ESO Lua File v100011

ingame/leaderboards/gamepad/leaderboards_gamepad.lua

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local CATEGORY_LIST_TEMPLATE = "ZO_GamepadMenuEntryTemplate"
local HEADER_TEMPLATE = "ZO_GamepadMenuEntryHeaderTemplate"
local LEADERBOARD_LIST_TEMPLATE = "ZO_LeaderboardsPlayerRow_Gamepad"
local LEADERBOARD_ENTRY_HEIGHT = 45
local LEADERBOARD_PLAYER_DATA = 1
local function MagnitudeQuery()
    return DIRECTIONAL_INPUT:GetY(ZO_DI_RIGHT_STICK)
end
local GAMEPAD_LEADERBOARDS_SCENE_NAME = "gamepad_leaderboards"
local ZO_LeaderboardsManager_Gamepad = ZO_Object.MultiSubclass(ZO_Gamepad_ParametricList_Screen, ZO_SortFilterList_Gamepad, ZO_LeaderboardsManager_Shared)
function ZO_LeaderboardsManager_Gamepad:New(...)
    local manager = ZO_Object.New(self)
    manager:Initialize(...)
    return manager
end
function ZO_LeaderboardsManager_Gamepad:Initialize(control, leaderboardControl)
    local ACTIVATE_ON_SHOW = true
    ZO_LeaderboardsManager_Shared.Initialize(self, control, leaderboardControl)
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, GAMEPAD_LEADERBOARDS_SCENE)
    ZO_SortFilterList_Gamepad.InitializeSortFilterList(self, leaderboardControl, MagnitudeQuery)
    self.control = control
    self.leaderboardControl = leaderboardControl
end
function ZO_LeaderboardsManager_Gamepad:InitializeCategoryList(control)
    self.categoryListData = {}
    self.categoryList = self:GetMainList()
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.categoryList)
end
function ZO_LeaderboardsManager_Gamepad:SetupList(list)
end
function ZO_LeaderboardsManager_Gamepad:OnSelectionChanged(list, selectedLeaderboard)
    if self.leaderboardObject then
        self:DeactivateLeaderboard()
    end
    self:OnLeaderboardSelected(selectedLeaderboard)
end
function ZO_LeaderboardsManager_Gamepad:HasEntries()
    local dataList = ZO_ScrollList_GetDataList(self.list)
    return #dataList > 0
end
function ZO_LeaderboardsManager_Gamepad:GetSelectedEntry()
end
function ZO_LeaderboardsManager_Gamepad:InitializeKeybindStripDescriptors()
    -- Main keybind strip
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Indicate that the user can scroll through the leaderboard using the right stick.
        -- Does not have a callback because movement is handled by a movement controller is ZO_SortFilterList_Gamepad
        KEYBIND_STRIP:GenerateGamepadRightScrollButtonDescriptor(GetString(SI_GAMEPAD_LEADERBOARDS_SCROLL_KEYBIND), function() return self:HasEntries() end),
        {
            name = GetString(GetGamerCardStringId()),
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function()
                return IsConsoleUI() and self:HasEntries()
            end,
            callback = function()
                local selected = self:GetSelectedEntry()
                if(selected) then
                    ShowGamerCardFromCharName(selected.localizedName)
                end
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
