Back to Home

ESO Lua File v100031

common/gamepad/zo_gamepadparametricscrolllistscreen.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
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
local g_updateCooldownManager
--[[ Parametric Scroll List Screen Template
The functions PerformUpdate and InitializeKeybindStripDescriptors must be overridden by a sub-class.
The functions OnSelectionChanged, OnShow, OnShowing, OnHide, and SetupList are additionally
intended to be overriden by a sub-class, but they are not required to be.
Additionally, after Initialize is called, self.headerData should be setup for the screen's header.
After updating, a call to ZO_GamepadGenericHeader_Refresh(self.header, self.headerData) should be
made.
To trigger updates, self:Update() should be called, rather than directly self:PerformUpdate(). This will
delay the update until the screen is actually shown, if the screen is currently hidden.
Finally, self:OnStateChanged should be called as the primary state-changed callback of the screen.
]]
--
ZO_Gamepad_ParametricList_Screen = ZO_Object:Subclass()
function ZO_Gamepad_ParametricList_Screen:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
--[[
Initialize the parametric list screen.
control should be the top-level-control derived from ZO_Gamepad_ParametricList_Screen.
createTabBar should be a boolean for whether the header should create the tab-bar. If true,
the header data used for udpating the generic header may include tab data. If false, it
may only provide titleText.
activateOnShow specifies whether the screen should automatically activate its parameteric
list on show. If nil, defaults to true.
scene - An optional argument for passing in a scene to have that scene's OnStateChanged callback invoke the ZO_Gamepad_ParametricList_Screen's OnStateChanged function.
]]
function ZO_Gamepad_ParametricList_Screen:Initialize(control, createTabBar, activateOnShow, scene)
    control.owner = self
    self.control = control
    local mask = control:GetNamedChild("Mask")
    local container = mask:GetNamedChild("Container")
    control.container = container
    self.activateOnShow = (activateOnShow ~= false) -- nil should be true
    self:SetScene(scene)
    self.headerContainer = container:GetNamedChild("HeaderContainer")
    control.header = self.headerContainer.header
    local ALWAYS_ANIMATE = true
    self.headerFragment = ZO_ConveyorSceneFragment:New(self.headerContainer, ALWAYS_ANIMATE)
    self.header = control.header
    self.updateCooldownMS = 0
    self.lists = {}
    self:AddList("Main")
    self._currentList = nil
    self.addListTriggerKeybinds = false
    self.listTriggerKeybinds = nil
    self.listTriggerHeaderComparator = nil
    self.dirty = true
end
function ZO_Gamepad_ParametricList_Screen:SetListsUseTriggerKeybinds(addListTriggerKeybinds, optionalHeaderComparator)
    self.addListTriggerKeybinds = addListTriggerKeybinds
    self.listTriggerHeaderComparator = optionalHeaderComparator
    if(not addListTriggerKeybinds) then
        self:TryRemoveListTriggers()
    end
end
---------------------
-- List Management --
---------------------
function ZO_Gamepad_ParametricList_Screen:GetListFragment(list)
    if(type(list) == "string") then
        list = self:GetList(list)
    end
    if(list ~= nil) then
        return list._fragment
    end
end
function ZO_Gamepad_ParametricList_Screen:GetHeaderFragment()
    return self.headerFragment
end
function ZO_Gamepad_ParametricList_Screen:GetHeaderContainer()
    return self.headerContainer
end
function ZO_Gamepad_ParametricList_Screen:ActivateCurrentList()
    if(self._currentList ~= nil) then
        self:TryAddListTriggers()
        self._currentList:Activate()
    end
end
function ZO_Gamepad_ParametricList_Screen:DeactivateCurrentList()
    if(self._currentList ~= nil) then
        self._currentList:Deactivate()
        self:TryRemoveListTriggers()
    end
end
function ZO_Gamepad_ParametricList_Screen:EnableCurrentList()
    if(self._currentList ~= nil) then
        local currentFragment = self:GetListFragment(self._currentList)
        if(currentFragment) then
