Back to Home

ESO Lua File v100019

common/gamepad/zo_gamepadgrid.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
--[[ Grid Selector Code ]]--
-- The user should call DIRECTIONAL_INPUT:Activate(self) and DIRECTIONAL_INPUT:Deactivate(self) as appropriate
ZO_GamepadGrid = ZO_Object:Subclass()
function ZO_GamepadGrid:New(...)
    local gridObject = ZO_Object.New(self)
    gridObject:Initialize(...)
    return gridObject
end
-- rowMajor = true specifies that you have a grid of rows with a potentially variable number of columns in each row
-- rowMajor = false specifies that you have a grid of columns with a potentially variable number of rows in each column
function ZO_GamepadGrid:Initialize(control, rowMajor)
    self.control = control
    self.focusX = 1
    self.focusY = 1
    self.rowMajor = rowMajor
    self.verticalMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
    self.horizontalMovementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_HORIZONTAL)
    self.directionalMovementSound = SOUNDS.HOR_LIST_ITEM_SELECTED
end
function ZO_GamepadGrid:GetIsRowMajor()
    return self.rowMajor
end
function ZO_GamepadGrid:GetGridItems()
    -- This should be overridden to return an list of lists of grid controls
end
function ZO_GamepadGrid:RefreshGridHighlight()
    -- This should be overridden to refresh the grid highlight (when focus changes)
end
function ZO_GamepadGrid:ClampToGrid(x,y)
    local items = self:GetGridItems()
    if #items > 0 then
        if self.rowMajor then
            y = zo_clamp(y, 1, #items)
            x = zo_clamp(x, 1, #items[y])
        else
            x = zo_clamp(x, 1, #items)
            y = zo_clamp(y, 1, #items[x])
        end
    else
        x = 0
        y = 0
    end
    return x,y
end
function ZO_GamepadGrid:GetGridPosition()
    -- Clamp them again to make sure they are valid (just in case the grid changes)
    self.focusX, self.focusY = self:ClampToGrid(self.focusX, self.focusY)
    return self.focusX, self.focusY
end
function ZO_GamepadGrid:ResetGridPosition()
    self.focusX = 1
    self.focusY = 1
    self:RefreshGridHighlight()
end
function ZO_GamepadGrid:UpdateDirectionalInput()
    local x = self.focusX
    local y = self.focusY
    local move = self.verticalMovementController:CheckMovement()
    if move == MOVEMENT_CONTROLLER_MOVE_NEXT then
        y = y + 1
    elseif move == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        y = y - 1
    end
    local move = self.horizontalMovementController:CheckMovement()
    if move == MOVEMENT_CONTROLLER_MOVE_NEXT then
        x = x + 1
    elseif move == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        x = x - 1
    end
    x, y = self:ClampToGrid(x, y)
    if (self.focusX ~= x or self.focusY ~= y) then
        self.focusX = x
        self.focusY = y
        PlaySound(self.directionalMovementSound)
        self:RefreshGridHighlight()
    end
end
function ZO_GamepadGrid:SetDirectionalMovementSound(sound)
    self.directionalMovementSound = sound
end
--
-- ZO_GamepadPagedGrid
--
ZO_GamepadPagedGrid = ZO_GamepadGrid:Subclass()
function ZO_GamepadPagedGrid:New(...)
    return ZO_GamepadGrid.New(self, ...)
end
function ZO_GamepadPagedGrid:Initialize(control, rowMajor, footerControl)
    ZO_GamepadGrid.Initialize(self, control, rowMajor)
    self:SetDirectionalMovementSound(SOUNDS.GAMEPAD_MENU_UP)
    if footerControl then
        self.footer = {
            control = footerControl,
            previousControl = footerControl:GetNamedChild("PreviousButton"),
            nextControl = footerControl:GetNamedChild("NextButton"),
            pageNumberLabel = footerControl:GetNamedChild("PageNumberText"),
        }
    end
    self.currentPage = 0
    self.numPages = 0
end
function ZO_GamepadPagedGrid:SetPageNumberFont(font)
    if self.footer then
        self.footer.pageNumberLabel:SetFont(font)
    end
end
function ZO_GamepadPagedGrid:SetPageInfo(currentPage, numPages)
    self.currentPage = currentPage
    self.numPages = numPages
    if self.currentPage > self.numPages then
        self.currentPage = self.numPages
    end
    self:UpdateForPageChange()
end
function ZO_GamepadPagedGrid:UpdateForPageChange()
    if self.footer then
        local enablePrevious = self.currentPage ~= 1
        local enableNext = self.currentPage ~= self.numPages
        local hideButtons = not (enablePrevious or enableNext)
        local nextControl = self.footer.nextControl
        local prevControl = self.footer.previousControl
        local pageLabel = self.footer.pageNumberLabel
        nextControl:SetHidden(hideButtons)
        prevControl:SetHidden(hideButtons)
        nextControl:SetEnabled(enableNext)
        prevControl:SetEnabled(enablePrevious)
        pageLabel:SetHidden(hideButtons)
        if not hideButtons then
            pageLabel:SetText(zo_strformat(SI_GAMEPAD_PAGED_LIST_PAGE_NUMBER, self.currentPage))
        end
    end
    self:RefreshGrid()
    if self.pageChangedCallback then
        self.pageChangedCallback()
    end
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadPagedGrid:SetPageChangedCallback(callback)
    self.pageChangedCallback = callback
end
function ZO_GamepadPagedGrid:GetCurrentPage()
    return self.currentPage
end
function ZO_GamepadPagedGrid:GetNumPages()
    return self.numPages
end
function ZO_GamepadPagedGrid:NextPage()
    if self.currentPage < self.numPages then
        self.currentPage = self.currentPage + 1
        self:UpdateForPageChange()
        PlaySound(SOUNDS.GAMEPAD_PAGE_FORWARD)
    end
end
function ZO_GamepadPagedGrid:PreviousPage()
    if self.currentPage > 1 then
        self.currentPage = self.currentPage - 1
        self:UpdateForPageChange()
        PlaySound(SOUNDS.GAMEPAD_PAGE_BACK)
    end
end
function ZO_GamepadPagedGrid:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_PAGED_GRID_PREVIOUS_PAGE),
            keybind = "UI_SHORTCUT_LEFT_TRIGGER",
            ethereal = true,
            callback = function()
                self:PreviousPage()
            end,
            enabled = function()
                return self.currentPage > 1
            end,
        },
        {
            name = GetString(SI_GAMEPAD_PAGED_GRID_NEXT_PAGE),
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            ethereal = true,
            callback = function()
                self:NextPage()
            end,
            enabled = function()
                return self.currentPage < self.numPages
            end,
        },
    }
end
function ZO_GamepadPagedGrid:Activate()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
    DIRECTIONAL_INPUT:Activate(self, self.control)
end
function ZO_GamepadPagedGrid:Deactivate()
    DIRECTIONAL_INPUT:Deactivate(self)
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadPagedGrid:RefreshGrid()
    -- This should be overridden and will be called when a page change occurs
end