillData:GetPointAllocator():GetIncreaseSkillAction() local availablePoints = GetAvailableSkillPoints() local name = skillProgressionData:GetFormattedNameWithRank() if actionType == ZO_SKILL_POINT_ACTION.PURCHASE then if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeConfirmOnPurchase() then local labelData = { titleParams = { availablePoints }, mainTextParams = { name } } local dialogData = { purchaseSkillProgressionData = skillProgressionData, } ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_PURCHASE_CONFIRMATION", dialogData, labelData) else skillData:GetPointAllocator():Purchase() end elseif actionType == ZO_SKILL_POINT_ACTION.INCREASE_RANK then if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeConfirmOnIncreaseRank() then local labelData = { titleParams = { availablePoints }, mainTextParams = { name } } local dialogData = { currentSkillProgressionData = skillProgressionData } ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_UPGRADE_CONFIRMATION", dialogData, labelData) else skillData:GetPointAllocator():IncreaseRank() end elseif actionType == ZO_SKILL_POINT_ACTION.MORPH or actionType == ZO_SKILL_POINT_ACTION.REMORPH then local morphSkillData = skillProgressionData:GetSkillData() local mainTextData = { titleParams = { availablePoints } } local dialogData = { morphSkillData = morphSkillData } GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP) ZO_Dialogs_ShowGamepadDialog("GAMEPAD_SKILLS_MORPH_CONFIRMATION", dialogData, mainTextData) end end local function DecreaseSkillKeybindEnabled() local skillEntry = self.lineFilterList:GetTargetData() if skillEntry then local skillData = skillEntry.skillData local skillPointAllocator = skillData:GetPointAllocator() local actionType = skillPointAllocator:GetDecreaseSkillAction() if actionType ~= ZO_SKILL_POINT_ACTION.NONE then return true elseif SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY and skillData:IsActive() then if skillPointAllocator:IsPurchased() and skillPointAllocator:GetMorphSlot() == MORPH_SLOT_BASE and not skillPointAllocator:CanSell() then return false, GetString(SI_SKILL_RESPEC_MORPHS_ONLY_CANNOT_SELL_BASE_ABILITY) end end end return false end local function DecreaseSkillKeybindCallback() local skillEntry = self.lineFilterList:GetTargetData() local skillData = skillEntry.skillData local skillPointAllocator = skillData:GetPointAllocator() local actionType = skillPointAllocator:GetDecreaseSkillAction() if actionType == ZO_SKILL_POINT_ACTION.SELL then skillPointAllocator:Sell() elseif actionType == ZO_SKILL_POINT_ACTION.DECREASE_RANK then skillPointAllocator:DecreaseRank() elseif actionType == ZO_SKILL_POINT_ACTION.UNMORPH then skillPointAllocator:Unmorph() end end --Decrease Skill Bind table.insert(self.lineFilterKeybindStripDescriptor, { name = function() local skillEntry = self.lineFilterList:GetTargetData() local action = skillEntry.skillData:GetPointAllocator():GetDecreaseSkillAction() return zo_iconFormat(ZO_Skills_GetGamepadSkillPointActionIcon(action), "100%", "100%") end, keybind = "UI_SHORTCUT_LEFT_SHOULDER", visible = function() if IsInSkillPointAllocationMode() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then return DecreaseSkillKeybindEnabled() else return false end end, callback = DecreaseSkillKeybindCallback, }) --Increase Skill Only Bind table.insert(self.lineFilterKeybindStripDescriptor, { name = function() local skillEntry = self.lineFilterList:GetTargetData() local action = skillEntry.skillData:GetPointAllocator():GetIncreaseSkillAction() return zo_iconFormat(ZO_Skills_GetGamepadSkillPointActionIcon(action), "100%", "100%") end, keybind = "UI_SHORTCUT_RIGHT_SHOULDER", visible = function() if IsInSkillPointAllocationMode() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then return IncreaseSkillKeybindVisible() else return false end end, callback = IncreaseSkillKeybindCallback, }) --Single Ability Assign/Assignable Action Bar/Increase Skill Bind table.insert(self.lineFilterKeybindStripDescriptor, { name = function() if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then return GetString(SI_GAMEPAD_SKILLS_ASSIGN) elseif self.assignableActionBar:IsActive() then return GetString(SI_GAMEPAD_SKILLS_BUILD_PLANNER) else return IncreaseSkillKeybindName() end end, keybind = "UI_SHORTCUT_PRIMARY", visible = function() if IsInSkillPointAllocationMode() then return not SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() and IncreaseSkillKeybindVisible() else return true end end, enabled = function() local canEdit, lockText = IsActionBarEditable() if not canEdit then return false, lockText end if self.assignableActionBar:IsActive() then local slotIndex = self.assignableActionBar:GetSelectedSlotIndex() local result = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():GetExpectedSlotEditResult(slotIndex) if result ~= HOT_BAR_RESULT_SUCCESS then return false, GetString("SI_HOTBARRESULT", result) end end return true end, callback = function() if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then self:DeactivateCurrentList() self.assignableActionBar:AssignTargetSkill() self.actionBarAnimation:PlayBackward() GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP) PlaySound(SOUNDS.GAMEPAD_MENU_BACK) --Don't set mode back to ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE til OnAbilityFinalizedCallback says everything worked elseif self.assignableActionBar:IsActive() then self.quickMenu:Show() PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD) else IncreaseSkillKeybindCallback() end end, }) ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.lineFilterKeybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, function() if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then self.actionBarAnimation:PlayBackward() self.assignableActionBar:Deactivate() GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP) self:SetMode(ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE) PlaySound(SOUNDS.GAMEPAD_MENU_BACK) else