            SCENE_MANAGER:AddFragment(currentFragment)
        end
        self:TryAddListTriggers()
        if self.headerFocus and not DIRECTIONAL_INPUT:IsListening(self) then
            self._currentList:SetDirectionalInputEnabled(false)
            DIRECTIONAL_INPUT:Activate(self, self.control)
        end
        self._currentList:Activate()
    end
end
function ZO_Gamepad_ParametricList_Screen:DisableCurrentList()
    if(self._currentList ~= nil) then
        self._currentList:Deactivate()
        local currentFragment = self:GetListFragment(self._currentList)
        if(currentFragment) then
            SCENE_MANAGER:RemoveFragment(currentFragment)
        end
        self:TryRemoveListTriggers()
        self._currentList = nil
        if self.headerFocus and DIRECTIONAL_INPUT:IsListening(self) then
            DIRECTIONAL_INPUT:Deactivate(self)
        end
    end
end
function ZO_Gamepad_ParametricList_Screen:SetCurrentList(list)
    if(type(list) == "string") then
        list = self:GetList(list)
    end
    if(self._currentList ~= list) then
        self:DisableCurrentList()
        self._currentList = list
    end
end
function ZO_Gamepad_ParametricList_Screen:GetCurrentList()
    return self._currentList
end
function ZO_Gamepad_ParametricList_Screen:IsCurrentList(list)
    if(type(list) == "string") then
        list = self:GetList(list)
    end
    return list == self._currentList
end
function ZO_Gamepad_ParametricList_Screen:TryAddListTriggers()
    if self.addListTriggerKeybinds and not self.listTriggerKeybinds then
        self.listTriggerKeybinds = {}
        ZO_Gamepad_AddListTriggerKeybindDescriptors(self.listTriggerKeybinds, self._currentList, self.listTriggerHeaderComparator)
        KEYBIND_STRIP:AddKeybindButtonGroup(self.listTriggerKeybinds)
    end
end
function ZO_Gamepad_ParametricList_Screen:TryRemoveListTriggers()
    if self.listTriggerKeybinds then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.listTriggerKeybinds)
        self.listTriggerKeybinds = nil
    end
end
-- AddList creates a parametric list which is stored on the class using the given name as a key.
-- If callbackParam is a function, CreateAndSetupList calls callbackParam, or SetupList if callbackParam is nil. If callbackParam is true but not a function, SetupList is not called.
-- The function can create a listClass list instead of creating a ZO_GamepadVerticalItemParametricScrollList. The additional ... arguments are the parameters accepted by listClass.
-- This function also creates a fragment for this list.
-- Note: "Main" is a reserved name and should not be passed in here.
function ZO_Gamepad_ParametricList_Screen:AddList(name, callbackParam, listClass, ...)
    local listContainer = CreateControlFromVirtual("$(parent)"..name, self.control.container, "ZO_Gamepad_ParametricList_Screen_ListContainer")
    local list = self:CreateAndSetupList(listContainer.list, callbackParam, listClass, ...)
    self.lists[name] = list
    local CREATE_HIDDEN = true
    self:CreateListFragment(name, CREATE_HIDDEN)
    return list
end
function ZO_Gamepad_ParametricList_Screen:GetMainList()
    return self.lists["Main"]
end
-- Returns a list that was created using AddList.
function ZO_Gamepad_ParametricList_Screen:GetList(name)
    return self.lists[name]
end
-- Creates a fragment for a list that was created using AddList.
function ZO_Gamepad_ParametricList_Screen:CreateListFragment(name, hideControl)
    local list = self.lists[name]
    local containerControl = list:GetControl():GetParent()
    
    if hideControl ~= nil then
        containerControl:SetHidden(hideControl)
    end
    local ALWAYS_ANIMATE = true
    local fragment = ZO_ConveyorSceneFragment:New(containerControl, ALWAYS_ANIMATE)
    list._fragment = fragment
    return fragment
end
function ZO_Gamepad_ParametricList_Screen:SetScene(scene)
    if self.scene then -- Make sure we don't register multiple callbacks
        self.scene:UnregisterCallback("StateChange", self.onStateChangedCallback)
    end
    if scene then
        self.onStateChangedCallback = function(...)
            self:OnStateChanged(...)
