KEYBIND_STRIP = nil function ZO_KeybindStrip_HandleKeybindDown(keybind) return KEYBIND_STRIP:TryHandlingKeybindDown(keybind) end function ZO_KeybindStrip_HandleKeybindUp(keybind) return KEYBIND_STRIP:TryHandlingKeybindUp(keybind) end ZO_KEYBIND_STRIP_KEYBOARD_VISUAL_HEIGHT = 85 KEYBIND_STRIP_STANDARD_STYLE = { nameFont = "ZoFontKeybindStripDescription", nameFontColor = ZO_NORMAL_TEXT, keyFont = "ZoFontKeybindStripKey", modifyTextType = MODIFY_TEXT_TYPE_NONE, alwaysPreferGamepadMode = false, resizeToFitPadding = 40, leftAnchorOffset = 10, centerAnchorOffset = 0, rightAnchorOffset = -10, drawTier = DT_MEDIUM, drawLevel = 1, backgroundDrawTier = DT_MEDIUM, backgroundDrawLevel = 0, } --Same as the standard keyboard setup but on a higher tier to show over the champion screen KEYBIND_STRIP_CHAMPION_KEYBOARD_STYLE = ZO_ShallowTableCopy(KEYBIND_STRIP_STANDARD_STYLE) KEYBIND_STRIP_CHAMPION_KEYBOARD_STYLE.drawTier = DT_HIGH KEYBIND_STRIP_CHAMPION_KEYBOARD_STYLE.drawLevel = ZO_HIGH_TIER_GAMEPAD_KEYBIND_STRIP KEYBIND_STRIP_CHAMPION_KEYBOARD_STYLE.backgroundDrawTier = DT_HIGH KEYBIND_STRIP_CHAMPION_KEYBOARD_STYLE.backgroundDrawLevel = ZO_HIGH_TIER_GAMEPAD_KEYBIND_STRIP_BG ZO_KEYBIND_STRIP_GAMEPAD_VISUAL_HEIGHT = 125 KEYBIND_STRIP_GAMEPAD_STYLE = { nameFont = "ZoFontGamepad34", nameFontColor = ZO_SELECTED_TEXT, keyFont = "ZoFontGamepad22", modifyTextType = MODIFY_TEXT_TYPE_UPPERCASE, alwaysPreferGamepadMode = false, resizeToFitPadding = 15, leftAnchorOffset = 96, centerAnchorOffset = 0, rightAnchorOffset = -96, yAnchorOffset = -53, drawTier = DT_HIGH, drawLevel = ZO_HIGH_TIER_GAMEPAD_KEYBIND_STRIP, backgroundDrawTier = DT_HIGH, backgroundDrawLevel = ZO_HIGH_TIER_GAMEPAD_KEYBIND_STRIP_BG, } KEYBIND_STRIP_WITH_GENERIC_FOOTER_GAMEPAD_STYLE = ZO_ShallowTableCopy(KEYBIND_STRIP_GAMEPAD_STYLE) KEYBIND_STRIP_WITH_GENERIC_FOOTER_GAMEPAD_STYLE.rightAnchorRelativeToControl = GAMEPAD_GENERIC_FOOTER:GetChildControl(ZO_GAMEPAD_FOOTER_CONTROLS.DATA3HEADER) KEYBIND_STRIP_WITH_GENERIC_FOOTER_GAMEPAD_STYLE.rightAnchorRelativePoint = LEFT KEYBIND_STRIP_WITH_GENERIC_FOOTER_GAMEPAD_STYLE.rightAnchorOffset = -24 function ZO_KeybindStrip_OnInitialized(control) KEYBIND_STRIP = ZO_KeybindStrip:New(control, "ZO_KeybindStripButtonTemplate", KEYBIND_STRIP_STANDARD_STYLE) local defaultExit = { name = GetString(SI_EXIT_BUTTON), keybind = "UI_SHORTCUT_EXIT", order = -10000, callback = function() SCENE_MANAGER:RequestShowLeaderBaseScene() end, } local defaultGamepadExit = { alignment = KEYBIND_STRIP_ALIGN_LEFT, keybind = "UI_SHORTCUT_EXIT", order = -10000, ethereal = true, callback = function() SCENE_MANAGER:RequestShowLeaderBaseScene() end, --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Default Gamepad Exit", } function KEYBIND_STRIP:HasDefaultExit(stateIndex) local state = self:GetKeybindState(stateIndex) if state then return state.allowDefaultExit else return self.allowDefaultExit end end function KEYBIND_STRIP:RemoveDefaultExit(stateIndex) local state = self:GetKeybindState(stateIndex) if state then state.allowDefaultExit = false else self.allowDefaultExit = false end self:RefreshDefaultExits(stateIndex) end function KEYBIND_STRIP:RestoreDefaultExit(stateIndex) local state = self:GetKeybindState(stateIndex) if state then state.allowDefaultExit = true else self.allowDefaultExit = true end self:RefreshDefaultExits(stateIndex) end function KEYBIND_STRIP:RefreshDefaultExits(stateIndex) self:RemoveKeybindButton(defaultExit, stateIndex) self:RemoveKeybindButton(defaultGamepadExit, stateIndex) if