Back to Home

ESO Lua File v100028

pregame/serverselect/keyboard/zo_serverselect.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
local syncOptions -- Choice of repository, network share, or perforce fetch for new gamedata
local SERVER_DATA = 1
local serverStatusStrings =
{
    [SERVER_STATUS_DOWN]    = SI_SERVER_STATUS_DOWN,
    [SERVER_STATUS_UP]      = SI_SERVER_STATUS_UP,
    [SERVER_STATUS_OUT]     = SI_SERVER_STATUS_OUT,
    [SERVER_STATUS_LOCKED]  = SI_SERVER_STATUS_LOCKED,
}
local defaultColor = ZO_ColorDef:New (1, 1, 1)
local STATUS_COLORS = 
{
    [GetString(SI_SERVER_STATUS_DOWN)]    = ZO_ColorDef:New(1, 0, 0),
    [GetString(SI_SERVER_STATUS_UP)]      = ZO_ColorDef:New(0, 1, 0),
    [GetString(SI_SERVER_STATUS_OUT)]     = ZO_ColorDef:New(.75, .75, .75),
    [GetString(SI_SERVER_STATUS_LOCKED)]  = ZO_ColorDef:New(.75, 0, .75),
}
local function SetupServer(control, data)
    local serverName = GetControl(control, "Name")
    local serverStatus = GetControl(control, "Status")
        
    serverName:SetText(data.name)
    serverStatus:SetText(data.status)
    local fieldColor = STATUS_COLORS[data.status] or defaultColor
    serverStatus:SetColor(fieldColor:UnpackRGBA())
end
local serverSortKeys =
{
    ["name"]        = { }, 
    ["status"]      = { tiebreaker = "name" },    
}
local currentSortKey = "name"
local currentSortOrder = ZO_SORT_ORDER_UP
local function SortServers(server1, server2)
    return ZO_TableOrderingFunction(server1.data, server2.data, currentSortKey, serverSortKeys, currentSortOrder)
end
    if(sortKey)
    then
        if(sortKey == currentSortKey)
        then
            currentSortOrder = not currentSortOrder
        else
            currentSortOrder = ZO_SORT_ORDER_UP
        end
        
        currentSortKey = sortKey
    end
    
    local dataList = ZO_ScrollList_GetDataList(ZO_ServerSelectScrollList)
    table.sort(dataList, SortServers)
    ZO_ScrollList_Commit(ZO_ServerSelectScrollList, dataList)
end
function ZO_ServerSelect_UpdateWorlds()    
    local dataList = ZO_ScrollList_GetDataList(ZO_ServerSelectScrollList)
    local numWorlds = GetNumWorlds()
    if(numWorlds > 0) then
        for worldIndex = 0, numWorlds - 1 do
            local serverName, serverStatus = GetWorldInfo(worldIndex)
            
            if(serverName ~= "" and (serverStatus ~= SERVER_STATUS_OUT))
            then
                serverStatus = GetString(serverStatusStrings[serverStatus]) 
                
                if(serverStatus == "")
                then
                    serverStatus = GetString(SI_SERVER_STATUS_INVALID)
                end
                table.insert(dataList, ZO_ScrollList_CreateDataEntry(SERVER_DATA, { name = serverName, status = serverStatus, worldIndex = worldIndex }))
            end
        end
    end
    
     ZO_ServerSelect_SortListAndCommit()        
end
local worldSelectionEnabled = true
    worldSelectionEnabled = enabled
    ZO_ServerSelectLogin:SetEnabled(enabled)
end
    if(worldSelectionEnabled == false) then return end
    local serverData = ZO_ScrollList_GetSelectedData(ZO_ServerSelectScrollList)
    if(serverData) then                
        -- if the user picked the same world they are already logged into, just bail out...
        if((GetWorldName() ~= serverData.name) or not IsConnectedToLobby()) then
            if(serverData.status == GetString(SI_SERVER_STATUS_UP)) then
                ZO_ServerSelect:SetHidden(true)
                ZO_ServerSelect_SetSelectionEnabled(false)
                ZO_Dialogs_ShowDialog("CONNECTING_TO_REALM", nil, {mainTextParams = {serverData.name}})
                SelectWorld(serverData.worldIndex)
                ZO_CharacterSelect_ClearDefVersionInfo()
            else
                ZO_Dialogs_ShowDialog("SERVER_UNAVAILABLE", nil, {mainTextParams = {serverData.name}})
            end
        else
            PregameStateManager_SetState("CharacterSelect_FromIngame")
        end
    end
end
function ZO_ServerSelect_SelectWorldByName(worldName)
    local serverData = ZO_ScrollList_GetDataList(ZO_ServerSelectScrollList)
    if serverData and worldName then
        if((GetWorldName() ~= serverData.name) or not IsConnectedToLobby()) then
            for _, v in ipairs(serverData) do
                if string.lower(v.data.name) == string.lower(worldName) then
                    SelectWorld(v.data.worldIndex)
                    break
                end
            end
        end
    end
end
    local list = ZO_ServerSelectScrollList
    ZO_ScrollList_AddDataType(list, SERVER_DATA, "ZO_ServerSelectRowTemplate", 24, SetupServer)
    ZO_ScrollList_SetEqualityFunction(list, SERVER_DATA, function(server1, server2) return server1.name == server2.name end)
    ZO_ScrollList_EnableSelection(list, "ZO_ThinListHighlight")
    ZO_ScrollList_EnableHighlight(list, "ZO_ThinListHighlight")
    ZO_ServerSelectCancel.gameStateString = "AccountLogin"
    
    EVENT_MANAGER:RegisterForEvent("ServerSelect", EVENT_WORLD_LIST_RECEIVED, ZO_ServerSelect_UpdateWorlds)
    local serverSelectFragment = ZO_FadeSceneFragment:New(ZO_ServerSelect)
    local serverSelectScene = ZO_Scene:New("serverSelect", SCENE_MANAGER)
    serverSelectScene:AddFragment(serverSelectFragment)
    serverSelectScene:AddFragment(PREGAME_SLIDE_SHOW_FRAGMENT)
end