Back to Home

ESO Lua File v100028

ingame/housingeditor/houseinformation_shared.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
ZO_HouseInformation_Shared = ZO_Object:Subclass()
function ZO_HouseInformation_Shared:New(...)
    local houseInformation = ZO_Object.New(self)
    houseInformation:Initialize(...)
    return houseInformation
end
function ZO_HouseInformation_Shared:Initialize(control, fragment, rowTemplate, childVerticalPadding, sectionVerticalPadding)
    self.control = control
    self.rowTemplate = rowTemplate
    self.childVerticalPadding = childVerticalPadding
    self.sectionVerticalPadding = sectionVerticalPadding
    self:SetupControls()
    
    fragment:RegisterCallback("StateChange", function(oldState, newState)
                                                 if newState == SCENE_SHOWING then
                                                     self:UpdateHouseInformation()
                                                     self:UpdateHousePopulation()
                                                     self:UpdateLimits()
                                                 end
                                             end)
    
    local function RefreshItemLimits()
        if fragment:IsShowing() then
            self:UpdateLimits()
        end
    end
    local function RefreshHouseInformation()
        if fragment:IsShowing() then
            self:UpdateHouseInformation()
        end
    end
    local function RefreshHousePopulation(eventId, population)
        if fragment:IsShowing() then
            self:UpdateHousePopulation(population)
        end
    end
    control:RegisterForEvent(EVENT_HOUSING_FURNITURE_PLACED, RefreshItemLimits)
    control:RegisterForEvent(EVENT_HOUSING_FURNITURE_REMOVED, RefreshItemLimits)
    control:RegisterForEvent(EVENT_HOUSING_PRIMARY_RESIDENCE_SET, RefreshHouseInformation)
    control:RegisterForEvent(EVENT_HOUSING_POPULATION_CHANGED, RefreshHousePopulation)
end
do
    local function SetupRow(rootControl, controlName)
        local rowControl = rootControl:GetNamedChild(controlName)
        rowControl.nameLabel = rowControl:GetNamedChild("Name")
        rowControl.valueLabel = rowControl:GetNamedChild("Value")
        return rowControl
    end
    
    function ZO_HouseInformation_Shared:SetupControls()
        self.nameRow = SetupRow(self.control, "NameRow")
        self.locationRow = SetupRow(self.control, "LocationRow")
        self.ownerRow = SetupRow(self.control, "OwnerRow")
        self.infoSection = SetupRow(self.control, "InfoSection")
        self.primaryResidenceRow = SetupRow(self.control, "PrimaryResidenceRow")
        self.currentVisitorsRow = SetupRow(self.control, "CurrentVisitorsRow")
        self.overPopulationWarning = self.currentVisitorsRow:GetNamedChild("Help")
    
        local furnishingLimits = self.infoSection:GetNamedChild("FurnishingLimits")
        local lastRow = nil
        self.limitRows = {}
        for i = HOUSING_FURNISHING_LIMIT_TYPE_ITERATION_BEGIN, HOUSING_FURNISHING_LIMIT_TYPE_ITERATION_END do
            local furnishingLimitRow = CreateControlFromVirtual(furnishingLimits:GetName().."Row"..i, furnishingLimits, self.rowTemplate)
    
            if not lastRow then
                furnishingLimitRow:SetAnchor(TOPLEFT)
            else
                furnishingLimitRow:SetAnchor(TOPLEFT, lastRow, BOTTOMLEFT, 0, self.childVerticalPadding)
            end
            lastRow = furnishingLimitRow
            self.limitRows[i] = SetupRow(furnishingLimits, "Row"..i)
        end
    end
end
function ZO_HouseInformation_Shared:UpdateHouseInformation()
    local currentHouseId = GetCurrentZoneHouseId()
    local houseCollectibleId = GetCollectibleIdForHouse(currentHouseId)
    local houseCollectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(houseCollectibleId)
    local isPrimaryHouse = IsPrimaryHouse(currentHouseId)
    self.nameRow.valueLabel:SetText(houseCollectibleData:GetFormattedName())
    self.locationRow.valueLabel:SetText(houseCollectibleData:GetFormattedHouseLocation())
    self.primaryResidenceRow.valueLabel:SetText(isPrimaryHouse and GetString(SI_YES) or GetString(SI_NO))
    local ownerDisplayName = GetCurrentHouseOwner()
    if ownerDisplayName ~= "" then
        self.ownerRow.valueLabel:SetText(ZO_FormatUserFacingDisplayName(ownerDisplayName))
        self.ownerRow:SetHidden(false)
        self.infoSection:SetAnchor(TOPLEFT, self.ownerRow, BOTTOMLEFT, 0, self.sectionVerticalPadding)
    else
        self.ownerRow:SetHidden(true)
        self.infoSection:SetAnchor(TOPLEFT, self.locationRow, BOTTOMLEFT, 0, self.sectionVerticalPadding)
    end
end
function ZO_HouseInformation_Shared:UpdateHousePopulation(population)
    local currentPopulation = population or GetCurrentHousePopulation()
    local maxPopulation = GetCurrentHousePopulationCap()
    self.currentVisitorsRow.valueLabel:SetText(zo_strformat(SI_HOUSE_INFORMATION_COUNT_FORMAT, currentPopulation, maxPopulation));
    
    local overpopulated = currentPopulation > maxPopulation
    self.overPopulationWarning:SetHidden(not overpopulated)
end
do
    local function UpdateRow(rowControl, name, value)
        rowControl.nameLabel:SetText(name)
        rowControl.valueLabel:SetText(value)
    end
    
    function ZO_HouseInformation_Shared:UpdateLimits()
        local currentHouseId = GetCurrentZoneHouseId()
    
        for i = HOUSING_FURNISHING_LIMIT_TYPE_ITERATION_BEGIN, HOUSING_FURNISHING_LIMIT_TYPE_ITERATION_END do
            local limit = GetHouseFurnishingPlacementLimit(currentHouseId, i)
            local currentlyPlaced = GetNumHouseFurnishingsPlaced(i)
            UpdateRow(self.limitRows[i], GetString("SI_HOUSINGFURNISHINGLIMITTYPE", i), zo_strformat(SI_HOUSE_INFORMATION_COUNT_FORMAT, currentlyPlaced, limit))
        end
    end
end