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ESO Lua File v101041

pregame/gamepad/worldselect/worldselectscreen_gamepad.lua

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-- Configuration
local SERVER_STATUS_STRINGS =
{
    [SERVER_STATUS_DOWN]    = GetString(SI_SERVER_STATUS_DOWN),
    [SERVER_STATUS_UP]      = GetString(SI_SERVER_STATUS_UP),
    [SERVER_STATUS_OUT]     = GetString(SI_SERVER_STATUS_OUT),
    [SERVER_STATUS_LOCKED]  = GetString(SI_SERVER_STATUS_LOCKED),
}
local SERVER_STATUS_SELECTED_COLORS =
{
    [SERVER_STATUS_DOWN]    = ZO_ColorDef:New(1, 0, 0),
    [SERVER_STATUS_UP]      = ZO_ColorDef:New(0, 1, 0),
    [SERVER_STATUS_OUT]     = ZO_ColorDef:New(.75, .75, .75),
    [SERVER_STATUS_LOCKED]  = ZO_ColorDef:New(.75, 0, .75),
}
local SERVER_STATUS_UNSELECTED_COLORS =
{
    [SERVER_STATUS_DOWN]    = ZO_ColorDef:New(0.75, 0, 0),
    [SERVER_STATUS_UP]      = ZO_ColorDef:New(0, 0.75, 0),
    [SERVER_STATUS_OUT]     = ZO_ColorDef:New(.5, .5, .5),
    [SERVER_STATUS_LOCKED]  = ZO_ColorDef:New(.5, 0, .5),
}
-- Main class.
local ZO_WorldSelect_Gamepad = ZO_InitializingObject:Subclass()
function ZO_WorldSelect_Gamepad:Initialize(control)
    self.control = control
    control:RegisterForEvent(EVENT_WORLD_LIST_RECEIVED, function() self:RefreshWorldList() end)
    local worldSelect_Gamepad_Fragment = ZO_FadeSceneFragment:New(self.control)
    WORLD_SELECT_GAMEPAD_SCENE = ZO_Scene:New("WorldSelect_Gamepad", SCENE_MANAGER)
    WORLD_SELECT_GAMEPAD_SCENE:AddFragment(worldSelect_Gamepad_Fragment)
    WORLD_SELECT_GAMEPAD_SCENE:RegisterCallback("StateChange", function(oldState, newState)
                if newState == SCENE_SHOWING then
                    self:PerformDeferredInitialize()
                    self.firstWorldListRefresh = true
                    KEYBIND_STRIP:RemoveDefaultExit()
                    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
                    if self.dirty then
                        self:RefreshWorldList_Internal()
                    end
                    self.optionsList:Activate()
                    self.worldLoading = false
                elseif newState == SCENE_HIDDEN then
                    self.optionsList:Deactivate()
                    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
                    KEYBIND_STRIP:RestoreDefaultExit()
                end
            end)
end
function ZO_WorldSelect_Gamepad:PerformDeferredInitialize()
    if self.initialized then return end
    self.initialized = true
    self.dirty = true
    self.header = self.control:GetNamedChild("Container"):GetNamedChild("Header")
end
function ZO_WorldSelect_Gamepad:GetSelectedWorldInformation()
    local data = self.optionsList:GetTargetData()
    return data.worldIndex, data.text
end
function ZO_WorldSelect_Gamepad:OnWorldSelected()
end
function ZO_WorldSelect_Gamepad:IsSelectionValid()
    local data = self.optionsList:GetTargetData()
    if not data then
        return false
    end
    return data.worldStatus == SERVER_STATUS_UP
end
function ZO_WorldSelect_Gamepad:InitKeybindingDescriptors()
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                    if not self.worldLoading then
                        PlaySound(SOUNDS.DIALOG_ACCEPT)
                        self.worldLoading = true
                        self:OnWorldSelected()
                    end
                end,
            visible = function() return self:IsSelectionValid() end,
        },
        -- Refresh
        {
            name = GetString(SI_GAMEPAD_WORLD_SELECT_REFRESH),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function()
                    PlaySound(SOUNDS.DEFAULT_CLICK)
                    self:RefreshWorldList()