        end
        scene:RegisterCallback("StateChange", self.onStateChangedCallback)
    end
    self.scene = scene
end
-- Header functions --
function ZO_Gamepad_ParametricList_Screen:SetupHeaderFocus(headerFocus)
    if self.headerFocus then
        assert(false) -- only support one headerFocus ever
    end
    self.headerFocus = headerFocus
    self.movementController = ZO_MovementController:New(MOVEMENT_CONTROLLER_DIRECTION_VERTICAL)
end
function ZO_Gamepad_ParametricList_Screen:RequestEnterHeader()
    if not self.headerFocus or self.headerFocus:IsActive() then
        return
    end
    if self:CanEnterHeader() then
        self._currentList:Deactivate()
        self.headerFocus:Activate()
        self:RefreshKeybinds()
        self:OnEnterHeader()
    end
end
function ZO_Gamepad_ParametricList_Screen:RequestLeaveHeader()
    if not self.headerFocus or not self.headerFocus:IsActive() then
        return
    end
    if self:CanLeaveHeader() then
        self.headerFocus:Deactivate()
        self._currentList:Activate()
        self:RefreshKeybinds()
        self:OnLeaveHeader()
    end
end
function ZO_Gamepad_ParametricList_Screen:CanEnterHeader()
    return true -- override function for implementation specific functionality
end
function ZO_Gamepad_ParametricList_Screen:CanLeaveHeader()
    return self._currentList:GetNumItems() > 0 -- override function for implementation specific functionality
end
function ZO_Gamepad_ParametricList_Screen:OnEnterHeader()
    -- override function for implementation specific functionality
end
function ZO_Gamepad_ParametricList_Screen:OnLeaveHeader()
    -- override function for implementation specific functionality
end
function ZO_Gamepad_ParametricList_Screen:UpdateDirectionalInput()
    local result = self.movementController:CheckMovement()
    if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
        if self.headerFocus:IsActive() then
            self:RequestLeaveHeader()
        else
            self._currentList:MoveNext()
        end
    elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
        if self._currentList.selectedIndex ~= 1 then
            self._currentList:MovePrevious()
        else
            self:RequestEnterHeader()
        end
    end
end
-- A function which should be called as the StateChanged callback for the scene.
function ZO_Gamepad_ParametricList_Screen:OnStateChanged(oldState, newState)
    if newState == SCENE_SHOWING or newState == SCENE_GROUP_SHOWING then
        self:PerformDeferredInitialize()
        if self.keybindStripDescriptor then
            KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
        end
        if self.activateOnShow then
            self:SetCurrentList(self:GetMainList())
        end
        
        SCENE_MANAGER:AddFragment(self.headerFragment)
        self:OnShowing()
    elseif newState == SCENE_HIDING then
        if self.keybindStripDescriptor then
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        end
        self:OnHiding()
    elseif newState == SCENE_HIDDEN or newState == SCENE_GROUP_HIDDEN then
        if newState == SCENE_GROUP_HIDDEN and self.keybindStripDescriptor then
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        end
        if DIRECTIONAL_INPUT:IsListening(self) then
            DIRECTIONAL_INPUT:Deactivate(self)
        end
        self:Deactivate()
        self:OnHide()
    elseif newState == SCENE_SHOWN or newState == SCENE_GROUP_SHOWN then
        self:OnShow()
    end
end
function ZO_Gamepad_ParametricList_Screen:Activate()
end
function ZO_Gamepad_ParametricList_Screen:Deactivate()
end
function ZO_Gamepad_ParametricList_Screen:RefreshKeybinds()
    if self.keybindStripDescriptor then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
-- A function that can be called from (or as) the header's tabBar callback.
function ZO_Gamepad_ParametricList_Screen:OnTabBarCategoryChanged(selectedData)
    if self.scene and SCENE_MANAGER:IsShowing(self.scene.name) then
        if self.currentFragment then
            SCENE_MANAGER:RemoveFragment(self.currentFragment)
        end
        if selectedData.fragment then
            SCENE_MANAGER:AddFragment(selectedData.fragment)
        end
        self:RefreshKeybinds()
    end
    if selectedData.fragment then
        self.currentFragment = selectedData.fragment
    end
end
-- A function, which may be overridden in a sub-class, which should setup the Parametric list (passed in)
-- to the needed specifications. The default implementation will set the list's offset and add some common templates.
function ZO_Gamepad_ParametricList_Screen:SetupList(list)
    list:AddDataTemplateWithHeader("ZO_GamepadMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
end
-- A function, which must be overridden in a sub-class, which should add items to the list(s) as well as any other
-- updates which are needed, such as updating the header or keybindstrip. In all cases, this should set self.dirty
-- to false.
function ZO_Gamepad_ParametricList_Screen:PerformUpdate()
    assert(false) -- This function must be overridden in a sub-class.
end
-- A function, which must be overridden in a sub-class, which should setup a keybind descriptor table and assign it to
-- self.keybindStripDescriptor.
function ZO_Gamepad_ParametricList_Screen:InitializeKeybindStripDescriptors()
end
-- A function, which may be overridden in a sub-class, and is called whenever the item list's select is changed.
function ZO_Gamepad_ParametricList_Screen:OnSelectionChanged(list, selectedData, oldSelectedData)
end
-- A function, which may be overridden in a sub-class, and is called whenever the item list's target data is changed.
