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ESO Lua File v100032

ingame/inventory/gamepad/inventoryitemimprovement_gamepad.lua

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ZO_GAMEPAD_ITEM_IMPROVEMENT_DESCRIPTION_Y_OFFSET = 15
local NO_MESSAGE = ""
ZO_InventoryItemImprovement_Gamepad = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_InventoryItemImprovement_Gamepad:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_InventoryItemImprovement_Gamepad:Initialize(control, title, sceneName, message, noItemMessage, confirmString, improvementSound,
                                                        improvementKitPredicate, sortComparator)
    self.sceneName = sceneName
    self.message = message
    self.confirmString = confirmString
    self.improvementSound = improvementSound
    self.headerData =
    {
        titleText = title,
        messageText = self.message
    }
    self:SetupScene()
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, self:GetScene())
    self.itemList = self:GetMainList()
    self.itemList:SetNoItemText(noItemMessage)
end
function ZO_InventoryItemImprovement_Gamepad:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = self.confirmString,
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                self:ImproveItem()
            end,
            visible = function()
                return self.itemList:GetNumItems() > 0
            end
        }
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_InventoryItemImprovement_Gamepad:OnDeferredInitialize()
    self.enumeratedList = {}
    self.currentEntrySubLabels = {}
end
-- override of ZO_Gamepad_ParametricList_Screen:OnShowing
function ZO_InventoryItemImprovement_Gamepad:OnShowing()
    -- we're just going to update every time we show the scene instead of updating off of inventory events
    self:PerformUpdate()
end
function ZO_InventoryItemImprovement_Gamepad:GetScene()
    return SCENE_MANAGER:GetScene(self.sceneName)
end
local function ItemSetupFunc(control, data, selected, ...)
    control.selected = selected
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, ...)
end
-- Override of ZO_Gamepad_ParametricList_Screen:SetupList(list)
function ZO_InventoryItemImprovement_Gamepad:SetupList(list)
end
function ZO_InventoryItemImprovement_Gamepad:OnSelectionChanged(list, selectedData, oldSelectedData)
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    self:ClearTooltip()
    if selectedData then
        self.improvementKitBag = selectedData.bag
        self.improvementKitIndex = selectedData.index
    end
end
function ZO_InventoryItemImprovement_Gamepad:Hide()
    SCENE_MANAGER:Hide(self.sceneName)
end
function ZO_InventoryItemImprovement_Gamepad:Show()
    SCENE_MANAGER:Push(self.sceneName)
end
function ZO_InventoryItemImprovement_Gamepad:SetMessage(message)
    self.headerData.messageText = message
end
function ZO_InventoryItemImprovement_Gamepad:SetMessageHidden(isHidden)
    if isHidden then
        self:SetMessage(NO_MESSAGE)
    else
        self:SetMessage(self.message)
    end
end
function ZO_InventoryItemImprovement_Gamepad:CheckEmptyList()
    if self.itemList:GetNumItems() > 0 then
        self:SetMessageHidden(false)
    else
        self:SetMessageHidden(true)
    end
end
function ZO_InventoryItemImprovement_Gamepad:AddEntry(entry)
    self.itemList:AddEntry(self:GetItemTemplateName(), entry)
end
function ZO_InventoryItemImprovement_Gamepad:CommitList()
    self.itemList:Commit()
    self:CheckEmptyList()
end
function ZO_InventoryItemImprovement_Gamepad:BuildList()
    local itemList = PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_BACKPACK, self.improvementKitPredicate)
    ZO_ClearTable(self.enumeratedList)
    table.sort(self.enumeratedList, self.sortComparator)