                end,
        },
        -- Back
        KEYBIND_STRIP:GenerateGamepadBackButtonDescriptor(function()
                PlaySound(SOUNDS.DIALOG_DECLINE)
                PregameStateManager_SetState("AccountLogin")
            end)
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.optionsList)
end
function ZO_WorldSelect_Gamepad:RefreshKeybindStrip()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_WorldSelect_Gamepad:RefreshWorldList()
    if self.control:IsHidden() then
        self.dirty = true
        return
    end
end
function ZO_WorldSelect_Gamepad:AddServerEntry(worldIndex, worldName, worldStatus, hasHeader)
    local selectedColor = SERVER_STATUS_SELECTED_COLORS[worldStatus]
    local unselectedColor = SERVER_STATUS_UNSELECTED_COLORS[worldStatus]
    local option = ZO_GamepadEntryData:New(worldName)
    option.worldIndex = worldIndex
    option.worldStatus = worldStatus
    option:AddSubLabel(SERVER_STATUS_STRINGS[worldStatus])
    option:SetNameColors(selectedColor, unselectedColor)
    option:SetSubLabelColors(selectedColor, unselectedColor)
    option:SetShowUnselectedSublabels(true)    -- These entries always show their sub-labels.
    option.selectedCallback = function() self:WorldSelected() end
    local template
    if hasHeader then
        option:SetHeader(GetString(SI_SELECT_SERVER))
        template = "ZO_GamepadMenuEntryTemplateWithHeader"
    else
        template = "ZO_GamepadMenuEntryTemplate"
    end
    self.optionsList:AddEntry(template, option)
end
function ZO_WorldSelect_Gamepad:RefreshWorldList_Internal()
    self.dirty = false
    self.optionsList:Clear()
    local lastRealmName = GetCVar("LastRealm")
    local selectedIndex
    local numWorlds = GetNumWorlds()
    local worlds = {}
    for worldIndex = 0, numWorlds - 1 do
        local worldName, worldStatus = GetWorldInfo(worldIndex)
        table.insert(worlds, { worldIndex = worldIndex, worldName = worldName, worldStatus = worldStatus })
    end
    table.sort(worlds, function(a, b) return a.worldName < b.worldName end)
    for i, world in ipairs(worlds) do
        self:AddServerEntry(world.worldIndex, world.worldName, world.worldStatus, i == 1)
        if world.worldName == lastRealmName then
            selectedIndex = i
        end
    end
    self.optionsList:Commit()
    --Only auto select the first time we refresh the list after showing it. Otherwise it will keep setting the list back to the last select or first entry everytime it refreshes on the timer
    if self.firstWorldListRefresh then
        self.firstWorldListRefresh = false
        -- Select the last realm, and enter a quick launch, if configured.
        if selectedIndex then
            local ALLOW_IF_DISABLED = true
            self.optionsList:SetSelectedIndex(selectedIndex, ALLOW_IF_DISABLED)
            self.optionsList:RefreshVisible() -- Force the previous selection to take place immediately.
            if GetCVar("QuickLaunch") == "1" then
                self:OnWorldSelected()
            end
        else
            self.optionsList:SetSelectedIndex(1)
        end
    end
end
function ZO_WorldSelect_Gamepad:SetupOptionsList()
    -- Setup the actual list.
    self.optionsControl = self.control:GetNamedChild("Container"):GetNamedChild("Options")
    self.optionsList = ZO_GamepadVerticalParametricScrollList:New(self.optionsControl:GetNamedChild("List"))
    self.optionsList:SetOnSelectedDataChangedCallback(function() self:RefreshKeybindStrip() end)
    self.optionsList:SetAlignToScreenCenter(true)
    self.optionsList:AddDataTemplateWithHeader("ZO_GamepadMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
end
    WORLD_SELECT_GAMEPAD = ZO_WorldSelect_Gamepad:New(self)
end