SCENE_MANAGER:HideCurrentScene() end end) ZO_Gamepad_AddListTriggerKeybindDescriptors(self.lineFilterKeybindStripDescriptor, self.lineFilterList, IsEntryHeader) end function ZO_GamepadSkills:AddWeaponSwapDescriptor(descriptor) descriptor[#descriptor + 1] = { alignment = KEYBIND_STRIP_ALIGN_LEFT, name = GetString(SI_BINDING_NAME_SPECIAL_MOVE_WEAPON_SWAP), keybind = "UI_SHORTCUT_TERTIARY", visible = function() return ACTION_BAR_ASSIGNMENT_MANAGER:ShouldShowHotbarSwap() end, enabled = function() return ACTION_BAR_ASSIGNMENT_MANAGER:CanCycleHotbars() end, callback = function() ACTION_BAR_ASSIGNMENT_MANAGER:CycleCurrentHotbar() end, } end function ZO_GamepadSkills:AddSkillsAdvisorDescriptor(descriptor) descriptor[#descriptor + 1] = { alignment = KEYBIND_STRIP_ALIGN_RIGHT, name = GetString(SI_SKILLS_ADVISOR_GAMEPAD_OPEN_ADVISOR_SETTINGS), keybind = "UI_SHORTCUT_LEFT_STICK", sound = SOUNDS.SKILLS_ADVISOR_SELECT, visible = function() local targetData = self.categoryList:GetTargetData() return targetData and targetData.isSkillsAdvisor end, callback = function() SCENE_MANAGER:Push("gamepad_skills_advisor_build_selection_root") end, } end function ZO_GamepadSkills:InitializeAssignableActionBar() local actionBarControl = self.header:GetNamedChild("AssignableActionBar") local actionBarBg = self.control:GetNamedChild("Bg") actionBarBg:SetAnchor(TOPLEFT, actionBarControl, TOPLEFT, 0, -12) actionBarBg:SetAnchor(BOTTOMRIGHT, actionBarControl, BOTTOMRIGHT, 0, 30) self.assignableActionBar = ZO_AssignableActionBar:New(actionBarControl) self:SetupHeaderFocus(self.assignableActionBar) self.actionBarAnimation = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_GamepadSkillsActionBarFocusAnimation") self.actionBarAnimation:GetAnimation(1):SetAnimatedControl(actionBarControl) self.actionBarAnimation:GetAnimation(2):SetAnimatedControl(actionBarBg) self.actionBarAnimation:PlayInstantlyToStart() --Narration info for the action bar local narrationInfo = { canNarrate = function() return GAMEPAD_SKILLS_SCENE_GROUP:IsShowing() and self.assignableActionBar:IsActive() end, selectedNarrationFunction = function() return self.assignableActionBar:GetNarrationText() end, } SCREEN_NARRATION_MANAGER:RegisterCustomObject("skillAssignableActionBar", narrationInfo) end function ZO_GamepadSkills:ActivateAssignableActionBarFromList() --Only activate the action bar if it is showing. You could start moving toward it being selected and then close the window --before selection happens, then the selection happens when the window is closed an the bar activates (ESO-490544). if not self.assignableActionBar:GetControl():IsHidden() then self.assignableActionBar:SelectMostRecentlySelectedButton() self.assignableActionBar:Activate() end end function ZO_GamepadSkills:OnEnterHeader() self:ActivateAssignableActionBarFromList() self:UpdateKeybinds() PlaySound(SOUNDS.GAMEPAD_MENU_UP) end function ZO_GamepadSkills:OnLeaveHeader() self.assignableActionBar:Deactivate() self:UpdateKeybinds() PlaySound(SOUNDS.GAMEPAD_MENU_DOWN) end function ZO_GamepadSkills:UpdateKeybinds() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor) KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) self.quickMenu:RefreshKeybinds() end function ZO_GamepadSkills:InitializeCategoryList() self.skillInfo = self.control:GetNamedChild("SkillInfo") local function SkillLineEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, activated) local skillLineData = data.skillLineData if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then data:SetText(skillLineData:GetFormattedNameWithNumPointsAllocated()) else data:SetText(skillLineData:GetFormattedName()) end ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, activated) ZO_GamepadSkillLineEntryTemplate_Setup(control, data, selected) if selected then GAMEPAD_SKILLS_ROOT_SCENE:AddFragment(self.skillLineXPBarFragment) ZO_GamepadSkillLineXpBar_Setup(data.skillLineData, self.skillInfo.xpBar, self.skillInfo.name, true) end end local function MenuEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, activated) ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, activated) if selected then GAMEPAD_SKILLS_ROOT_SCENE:RemoveFragment(self.skillLineXPBarFragment) end end local function SetupCategoryList(list) list:SetAdditionalBottomSelectedItemOffsets(0, 20) list:SetHandleDynamicViewProperties(true) list:AddDataTemplate("ZO_GamepadSkillLineEntryTemplate", SkillLineEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, AreSkillLineEntriesEqual) list:AddDataTemplateWithHeader("ZO_GamepadSkillLineEntryTemplate", SkillLineEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, AreSkillLineEntriesEqual, "ZO_GamepadMenuEntryHeaderTemplate") list:AddDataTemplate("ZO_GamepadMenuEntryTemplate", MenuEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction) end self.categoryList = self:AddList("Category", SetupCategoryList) self.categoryList:SetOnSelectedDataChangedCallback( function(_, selectedData) self:OnSelectedSkillLineChanged(selectedData) end) end function ZO_GamepadSkills:InitializeLineFilterList() local function MenuAbilityEntryTemplateSetup(control, skillEntry, selected, reselectingDuringRebuild, enabled, activated) ZO_GamepadSkillEntryTemplate_SetEntryInfoFromAllocator(skillEntry) ZO_SharedGamepadEntry_OnSetup(control, skillEntry, selected, reselectingDuringRebuild, enabled, activated) ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, activated, ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE) end local function IsSkillEqual(leftSkillEntry, rightSkillEntry) return leftSkillEntry.skillData == rightSkillEntry.skillData end local function SetupLineFilterList(list) list:SetHandleDynamicViewProperties(true) list:AddDataTemplate("ZO_GamepadAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual) list:AddDataTemplateWithHeader("ZO_GamepadAbilityEntryTemplate", MenuAbilityEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, IsSkillEqual, "ZO_GamepadMenuEntryHeaderTemplate") end