    for _, itemInfo in ipairs(self.enumeratedList) do
        local itemLink = GetItemLink(itemInfo.bag, itemInfo.index)
        local icon, _, _, _, _, _, _, _, displayQuality = GetItemInfo(itemInfo.bag, itemInfo.index)
        local itemName = zo_strformat(SI_LINK_FORMAT_ITEM_NAME, self:GetItemName(itemInfo))
        local entry = ZO_GamepadEntryData:New(itemName, icon)
        ZO_ClearTable(self.currentEntrySubLabels)
        self:AddItemKitSubLabelsToCurrentEntry(itemLink)
        self:InitializeImprovementKitVisualData(entry, itemInfo.bag, itemInfo.index, itemInfo.stack, displayQuality, self.currentEntrySubLabels)
        self:AddEntry(entry)
    end
end
function ZO_InventoryItemImprovement_Gamepad:UpdateList()
    self.itemList:Clear()
    self:BuildList()
    self:CommitList()
end
function ZO_InventoryItemImprovement_Gamepad:PerformUpdate()
    self:ClearTooltip()
    self:UpdateList()
    self.dirty = false
end
function ZO_InventoryItemImprovement_Gamepad:ImproveItem()
    if self.improvementKitBag and self.itemBag then
        self:PerformItemImprovement()
        PlaySound(self.improvementSound)
        self:Hide()
    end
end
function ZO_InventoryItemImprovement_Gamepad:BeginItemImprovement(bag, index)
    self.itemBag = bag
    self.itemIndex = index
    self:Show()
end
function ZO_InventoryItemImprovement_Gamepad:AddSubLabel(subLabelText)
    table.insert(self.currentEntrySubLabels, subLabelText)
end
function ZO_InventoryItemImprovement_Gamepad:AddEmptySubLabel()
    self:AddSubLabel("")
end
-- These functions may be overridden
function ZO_InventoryItemImprovement_Gamepad:AddItemKitSubLabelsToCurrentEntry(itemLink)
    local requiredLevel = GetItemLinkRequiredLevel(itemLink)
    local requiredChampionPoints = GetItemLinkRequiredChampionPoints(itemLink)
    if requiredChampionPoints > 0 then
        local failed = requiredChampionPoints > GetPlayerChampionPointsEarned()
        local pointsString = failed and ZO_ERROR_COLOR:Colorize(requiredChampionPoints) or ZO_DEFAULT_ENABLED_COLOR:Colorize(requiredChampionPoints)
        self:AddSubLabel(zo_iconFormat(GetChampionPointsIcon(), "40", "40"))
        self:AddSubLabel(pointsString)
    elseif requiredLevel > 0 then
        local failed = requiredLevel > GetUnitLevel("player")
        local levelString = failed and ZO_ERROR_COLOR:Colorize(requiredLevel) or ZO_DEFAULT_ENABLED_COLOR:Colorize(requiredLevel)
        self:AddSubLabel(GetString(SI_ITEM_FORMAT_STR_LEVEL))
        self:AddSubLabel(levelString)
    else
        self:AddEmptySubLabel()
        self:AddEmptySubLabel()
    end
end
function ZO_InventoryItemImprovement_Gamepad:ClearTooltip()
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
end
function ZO_InventoryItemImprovement_Gamepad:ResetTooltipToDefault()
    if self.itemBag and self.itemIndex then
        GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, self.itemBag, self.itemIndex)
    end
end
function ZO_InventoryItemImprovement_Gamepad:GetItemTemplateName()
    return "ZO_Gamepad_ItemImprovement_ItemTemplate"
end
function ZO_InventoryItemImprovement_Gamepad:BuildEnumeratedImprovementKitList(itemList)
    for _, v in pairs(itemList) do
        table.insert(self.enumeratedList, v)
    end
end
function ZO_InventoryItemImprovement_Gamepad:InitializeImprovementKitVisualData(entry, ...)
end
function ZO_InventoryItemImprovement_Gamepad:GetItemName(itemInfo)
    return GetItemName(itemInfo.bag, itemInfo.index)
end
function ZO_InventoryItemImprovement_Gamepad:UpdateTooltipOnSelectionChanged()
end
-- These functions must be overridden
function ZO_InventoryItemImprovement_Gamepad:SetupScene()
    assert(false)
end
function ZO_InventoryItemImprovement_Gamepad:PerformItemImprovement()
    assert(false)
end