function ZO_Gamepad_ParametricList_Screen:OnTargetChanged(list, targetData, oldTargetData, reachedTarget, targetSelectedIndex)
end
function ZO_Gamepad_ParametricList_Screen:SetUpdateCooldown(updateCooldownMS)
    self.updateCooldownMS = updateCooldownMS
end
function ZO_Gamepad_ParametricList_Screen:CheckUpdateIfOffCooldown(timeMS)
    if timeMS > self.updateCooldownUntilMS then
        self.updateCooldownUntilMS = nil
        g_updateCooldownManager:Remove(self)
        if self.dirty then
            self:Update()
        end
    end
end
-- A helper function for updating the screen. This should be called when an update is requested, as it will delay
-- the update if the screen is not currently visible.
function ZO_Gamepad_ParametricList_Screen:Update()
    if self.control:IsControlHidden() then
        self.dirty = true
    else
        if self.updateCooldownMS == 0 then
            self:PerformUpdate()
            self.dirty = false
        else
            if self.updateCooldownUntilMS == nil then
                g_updateCooldownManager:Add(self)
                self.updateCooldownUntilMS = GetGameTimeMilliseconds() + self.updateCooldownMS
                self:PerformUpdate()
                self.dirty = false
            else
                self.dirty = true
            end
        end
    end
end
-- A helper function that should be called rather than OnDeferredInitialize when the deferred initialziation of
-- the scene needs to be completed. This is called automatically before OnShowing().
function ZO_Gamepad_ParametricList_Screen:PerformDeferredInitialize()
    if not self.initialized then
        self:OnDeferredInitialize()
        self.initialized = true
    end
end
-- A function, which may be overridden in a sub-class, and is called on the first showing of the screen.
function ZO_Gamepad_ParametricList_Screen:OnDeferredInitialize()
end
-- A function called when the screen is being shown. This should call self:PerformUpdate() if self.dirty.
function ZO_Gamepad_ParametricList_Screen:OnShowing()
    if self.dirty then
        self:PerformUpdate()
    end
    if self.headerFocus and not DIRECTIONAL_INPUT:IsListening(self) then
        DIRECTIONAL_INPUT:Activate(self, self.control)
    end
end
-- A function called when the screen is fully shown. This may be overridden in a sub-class.
function ZO_Gamepad_ParametricList_Screen:OnShow()
end
-- A function called when the screen is being hidden. This may be overridden in a sub-class.
function ZO_Gamepad_ParametricList_Screen:OnHiding()
end
-- A function called when the screen is fully hidden. This may be overridden in a sub-class.
function ZO_Gamepad_ParametricList_Screen:OnHide()
    if self.headerFocus and DIRECTIONAL_INPUT:IsListening(self) then
        DIRECTIONAL_INPUT:Deactivate(self)
    end
end
--[[ ----------- ]]
--[[ PRIVATE API ]]
--[[ ----------- ]]
function ZO_Gamepad_ParametricList_Screen:CreateAndSetupList(control, callbackParam, listClass, ...)
    local list
    if listClass then
        list = listClass:New(control, ...)
    else
        list = ZO_GamepadVerticalItemParametricScrollList:New(control)
    end
    list:SetAlignToScreenCenter(true) -- by default, parametric list screens will center to screen space
    if callbackParam then
        if type(callbackParam) == "function" then
            callbackParam(list)
        end
    else
        self:SetupList(list)
    end
        local function OnSelectionChanged(...)
            self:OnSelectionChanged(...)
            self:RefreshKeybinds()
        end
    end
        local function OnTargetChanged(...)
            self:OnTargetChanged(...)
            self:RefreshKeybinds()
        end
    end
    return list
end
--Update Cooldown Manger
local UpdateCooldownManager = ZO_Object:Subclass()
function UpdateCooldownManager:New(...)
    local obj = ZO_Object.New(self)
    obj:Initialize(...)
    return obj
end
function UpdateCooldownManager:Initialize()
    self.parametricScreensWithCooldowns = {}
    EVENT_MANAGER:RegisterForUpdate("ZO_GamepadParametricList_Screen_UpdateCooldown", 100, function(...) self:Update(...) end)
end
function UpdateCooldownManager:Add(screen)
    table.insert(self.parametricScreensWithCooldowns, screen)
end
function UpdateCooldownManager:Remove(screen)
    for i = 1, #self.parametricScreensWithCooldowns do
        if self.parametricScreensWithCooldowns[i] == screen then
            table.remove(self.parametricScreensWithCooldowns, i)
            break
        end
    end
end
function UpdateCooldownManager:Update(timeMS)
    for i = 1, #self.parametricScreensWithCooldowns do
        local parametricScreen = self.parametricScreensWithCooldowns[i]
        parametricScreen:CheckUpdateIfOffCooldown(timeMS)
    end
end
g_updateCooldownManager = UpdateCooldownManager:New()