self.lineFilterList = self:AddList("LineFilter", SetupLineFilterList) self.lineFilterList:SetOnSelectedDataChangedCallback(function(list, selectedData) self:OnSelectedSkillChanged(selectedData) end) local lineFilterListControl = self.lineFilterList:GetControl() local lineFilterListContainer = lineFilterListControl:GetParent() local lineFilterRespecBindingsControl = WINDOW_MANAGER:CreateControlFromVirtual("$(parent)RespecBindings", lineFilterListContainer, "ZO_GamepadSkills_RespecBindings") lineFilterRespecBindingsControl:SetAnchor(BOTTOMLEFT, lineFilterListControl, TOPLEFT, 0, 0) lineFilterRespecBindingsControl:SetAnchor(BOTTOMRIGHT, lineFilterListControl, TOPRIGHT, 0, 0) self.lineFilterRespecBindingsControl = lineFilterRespecBindingsControl end function ZO_GamepadSkills:InitializeQuickMenu() local quickMenuControl = self.control:GetNamedChild("QuickMenu") self.quickMenu = ZO_GamepadAssignableActionBar_PlayerQuickMenu:New(quickMenuControl, self.assignableActionBar) local X_OFFSET = 30 local Y_OFFSET = 15 local quickMenuList = self.quickMenu:GetListControl() quickMenuList:ClearAnchors() quickMenuList:SetAnchor(TOPLEFT, self.header, BOTTOMLEFT, -X_OFFSET, Y_OFFSET) quickMenuList:SetAnchor(BOTTOMRIGHT, self.control, BOTTOMRIGHT, X_OFFSET, 0) end function ZO_GamepadSkills:InitializeRefreshGroups() --Category List local categoryListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) categoryListRefreshGroup:AddDirtyState("List", function() self:RefreshCategoryList() end) categoryListRefreshGroup:AddDirtyState("Visible", function() self.categoryList:RefreshVisible() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor) end) categoryListRefreshGroup:SetActive(function() return GAMEPAD_SKILLS_ROOT_SCENE:IsShowing() end) categoryListRefreshGroup:MarkDirty("List") self.categoryListRefreshGroup = categoryListRefreshGroup --Line Filter List local lineFilterListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) lineFilterListRefreshGroup:AddDirtyState("List", function() self:RefreshLineFilterList(false) end) lineFilterListRefreshGroup:AddDirtyState("Visible", function() self.lineFilterList:RefreshVisible() KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) end) lineFilterListRefreshGroup:SetActive(function() return GAMEPAD_SKILLS_LINE_FILTER_SCENE:IsShowing() end) self.lineFilterListRefreshGroup = lineFilterListRefreshGroup --Build Planner List local quickMenuRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) quickMenuRefreshGroup:AddDirtyState("List", function() self.quickMenu:RefreshList() end) quickMenuRefreshGroup:AddDirtyState("Visible", function() self.quickMenu:RefreshVisible() end) quickMenuRefreshGroup:SetActive(function() return self.quickMenu:IsShowing() end) self.quickMenuRefreshGroup = quickMenuRefreshGroup --Selected Tooltip local selectedTooltipRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) selectedTooltipRefreshGroup:AddDirtyState("Full", function() self:RefreshSelectedTooltip() end) self.selectedTooltipRefreshGroup = selectedTooltipRefreshGroup end function ZO_GamepadSkills:InitializeEvents() --Skill and Point Updates --Systems that could need a refresh: --categoryList (RefreshCategoryList) --lineFilterList (RefreshLineFilterList(false)) --buildPlannerList (RefreshQuickMenuList) --Selected Tooltip (RefreshSelectedTooltip) --Points Display (RefreshPointsDisplay) local function FullRebuild() self.categoryListRefreshGroup:MarkDirty("List") self.lineFilterListRefreshGroup:MarkDirty("List") self.quickMenuRefreshGroup:MarkDirty("List") self:RefreshPointsDisplay() self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnSkillLineUpdated(skillLineData) --For the skill line rank on each entry and the skill line XP bar on the selected entry self.categoryListRefreshGroup:MarkDirty("Visible") --For the locked/unlocked display on a skill self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData) --For the skill line rank in the header of each section self.quickMenuRefreshGroup:MarkDirty("Visible") self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnSkillLineAdded(skillLineData) --To add the new skill line to the list self.categoryListRefreshGroup:MarkDirty("List") --To add the skills in the new skill line to the combined planner list self.quickMenuRefreshGroup:MarkDirty("List") self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnSkillProgressionUpdated(skillData) local skillLineData = skillData:GetSkillLineData() --For the name of an active skill entry self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData) --For the name of an active skill entry self.quickMenuRefreshGroup:MarkDirty("Visible") self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnPointAllocatorPurchasedChanged(skillPointAllocator) local skillLineData = skillPointAllocator:GetSkillData():GetSkillLineData() --For the number of allocated points after the skill line name self.categoryListRefreshGroup:MarkDirty("Visible") --For the purchased state and name of skills self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData) --To add or remove skills from the combined planner list self.quickMenuRefreshGroup:MarkDirty("List") self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnPointAllocatorProgressionKeyChanged(skillPointAllocator) local skillLineData = skillPointAllocator:GetSkillData():GetSkillLineData() --For the number of allocated points after the skill line name self.categoryListRefreshGroup:MarkDirty("Visible") --For the name of skills self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData) self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnSkillsCleared(skillLineData) --Skill Line Data is only defined if a single skill line was cleared --For the number of allocated points after the skill line name self.categoryListRefreshGroup:MarkDirty("Visible") --For the purchased state and name of skills