    -- Add to this function if there is something to be done on selection when scrolling through a leaderboard.
    -- At the moment this function exists to enable scrolling through a leaderboard.
end
function ZO_LeaderboardsManager_Gamepad:InitializeLeaderboard()
    ZO_ScrollList_AddDataType(self.list, LEADERBOARD_PLAYER_DATA, LEADERBOARD_LIST_TEMPLATE, LEADERBOARD_ENTRY_HEIGHT, function(control, data) self:SetupLeaderboardPlayerEntry(control, data) end)
end
function ZO_LeaderboardsManager_Gamepad:InitializeScenes()
    GAMEPAD_LEADERBOARDS_SCENE = ZO_Scene:New(GAMEPAD_LEADERBOARDS_SCENE_NAME, SCENE_MANAGER)
    self:RegisterMasterListUpdatedCallback(GAMEPAD_LEADERBOARDS_SCENE)
end
function ZO_LeaderboardsManager_Gamepad:PerformUpdate()
    -- Needs to be overriden for base class
    self.dirty = false
end
function ZO_LeaderboardsManager_Gamepad:OnShow()
end
function ZO_LeaderboardsManager_Gamepad:OnHide()
end
function ZO_LeaderboardsManager_Gamepad:InitializeHeader()
    self.categoryHeaderData = {
        titleText = GetString(SI_JOURNAL_MENU_LEADERBOARDS),
    }
    ZO_GamepadGenericHeader_RefreshData(self.header, self.categoryHeaderData)
    self.leaderboardHeader = self.leaderboardControl:GetNamedChild("HeaderContainer"):GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.leaderboardHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    self.headerData = {
        titleText = "",
        data1HeaderText = GetString(SI_GAMEPAD_CAMPAIGN_LEADERBOARDS_CURRENT_POINTS_LABEL),
        data2HeaderText = GetString(SI_GAMEPAD_LEADERBOARDS_CURRENT_RANK_LABEL),
        data3HeaderText = "",
    }
    ZO_GamepadGenericHeader_RefreshData(self.leaderboardHeader, self.headerData)
end
function ZO_LeaderboardsManager_Gamepad:OnDeferredInitialize()
    self.pointsHeaderLabel = GetControl(self.leaderboardControl, "HeadersPoints")
    self.noRankingsRow = GetControl(self.leaderboardControl, "NoRankingsRow")
    self.topPlayerControl = GetControl(self.leaderboardControl, "TopPlayerListing")
    self.headerControl = GetControl(self.leaderboardControl, "Headers")
end
function ZO_LeaderboardsManager_Gamepad:AddCategory(name, normalIcon, pressedIcon, mouseoverIcon)
    -- Gamepad list doesn't need to explicitly add categories, so let's just return the category name
    return name
end
function ZO_LeaderboardsManager_Gamepad:AddEntry(leaderboardObject, name, titleName, parent, subType, countFunction, maxRankFunction, infoFunction, pointsFormatFunction, pointsHeaderString)
    local entryData = ZO_GamepadEntryData:New(name)
    entryData.group = parent
    entryData.leaderboardObject = leaderboardObject
    entryData.name = name
    entryData.titleName = titleName or name
    entryData.subType = subType
    entryData.countFunction = countFunction
    entryData.maxRankFunction = maxRankFunction
    entryData.infoFunction = infoFunction
    entryData.pointsHeaderString = pointsHeaderString
    entryData.index = #self.categoryListData + 1
    self.categoryListData[#self.categoryListData + 1] = entryData
    
