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ESO Lua File v100031

pregame/accountlogin/keyboard/worldselect.lua

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local syncOptions -- Choice of repository, network share, or perforce fetch for new gamedata
local SERVER_DATA = 1
local worldStatusStrings =
{
    [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 SetupWorld(control, data)
    local worldName = GetControl(control, "Name")
    local worldStatus = GetControl(control, "Status")
    worldName:SetText(data.name)
    worldStatus:SetText(data.status)
    local fieldColor = STATUS_COLORS[data.status] or defaultColor
    worldStatus:SetColor(fieldColor:UnpackRGBA())
end
local worldSortKeys =
{
    ["name"]        = { },
    ["status"]      = { tiebreaker = "name" },
}
local currentSortKey = "name"
local currentSortOrder = ZO_SORT_ORDER_UP
local function SortWorlds(world1, world2)
    return ZO_TableOrderingFunction(world1.data, world2.data, currentSortKey, worldSortKeys, 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_WorldSelectScrollList)
    table.sort(dataList, SortWorlds)
    ZO_ScrollList_Commit(ZO_WorldSelectScrollList, dataList)
end
    local dataList = ZO_ScrollList_GetDataList(ZO_WorldSelectScrollList)
    local numWorlds = GetNumWorlds()
    if numWorlds > 0 then
        for worldIndex = 0, numWorlds - 1 do
            local worldName, worldStatus = GetWorldInfo(worldIndex)
            if worldName ~= "" and (worldStatus ~= SERVER_STATUS_OUT) then
                worldStatus = GetString(worldStatusStrings[worldStatus])
                if worldStatus == "" then
                    worldStatus = GetString(SI_SERVER_STATUS_INVALID)
                end
                local worldData =
                {
                    name = worldName,
                    status = worldStatus,
                    worldIndex = worldIndex,
                }
                table.insert(dataList, ZO_ScrollList_CreateDataEntry(SERVER_DATA, worldData))
            end
        end
    end
end
local worldSelectionEnabled = true
    worldSelectionEnabled = enabled
    ZO_WorldSelectLogin:SetEnabled(enabled)
end
    if worldSelectionEnabled == false then
        return
    end
    local worldData = ZO_ScrollList_GetSelectedData(ZO_WorldSelectScrollList)
    if worldData then
        -- if the user picked the same world they are already logged into, just bail out...
        if (GetWorldName() ~= worldData.name) or not IsConnectedToLobby() then
            if worldData.status == GetString(SI_SERVER_STATUS_UP) then
                ZO_WorldSelect:SetHidden(true)
                ZO_WorldSelect_SetSelectionEnabled(false)
                ZO_Dialogs_ShowDialog("CONNECTING_TO_REALM", nil, { mainTextParams = { worldData.name } })
                SelectWorld(worldData.worldIndex)
            else
                ZO_Dialogs_ShowDialog("SERVER_UNAVAILABLE", nil, { mainTextParams = { worldData.name } })
            end
        else
            PregameStateManager_SetState("CharacterSelect_FromIngame")
        end
    end
end
function ZO_WorldSelect_SelectWorldByName(worldName)
    local worldData = ZO_ScrollList_GetDataList(ZO_WorldSelectScrollList)
    if worldData and worldName then
        if (GetWorldName() ~= worldData.name) or not IsConnectedToLobby() then
            for _, v in ipairs(worldData) do
                if string.lower(v.data.name) == string.lower(worldName) then
                    SelectWorld(v.data.worldIndex)
                    break
                end
            end
        end
    end
end
    local list = ZO_WorldSelectScrollList
    ZO_ScrollList_AddDataType(list, SERVER_DATA, "ZO_WorldSelectRowTemplate", 24, SetupWorld)
    ZO_ScrollList_SetEqualityFunction(list, SERVER_DATA, function(world1, world2) return world1.name == world2.name end)
    ZO_ScrollList_EnableSelection(list, "ZO_ThinListHighlight")
    ZO_ScrollList_EnableHighlight(list, "ZO_ThinListHighlight")
    ZO_WorldSelectCancel.gameStateString = "AccountLogin"
    EVENT_MANAGER:RegisterForEvent("WorldSelect", EVENT_WORLD_LIST_RECEIVED, ZO_WorldSelect_UpdateWorlds)
    local worldSelectFragment = ZO_FadeSceneFragment:New(ZO_WorldSelect)
    local worldSelectScene = ZO_Scene:New("worldSelect", SCENE_MANAGER)
    worldSelectScene:AddFragment(worldSelectFragment)
    worldSelectScene:AddFragment(PREGAME_BACKGROUND_FRAGMENT)
end