self.lineFilterListRefreshGroup:MarkDirty("Visible", skillLineData) --To add or remove skills from the combined planner list self.quickMenuRefreshGroup:MarkDirty("List") self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnSkillPointsChanged() --For the number of allocated points after the skill line name self.categoryListRefreshGroup:MarkDirty("Visible") --For the point spending action icons self.lineFilterListRefreshGroup:MarkDirty("Visible") self.selectedTooltipRefreshGroup:MarkDirty("Full") self:RefreshPointsDisplay() end local function OnSkillPointAllocationModeChanged() --For the number of allocated points after the skill line name self.categoryListRefreshGroup:MarkDirty("Visible") --For the purchased state and name of skills self.lineFilterListRefreshGroup:MarkDirty("Visible") --To add or remove skills from the combined planner list self.quickMenuRefreshGroup:MarkDirty("List") --For the number of used skill points changing self:RefreshPointsDisplay() --To show or hide the respec mode bindings self:RefreshRespecModeBindingsDisplay() --To refresh showing the commit/clear all binds KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor) self.selectedTooltipRefreshGroup:MarkDirty("Full") end local function OnCurrentHotbarUpdated() --To refresh tooltip if an action slot is selected self.selectedTooltipRefreshGroup:MarkDirty("Full") --Re-narrate when the current hotbar changes (if active) if self.assignableActionBar:IsActive() then SCREEN_NARRATION_MANAGER:QueueCustomEntry("skillAssignableActionBar") end end self.control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, FullRebuild) SKILLS_DATA_MANAGER:RegisterCallback("FullSystemUpdated", FullRebuild) SKILLS_DATA_MANAGER:RegisterCallback("SkillLineUpdated", OnSkillLineUpdated) SKILLS_DATA_MANAGER:RegisterCallback("SkillLineAdded", OnSkillLineAdded) SKILLS_DATA_MANAGER:RegisterCallback("SkillProgressionUpdated", OnSkillProgressionUpdated) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("PurchasedChanged", OnPointAllocatorPurchasedChanged) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillProgressionKeyChanged", OnPointAllocatorProgressionKeyChanged) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("OnSkillsCleared", OnSkillsCleared) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillPointsChanged", OnSkillPointsChanged) SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("SkillPointAllocationModeChanged", OnSkillPointAllocationModeChanged) SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("RespecStateReset", FullRebuild) ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnCurrentHotbarUpdated) --Weapon Swap local function OnHotbarSwapVisibleStateChanged() if not self.control:IsHidden() then KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor) KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) end end ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("HotbarSwapVisibleStateChanged", OnHotbarSwapVisibleStateChanged) --Skill Advisor ZO_SKILLS_ADVISOR_SINGLETON:RegisterCallback("OnRequestSelectSkillLine", function() self:SelectSkillLineFromAdvisor() end) self.control:RegisterForEvent(EVENT_PLAYER_DEACTIVATED, function() self:OnPlayerDeactivated() end) local function OnPurchaseLockStateChanged() -- Refresh state of purchase/morph/assign keybinds KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) end self.control:RegisterForEvent(EVENT_ACTION_BAR_LOCKED_REASON_CHANGED, OnPurchaseLockStateChanged) --action bar local function OnAbilityFinalized() if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then self.assignableActionBar:ClearTargetSkill() -- make sur eto deactivate the action bar before changing mode -- so the list can be fully activated when we switch to it self.assignableActionBar:Deactivate() self:SetMode(ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE) end end self.assignableActionBar:RegisterCallback("AbilityFinalized", OnAbilityFinalized) local function OnSelectedActionBarButtonChanged(selectedSlotIndex, didSlotTypeChange) self.selectedTooltipRefreshGroup:MarkDirty("Full") --Re-narrate when the selected action bar slot changes SCREEN_NARRATION_MANAGER:QueueCustomEntry("skillAssignableActionBar") end self.assignableActionBar:RegisterCallback("SelectedButtonChanged", OnSelectedActionBarButtonChanged) end function ZO_GamepadSkills:TryClearSkillUpdatedStatus() if self.clearAbilityStatusOnSelectionChanged then self.clearAbilityStatusOnSelectionChanged = false self.clearSkillUpdatedStatusSkillData:ClearUpdate() self.lineFilterList:RefreshVisible() end end function ZO_GamepadSkills:TryClearSkillLineNewStatus() if self.clearSkillLineStatusOnSelectionChanged then self.clearSkillLineStatusOnSelectionChanged = false self.clearSkillLineNewStatusSkillLineData:ClearNew() self.categoryList:RefreshVisible() end end function ZO_GamepadSkills:TrySetClearUpdatedAbilityFlag(callId) if self.clearSkillUpdatedStatusCallId == callId then self.clearAbilityStatusOnSelectionChanged = true end end function ZO_GamepadSkills:TrySetClearNewSkillLineFlag(callId) if self.clearSkillLineNewStatusCallId == callId then self.clearSkillLineStatusOnSelectionChanged = true end end do local function SkillLineGamepadEntryProgressBarNarrationText(entryData) local barMax = entryData.nextRankXP if barMax then local barMin = entryData.lastRankXP or 0 local barValue = entryData.currentXP or 0 return ZO_GetProgressBarNarrationText(barMin, barMax, barValue) end end local function IsSkillLineAvailableOrAdvised(skillLineData) return skillLineData:IsAvailable() or skillLineData:IsAdvised() end local SKILL_LINE_FILTERS = { IsSkillLineAvailableOrAdvised } function ZO_GamepadSkills:RefreshCategoryList() self.categoryList:Clear() local skillLineNarrationText = function(entryData, entryControl) local narrations = {} local skillLineData = entryData.skillLineData ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SKILLS_GAMEPAD_RANK_NARRATION))) ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(skillLineData.currentRank)) ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.text)) ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntrySubLabelNarrationText(entryData, entryControl)) ZO_AppendNarration(narrations, SkillLineGamepadEntryProgressBarNarrationText(skillLineData)) ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryStackCountNarrationText(entryData, entryControl)) ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryStatusIndicatorNarrationText(entryData, entryControl)) return narrations end local skillsAdvisorEntryData = ZO_GamepadEntryData:New(zo_strformat(SI_SKILLS_ENTRY_NAME_FORMAT, GetString(SI_SKILLS_ADVISOR_TITLE))) skillsAdvisorEntryData.isSkillsAdvisor = true self.categoryList:AddEntry("ZO_GamepadMenuEntryTemplate", skillsAdvisorEntryData) for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do local isHeader = true for _, skillLineData in skillTypeData:SkillLineIterator(SKILL_LINE_FILTERS) do local function IsSkillLineNew() return skillLineData:IsSkillLineOrAbilitiesNew() end local data = ZO_GamepadEntryData:New() data:SetNew(IsSkillLineNew) data.skillLineData = skillLineData data.narrationText = skillLineNarrationText if isHeader then data:SetHeader(skillTypeData:GetName()) self.categoryList:AddEntry("ZO_GamepadSkillLineEntryTemplateWithHeader", data) else self.categoryList:AddEntry("ZO_GamepadSkillLineEntryTemplate", data) end isHeader = false end end self.categoryList:Commit() local selectSkillData = ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:GetSelectSkillData() if selectSkillData then local categoryEntryIndex = self:GetSkillLineEntryIndex(selectSkillData:GetSkillLineData()) if categoryEntryIndex then self.categoryList:SetSelectedIndexWithoutAnimation(categoryEntryIndex) end ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW:SetSelectSkillData(nil) end end end do local g_ShownHeaderTexts = {} function ZO_GamepadSkills:RefreshLineFilterList() local list = self.lineFilterList list:Clear() ZO_ClearTable(g_ShownHeaderTexts) local skillLineEntry = self.categoryList:GetTargetData() if skillLineEntry.isSkillsAdvisor then return end local skillLineData = skillLineEntry.skillLineData for _, skillData in skillLineData:SkillIterator() do local skillEntry = ZO_GamepadEntryData:New() skillEntry:SetFontScaleOnSelection(false) skillEntry.skillData = skillData local headerText = skillData:GetHeaderText() if not g_ShownHeaderTexts[headerText] then skillEntry:SetHeader(headerText) list:AddEntry("ZO_GamepadAbilityEntryTemplateWithHeader", skillEntry) g_ShownHeaderTexts[headerText] = true else list:AddEntry("ZO_GamepadAbilityEntryTemplate", skillEntry) end end list:Commit() end end function ZO_GamepadSkills:RefreshPointsDisplay() local availablePoints = SKILL_POINT_ALLOCATION_MANAGER:GetAvailableSkillPoints() local skyShards = GetNumSkyShards() self.headerData.data1Text = availablePoints self.headerData.data2Text = zo_strformat(SI_GAMEPAD_SKILLS_SKY_SHARDS_FOUND, skyShards, NUM_PARTIAL_SKILL_POINTS_FOR_FULL) ZO_GamepadGenericHeader_RefreshData(self.header, self.headerData) end function ZO_GamepadSkills:RefreshRespecModeBindingsDisplay() local showBindings = SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() self.lineFilterRespecBindingsControl:SetHidden(not showBindings) local listTopOffsetY = showBindings and 50 or 0 local lineFilterListControl = self.lineFilterList:GetControl() local lineFilterListContainer = lineFilterListControl:GetParent() local skillsContainer = lineFilterListContainer:GetParent() local headerContainer = skillsContainer:GetNamedChild("HeaderContainer") lineFilterListControl:ClearAnchors() lineFilterListControl:SetAnchor(TOPLEFT, headerContainer, BOTTOMLEFT, 0, listTopOffsetY) lineFilterListControl:SetAnchor(BOTTOMRIGHT, nil, BOTTOMRIGHT, 0, 0) end do local g_purchaseAndUpgradeHeaderData = { data1 = { header = GetString(SI_GAMEPAD_SKILLS_AVAILABLE_POINTS), }, } local function SetupFunction(control) local availablePoints = GetAvailableSkillPoints() g_purchaseAndUpgradeHeaderData.data1.value = availablePoints control.setupFunc(control, g_purchaseAndUpgradeHeaderData) end function ZO_GamepadSkills:InitializePurchaseAndUpgradeDialog() ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_PURCHASE_CONFIRMATION", { setup = SetupFunction, gamepadInfo = { dialogType = GAMEPAD_DIALOGS.BASIC, allowRightStickPassThrough = true, }, title = { text = GetString(SI_GAMEPAD_SKILLS_PURCHASE_TITLE), }, mainText = { text = GetString(SI_GAMEPAD_SKILLS_PURCHASE_CONFIRM), }, warning = { text = function(dialog) if not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() and dialog.data.purchaseSkillProgressionData:IsAdvised() then ZO_GenericGamepadDialog_SetDialogWarningColor(dialog, ZO_SKILLS_ADVISOR_ADVISED_COLOR) return GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED) end return "" end }, buttons = { [1] = { text = SI_GAMEPAD_SKILLS_PURCHASE, callback = function(dialog) local purchaseSkillProgressionData = dialog.data.purchaseSkillProgressionData local skillData = purchaseSkillProgressionData:GetSkillData() skillData:GetPointAllocator():Purchase() end, }, [2] = { text = SI_DIALOG_CANCEL, }, }, }) ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_UPGRADE_CONFIRMATION", { setup = SetupFunction, gamepadInfo = { dialogType = GAMEPAD_DIALOGS.BASIC, allowRightStickPassThrough = true, }, title = { text = GetString(SI_GAMEPAD_SKILLS_PURCHASE_TITLE), }, mainText = { text = GetString(SI_GAMEPAD_SKILLS_UPGRADE_CONFIRM), }, warning = { text = function(dialog) local currentSkillProgressionData = dialog.data.currentSkillProgressionData local upgradeSkillProgressionData = currentSkillProgressionData:GetNextRankData() if not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() and upgradeSkillProgressionData:IsAdvised() then ZO_GenericGamepadDialog_SetDialogWarningColor(dialog, ZO_SKILLS_ADVISOR_ADVISED_COLOR) return GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED) end return "" end }, buttons = { [1] = { text = SI_GAMEPAD_SKILLS_PURCHASE, callback = function(dialog) local currentSkillProgressionData = dialog.data.currentSkillProgressionData local skillData = currentSkillProgressionData:GetSkillData() skillData:GetPointAllocator():IncreaseRank() end, }, [2] = { text = SI_DIALOG_CANCEL, }, }, }) end local parametricDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC) local function MorphConfirmSetup(control, data, selected, reselectingDuringRebuild, enabled, active) local morphSkillData = parametricDialog.data.morphSkillData local specificMorphSkillProgressionData = morphSkillData:GetProgressionData(data.morphSlot) data:SetText(specificMorphSkillProgressionData:GetFormattedName()) data:ClearIcons() data:AddIcon(specificMorphSkillProgressionData:GetIcon()) ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active) local skillEntry = { skillProgressionData = specificMorphSkillProgressionData, isMorphDialog = true, } ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, active, ZO_SKILL_ABILITY_DISPLAY_VIEW) end local function MorphConfirmCallback(dialog) local morphSkillData = dialog.data.morphSkillData local morphEntry = dialog.entryList:GetTargetData() morphSkillData:GetPointAllocator():Morph(morphEntry.morphSlot) end local g_morphHeaderData = { data1 = { header = GetString(SI_GAMEPAD_SKILLS_AVAILABLE_POINTS), }, data2 = { header = GetString(SI_GAMEPAD_SKILLS_MORPH_COST_HEADER), value = 1, }, } function ZO_GamepadSkills:InitializeMorphDialog() ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_MORPH_CONFIRMATION", { gamepadInfo = { dialogType = GAMEPAD_DIALOGS.PARAMETRIC, allowRightStickPassThrough = true, }, setup = function(dialog) local availablePoints = GetAvailableSkillPoints() g_morphHeaderData.data1.value = availablePoints ZO_GenericGamepadDialog_ShowTooltip(dialog) dialog:setupFunc(nil, g_morphHeaderData) --Select the currently chosen morph if a morph is chosen, or pick the first one local morphSkillData = dialog.data.morphSkillData local selectedMorphSkillProgressionData = morphSkillData:GetPointAllocatorProgressionData() if selectedMorphSkillProgressionData:GetMorphSlot() == MORPH_SLOT_MORPH_2 then dialog.entryList:SetSelectedIndexWithoutAnimation(2) else dialog.entryList:SetSelectedIndexWithoutAnimation(1) end end, title = { text = GetString(SI_GAMEPAD_SKILLS_MORPH_TITLE), }, parametricList = { -- Morph 1 { template = "ZO_GamepadSimpleAbilityEntryTemplate", templateData = { setup = MorphConfirmSetup, morphSlot = MORPH_SLOT_MORPH_1, narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP, }, }, -- Morph 2 { template = "ZO_GamepadSimpleAbilityEntryTemplate", templateData = { setup = MorphConfirmSetup, morphSlot = MORPH_SLOT_MORPH_2, narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP, }, }, }, parametricListOnSelectionChangedCallback = function(dialog, list) local targetData = list:GetTargetData() local morphSkillData = parametricDialog.data.morphSkillData local morphSkillProgressionData = morphSkillData:GetMorphData(targetData.morphSlot) local SHOW_RANK_NEEDED_LINE = true local SHOW_POINT_SPEND_LINE = true local SHOW_ADVISED_LINE = true local DONT_SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE = false local SHOW_UPGRADE_INFO_BLOCK = true GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_LEFT_DIALOG_TOOLTIP, morphSkillProgressionData, SHOW_RANK_NEEDED_LINE, SHOW_POINT_SPEND_LINE, SHOW_ADVISED_LINE, DONT_SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE, SHOW_UPGRADE_INFO_BLOCK) end, buttons = { { keybind = "DIALOG_PRIMARY", text = SI_GAMEPAD_SKILLS_MORPH, callback = MorphConfirmCallback, }, { keybind = "DIALOG_NEGATIVE", text = SI_DIALOG_CANCEL, callback = function(dialog) self.selectedTooltipRefreshGroup:MarkDirty("Full") end, }, }, }) end end function ZO_GamepadSkills:InitializeRespecConfirmationGoldDialog() local dialogData = { data1 = { header = GetString(SI_GAMEPAD_SKILL_RESPEC_CONFIRM_DIALOG_BALANCE_HEADER), }, data2 = { header = GetString(SI_GAMEPAD_SKILL_RESPEC_CONFIRM_DIALOG_COST_HEADER), }, } ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_GOLD_GAMEPAD", { gamepadInfo = { dialogType = GAMEPAD_DIALOGS.BASIC, }, title = { text = SI_SKILL_RESPEC_CONFIRM_DIALOG_TITLE, }, mainText = { text = SI_SKILL_RESPEC_CONFIRM_DIALOG_BODY_INTRO, }, setup = function(dialog) local balance = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) local cost = GetSkillRespecCost(SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) 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) dialog.setupFunc(dialog, dialogData) end, buttons = { { keybind = "DIALOG_PRIMARY", text = SI_DIALOG_CONFIRM, callback = function() SKILLS_AND_ACTION_BAR_MANAGER:ApplyChanges() end, }, { keybind = "DIALOG_NEGATIVE", text = SI_DIALOG_CANCEL, }, }, }) end function ZO_GamepadSkills:ShowConfirmRespecDialog() if SKILL_POINT_ALLOCATION_MANAGER:DoPendingChangesIncurCost() then if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillRespecPaymentType() == RESPEC_PAYMENT_TYPE_GOLD then ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_GOLD_GAMEPAD") else ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_SCROLL") end else ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_FREE") end end function ZO_GamepadSkills:InitializeConfirmClearAllDialog() local clearSkillLineEntry = { template = "ZO_GamepadMenuEntryTemplate", templateData = { setup = ZO_SharedGamepadEntry_OnSetup, } } ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_GAMEPAD", { gamepadInfo = { dialogType = GAMEPAD_DIALOGS.PARAMETRIC, }, title = { text = function() return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) end, }, setup = function(dialog, skillLineData) clearSkillLineEntry.header = GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARCHOICEHEADERGAMEPAD", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) local