    return entryData
end
local CATEGORY_SORT_KEYS = 
{
    group = { tiebreaker = "index" },
    index = { tiebreaker = "titleName", isNumeric = true },
    titleName = { },
}
local function SortFunc(item1, item2)
    return ZO_TableOrderingFunction(item1, item2, "group", CATEGORY_SORT_KEYS, ZO_SORT_ORDER_UP)
end
function ZO_LeaderboardsManager_Gamepad:UpdateCategories()
    table.sort(self.categoryListData, SortFunc)
end
function ZO_LeaderboardsManager_Gamepad:SetSelectedLeaderboardObject(leaderboardObject, subType)
    self.leaderboardObject = leaderboardObject
    if self.leaderboardObject then
        self.leaderboardObject:OnSubtypeSelected(subType)
    end
end
function ZO_LeaderboardsManager_Gamepad:SetActiveLeaderboardTitle(titleName)
    self.headerData.titleText = titleName
    ZO_GamepadGenericHeader_RefreshData(self.leaderboardHeader, self.headerData)
end
function ZO_LeaderboardsManager_Gamepad:ActivateLeaderboard()
    self.leaderboardObject:OnSelected()
    
    if self.leaderboardObject.keybind then
        KEYBIND_STRIP:AddKeybindButton(self.leaderboardObject.keybind)
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_LeaderboardsManager_Gamepad:DeactivateLeaderboard()
    if self.leaderboardObject.keybind then
        KEYBIND_STRIP:RemoveKeybindButton(self.leaderboardObject.keybind)
    end
    self.leaderboardObject:OnUnSelected()
end
function ZO_LeaderboardsManager_Gamepad:SelectNode(leaderboardNode)
    self.categoryList:SetSelectedIndex(leaderboardNode.index)
end
function ZO_LeaderboardsManager_Gamepad:GetSelectedLeaderboardData()
    return self.categoryList:GetSelectedData()
end
function ZO_LeaderboardsManager_Gamepad:RefreshCategoryList()
    self.categoryList:Clear()
    local lastGroup = nil
    for i, data in ipairs(self.categoryListData) do
        if data.group and data.group ~= lastGroup then
            data:SetHeader(data.group)
            self.categoryList:AddEntryWithHeader(CATEGORY_LIST_TEMPLATE, data)
        else
            self.categoryList:AddEntry(CATEGORY_LIST_TEMPLATE, data)
        end
        lastGroup = data.group
    end
    
    self.categoryList:Commit()
end
function ZO_LeaderboardsManager_Gamepad:SetKeybindButtonGroup(descriptor)
    if self.currentKeybindButtonGroup then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currentKeybindButtonGroup)
    end
    if descriptor then
        KEYBIND_STRIP:AddKeybindButtonGroup(descriptor)
    end
    self.currentKeybindButtonGroup = descriptor
end
function ZO_LeaderboardsManager_Gamepad:SetupLeaderboardPlayerEntry(control, data)
    ZO_LeaderboardsManager_Shared.SetupLeaderboardPlayerEntry(self, control, data)
    if data.recolorName then
        self:ColorRow(control, data, ZO_HIGHLIGHT_TEXT)
    else
        self:ColorRow(control, data)
    end
end
function ZO_LeaderboardsManager_Gamepad:BuildMasterList()
    -- The master list lives in LEADERBOARD_LIST_MANAGER and was built during OnLeaderboardSelected
end
function ZO_LeaderboardsManager_Gamepad:FilterScrollList()
    local scrollData = ZO_ScrollList_GetDataList(self.list)
    ZO_ClearNumericallyIndexedTable(scrollData)
    local masterList = LEADERBOARD_LIST_MANAGER:GetMasterList()
    local rankingRowSet = false
    local playerFound = false
    local playerName = GetUnitName("player")
    local previousRank = 0
    for i = 1, #masterList do
        local data = masterList[i]
        
        if data.rank ~= 0 then
            previousRank = data.rank
        end
        if (data.localizedName == playerName) then
            playerFound = true
            local rankInList = data.rank
            data.rank = previousRank
            data.recolorName = false
            self:SetupLeaderboardPlayerEntry(self.topPlayerControl, data)
            data.rank = rankInList
        end
        if not self.maxAllowedRank or data.rank <= self.maxAllowedRank then
            data.recolorName = data.localizedName == playerName
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(LEADERBOARD_PLAYER_DATA, data))
            if not rankingRowSet then
                rankingRowSet = true
            end
        end
    end
    self.topPlayerControl:SetHidden(not playerFound)
    if playerFound then
        self:MoveListAnchors(self.topPlayerControl, 0)
    else
        self:MoveListAnchors(self.headerControl, 30)
    end
    self.noRankingsRow:SetHidden(rankingRowSet)
end
function ZO_LeaderboardsManager_Gamepad:MoveListAnchors(anchorTargetControl, offsetY)
    self.list:SetAnchor(TOPLEFT, anchorTargetControl, BOTTOMLEFT, 0, offsetY)
    self.list:SetAnchor(BOTTOMRIGHT, self.leaderboardControl, BOTTOMRIGHT, -12, -230)
end
function ZO_LeaderboardsManager_Gamepad:CommitScrollList()
    ZO_LeaderboardsManager_Shared.CommitScrollList(self)
end
function ZO_LeaderboardsManager_Gamepad:ColorRow(control, data, textColor)
    local textColor = textColor or ZO_LeaderboardsManager_Shared.GetRowColors(self, data)
    local nameControl = GetControl(control, "Name")
    nameControl:SetColor(textColor:UnpackRGBA())
end
--Global XML Handlers
-----------------------
    local leaderboardControl = GetControl(self, "Leaderboard")
    GAMEPAD_LEADERBOARDS = ZO_LeaderboardsManager_Gamepad:New(self, leaderboardControl)
end