clearSkillLineEntryTemplateData = clearSkillLineEntry.templateData clearSkillLineEntryTemplateData.text = skillLineData:GetFormattedName() clearSkillLineEntryTemplateData.skillLineData = skillLineData dialog.setupFunc(dialog, nil , skillLineData) end, parametricList = { -- Clear Skill Line clearSkillLineEntry, -- Clear All { template = "ZO_GamepadMenuEntryTemplate", templateData = { text = GetString(SI_SKILL_RESPEC_CONFIRM_CLEAR_ALL_DIALOG_ALL_OPTION), setup = ZO_SharedGamepadEntry_OnSetup, }, }, }, buttons = { { keybind = "DIALOG_PRIMARY", text = SI_DIALOG_CONFIRM, callback = function(dialog) local entry = dialog.entryList:GetTargetData() if entry.skillLineData then SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnSkillLine(entry.skillLineData) else SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnAllSkillLines() end end, }, { keybind = "DIALOG_NEGATIVE", text = SI_DIALOG_CANCEL, }, }, }) end function ZO_GamepadSkills:ShowConfirmClearAllDialog(skillLineData) ZO_Dialogs_ShowGamepadDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_GAMEPAD", skillLineData) end do local parametricDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC) function ZO_GamepadSkills:UpdatePendingStatBonuses(derivedStat, pendingBonus) local data = parametricDialog.entryList:GetTargetData() local attributeType = data.attributeType if not pendingBonus then local perPointBonus = GetAttributeDerivedStatPerPointValue(attributeType, STAT_TYPES[attributeType]) pendingBonus = self.pendingAttributePoints[attributeType] * perPointBonus end GAMEPAD_TOOLTIPS:LayoutAttributeInfo(GAMEPAD_LEFT_DIALOG_TOOLTIP, attributeType, pendingBonus) end function ZO_GamepadSkills:SetAddedPoints(attributeType, addedPoints) self.pendingAttributePoints[attributeType] = addedPoints end function ZO_GamepadSkills:GetAddedPoints(attributeType) return self.pendingAttributePoints[attributeType] end function ZO_GamepadSkills:SetAvailablePoints(points) parametricDialog.headerData.data1Text = points ZO_GamepadGenericHeader_Refresh(parametricDialog.header, parametricDialog.headerData) end function ZO_GamepadSkills:GetAvailablePoints() local numPending = 0 for i = 1, GetNumAttributes() do numPending = numPending + self.pendingAttributePoints[i] end return GetAttributeUnspentPoints() - numPending end function ZO_GamepadSkills:SpendAvailablePoints(points) self:SetAvailablePoints(self:GetAvailablePoints() - points) end function ZO_GamepadSkills:ResetAttributeData() self.pendingAttributePoints = {} for i = 1, GetNumAttributes() do self.pendingAttributePoints[i] = 0 end end local attributePointData = { data1 = { value = 0, header = GetString(SI_STATS_GAMEPAD_AVAILABLE_POINTS), }, } function ZO_GamepadSkills:InitializeAttributeDialog() self:ResetAttributeData() local function OnAttributeValueChanged(entryData, entryControl) SCREEN_NARRATION_MANAGER:QueueDialog(entryData.dialog) end local function GetAttributeNarrationText(entryData, entryControl) local totalPoints = entryControl.pointLimitedSpinner:GetPoints() + entryControl.pointLimitedSpinner:GetAllocatedPoints() return ZO_FormatSpinnerNarrationText(entryData.text, totalPoints) end ZO_Dialogs_RegisterCustomDialog("GAMEPAD_SKILLS_ATTRIBUTE_PURCHASE", { canQueue = true, gamepadInfo = { dialogType = GAMEPAD_DIALOGS.PARAMETRIC, }, setup = function(dialog) attributePointData.data1.value = self:GetAvailablePoints() ZO_GenericGamepadDialog_ShowTooltip(dialog) dialog:setupFunc(nil, attributePointData) end, title = { text = GetString(SI_STATS_ATTRIBUTES_LEVEL_UP), }, blockDirectionalInput = true, parametricList = { -- magicka { template = "ZO_GamepadStatAttributeRow", templateData = { setup = ZO_GamepadStatAttributeRow_Setup, attributeType = ATTRIBUTE_MAGICKA, screen = self, onValueChangedCallback = OnAttributeValueChanged, narrationText = GetAttributeNarrationText, narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP, }, text = GetString("SI_ATTRIBUTES", ATTRIBUTE_MAGICKA), icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds", }, -- health { template = "ZO_GamepadStatAttributeRow", templateData = { setup = ZO_GamepadStatAttributeRow_Setup, attributeType = ATTRIBUTE_HEALTH, screen = self, onValueChangedCallback = OnAttributeValueChanged, narrationText = GetAttributeNarrationText, narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP, }, text = GetString("SI_ATTRIBUTES", ATTRIBUTE_HEALTH), icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds", }, -- stamina { template = "ZO_GamepadStatAttributeRow", templateData = { setup = ZO_GamepadStatAttributeRow_Setup, attributeType = ATTRIBUTE_STAMINA, screen = self, onValueChangedCallback = OnAttributeValueChanged, narrationText = GetAttributeNarrationText, narrationTooltip = GAMEPAD_LEFT_DIALOG_TOOLTIP, }, text = GetString("SI_ATTRIBUTES", ATTRIBUTE_STAMINA), icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds", }, }, parametricListOnSelectionChangedCallback = function() self:UpdatePendingStatBonuses() end, parametricListOnActivatedChangedCallback = function(list, isActive) if not isActive then local selectedControl = list:GetSelectedControl() if selectedControl and selectedControl.pointLimitedSpinner then selectedControl.pointLimitedSpinner:SetActive(false) end else list:RefreshVisible() end end, buttons = { { keybind = "DIALOG_PRIMARY", text = SI_GAMEPAD_LEVELUP_DIALOG_CONFIRM, callback = function(dialog) local pendingHealth = self.pendingAttributePoints[ATTRIBUTE_HEALTH] local pendingMagicka = self.pendingAttributePoints[ATTRIBUTE_MAGICKA] local pendingStamina = self.pendingAttributePoints[ATTRIBUTE_STAMINA] if pendingHealth + pendingMagicka + pendingStamina > 0 then PurchaseAttributes(pendingHealth, pendingMagicka, pendingStamina) PlaySound(SOUNDS.GAMEPAD_STATS_SINGLE_PURCHASE) end end, }, { keybind = "DIALOG_NEGATIVE", text = SI_GAMEPAD_BACK_OPTION, }, }, finishedCallback = function(dialog) --Setup Skills Scene ZO_GenericGamepadDialog_HideTooltip(dialog) self.showAttributeDialog = false self.selectedTooltipRefreshGroup:MarkDirty("Full") self:ResetAttributeData() end, }) end end local TIME_NEW_PERSISTS_WHILE_SELECTED = 1000 function ZO_GamepadSkills:OnSelectedSkillChanged(skillEntry) self.selectedTooltipRefreshGroup:MarkDirty("Full") KEYBIND_STRIP:UpdateKeybindButtonGroup(self.lineFilterKeybindStripDescriptor) self:TryClearSkillUpdatedStatus() if skillEntry and not self.assignableActionBar:IsActive() then local skillData = skillEntry.skillData if skillData:HasUpdatedStatus() then self.clearSkillUpdatedStatusSkillData = skillData self.clearSkillUpdatedStatusCallId = zo_callLater(self.trySetClearUpdatedAbilityFlagCallback, TIME_NEW_PERSISTS_WHILE_SELECTED) else self.clearSkillUpdatedStatusCallId = nil end else self.clearSkillUpdatedStatusCallId = nil end end function ZO_GamepadSkills:OnSelectedSkillLineChanged(selectedData) self.selectedTooltipRefreshGroup:MarkDirty("Full") KEYBIND_STRIP:UpdateKeybindButtonGroup(self.categoryKeybindStripDescriptor) self:TryClearSkillLineNewStatus() if selectedData and not self.assignableActionBar:IsActive() then local skillLineData = selectedData.skillLineData if skillLineData and skillLineData:IsSkillLineOrAbilitiesNew() then self.clearSkillLineNewStatusSkillLineData = skillLineData self.clearSkillLineNewStatusCallId = zo_callLater(self.trySetClearNewSkillLineFlagCallback, TIME_NEW_PERSISTS_WHILE_SELECTED) else self.clearSkillLineNewStatusCallId = nil end else self.clearSkillLineNewStatusCallId = nil end end function ZO_GamepadSkills:RefreshSelectedTooltip() --don't setup tooltip til dialog is gone. if self.showAttributeDialog or (not GAMEPAD_SKILLS_ROOT_SCENE:IsShowing() and not GAMEPAD_SKILLS_LINE_FILTER_SCENE:IsShowing()) then return end GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP) SCENE_MANAGER:RemoveFragment(SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT) SCENE_MANAGER:AddFragment(GAMEPAD_LEFT_TOOLTIP_BACKGROUND_FRAGMENT) if self.quickMenu:IsShowing() then self.quickMenu:RefreshTooltip() elseif self.mode == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then local selectedData = self.categoryList:GetTargetData() if selectedData and self.assignableActionBar:IsActive() then self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_LEFT_TOOLTIP) elseif selectedData and selectedData.isSkillsAdvisor then if not (ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId() or ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected()) then -- No Skill Build yet selected GAMEPAD_TOOLTIPS:LayoutTitleAndMultiSectionDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, selectedData.text, GetString(SI_SKILLS_ADVISOR_GAMEPAD_DESCRIPTION)) elseif ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() then -- Advanced Player selected GAMEPAD_TOOLTIPS:LayoutTitleAndMultiSectionDescriptionTooltip(GAMEPAD_LEFT_TOOLTIP, GetString(SI_SKILLS_ADVISOR_ADVANCED_PLAYER_NAME), GetString(SI_SKILLS_ADVISOR_GAMEPAD_ADVANCED_SELECTED_DESCRIPTION)) elseif ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId() then -- Skill Build selected SCENE_MANAGER:AddFragment(SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT) end elseif selectedData then local skillLineData = selectedData.skillLineData GAMEPAD_TOOLTIPS:LayoutSkillLinePreview(GAMEPAD_LEFT_TOOLTIP, skillLineData) end else local skillEntry = self.lineFilterList:GetTargetData() if skillEntry and not self.assignableActionBar:IsActive() then local skillData = skillEntry.skillData local SHOW_RANK_NEEDED_LINE = true local SHOW_POINT_SPEND_LINE = true local SHOW_ADVISED_LINE = true local SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE = true --Morphs (the only actives with upgrade info) only show that info in the morph dialog tooltip. Passives show it all the time. local showUpgradeInfoBlock = skillData:IsPassive() GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_LEFT_TOOLTIP, skillData:GetPointAllocatorProgressionData(), SHOW_RANK_NEEDED_LINE, SHOW_POINT_SPEND_LINE, SHOW_ADVISED_LINE, SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE, showUpgradeInfoBlock) if self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_RIGHT_TOOLTIP) end elseif self.assignableActionBar:IsActive() then self.assignableActionBar:LayoutOrClearSlotTooltip(GAMEPAD_LEFT_TOOLTIP) end end end function ZO_GamepadSkills:SetMode(mode) self.mode = mode self.selectedTooltipRefreshGroup:MarkDirty("Full") if self.mode == ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE then if self:IsCurrentList(self.categoryList) then if not self.assignableActionBar:IsActive() then self:ActivateCurrentList() end else self:SetCurrentList(self.categoryList) end elseif self.mode == ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE then if self:IsCurrentList(self.lineFilterList) then if not self.assignableActionBar:IsActive() then self.lineFilterList:Activate() end else self:SetCurrentList(self.lineFilterList) end self.lineFilterListRefreshGroup:MarkDirty("Visible") elseif self.mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE then self:DisableCurrentList() self.lineFilterListRefreshGroup:MarkDirty("Visible") -- The action bar reuses line filter list keybinds, so refresh those end end function ZO_GamepadSkills:StartSingleAbilityAssignment(skillData) self.assignableActionBar:SetTargetSkill(skillData) self.assignableActionBar:Activate() self.actionBarAnimation:PlayForward() self:SetMode(ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE) self.selectedTooltipRefreshGroup:MarkDirty("Full") end function ZO_GamepadSkills_OnInitialize(control) GAMEPAD_SKILLS = ZO_GamepadSkills:New(control) end --[[ Skill Templates ]]-- function ZO_GamepadSkills_RespecBindingsBinding_OnInitialized(self, binding) ZO_KeybindButtonTemplate_OnInitialized(self) ApplyTemplateToControl(self, "ZO_KeybindButton_Gamepad_Template") local DONT_SHOW_UNBOUND = false self:SetKeybind(binding, DONT_SHOW_UNBOUND, binding) end