self:HasDefaultExit(stateIndex) then local styleInfo = self:GetStyle() if IsInGamepadPreferredMode() then self:AddKeybindButton(defaultGamepadExit, stateIndex) else self:AddKeybindButton(defaultExit, stateIndex) end end end --The KEYBIND_STRIP operates with the assumption that when a scene starts to work with the keybind strip, it will have --the default exit on it. function KEYBIND_STRIP:PushKeybindGroupState() local stateIndex = ZO_KeybindStrip.PushKeybindGroupState(self) self:RestoreDefaultExit(stateIndex) return stateIndex end function KEYBIND_STRIP:ClearKeybindGroupStateStack(stateIndex) ZO_KeybindStrip.ClearKeybindGroupStateStack(self, stateIndex) self:RefreshDefaultExits(stateIndex) end function KEYBIND_STRIP:GenerateGamepadBackButtonDescriptor(callback, keybind, sound) keybind = keybind or "UI_SHORTCUT_NEGATIVE" return { alignment = KEYBIND_STRIP_ALIGN_LEFT, name = GetString(SI_GAMEPAD_BACK_OPTION), keybind = keybind, order = -1000, callback = callback, sound = sound, } end -- This is meant to be a private method and should not be called directly outside of this class. function KEYBIND_STRIP:GenerateGamepadStickButtonDescriptor_Internal(text, visibleFunc, iconCallback, controlName, buttonTemplate, keybindControl) if keybindControl == nil then keybindControl = CreateControlFromVirtual(controlName, control, buttonTemplate) keybindControl:SetKeybindEnabledInEdit(true) keybindControl:SetMouseOverEnabled(false) ZO_GamepadTypeBasedControl_OnInitialized(keybindControl) keybindControl:SetUpdateCallback(function(keybindControl) keybindControl:SetCustomKeyIcon(iconCallback()) end) local styleInfo = ZO_ShallowTableCopy(KEYBIND_STRIP_GAMEPAD_STYLE) styleInfo.resizeToFitPadding = 0 keybindControl:SetupStyle(styleInfo) keybindControl:AdjustBindingAnchors(false) keybindControl.nameLabel:SetAnchor(RIGHT, keybindControl, RIGHT, 0) keybindControl:SetParent(nil) keybindControl:SetHidden(true) end local keybind = { customKeybindControl = keybindControl, keybind = "", name = text, gamepadOrder = 1, } if visibleFunc then keybind.visible = visibleFunc end return keybind, keybindControl end function KEYBIND_STRIP:GenerateGamepadRightScrollButtonDescriptor(text, visibleFunc) local keybind, keybindControl = self:GenerateGamepadStickButtonDescriptor_Internal(text, visibleFunc, GetGamepadRightStickScrollIcon, "$(parent)RightStickControl", "ZO_KeybindStripRightScrollKeybind", self.rightScrollKeybind) if self.rightScrollKeybind == nil then self.rightScrollKeybind = keybindControl end return keybind end function KEYBIND_STRIP:GenerateGamepadLeftSlideButtonDescriptor(text, visibleFunc) local keybind, keybindControl = self:GenerateGamepadStickButtonDescriptor_Internal(text, visibleFunc, GetGamepadLeftStickSlideIcon, "$(parent)LeftStickSlide","ZO_KeybindStripLeftSlideKeybind", self.leftSlideKeybind) if self.leftSlideKeybind == nil then self.leftSlideKeybind = keybindControl end self.gamepadKeyLabel = self.leftSlideKeybind:GetNamedChild("KeyLabel") self.leftKeyLabel = self.leftSlideKeybind:GetNamedChild("LeftKeyLabel") self.rightKeyLabel = self.leftSlideKeybind:GetNamedChild("RightKeyLabel") local SHOW_UNBOUND = true local DEFAULT_GAMEPAD_ACTION_NAME = nil local function OnInputChanged() if IsInGamepadPreferredMode() then local gamepadInput = WasLastInputGamepad() self.leftKeyLabel:SetHidden(gamepadInput) self.rightKeyLabel:SetHidden(gamepadInput) self.gamepadKeyLabel:SetHidden(not gamepadInput) end end ZO_Keybindings_RegisterLabelForBindingUpdate(self.leftKeyLabel, "UI_SHORTCUT_LEFT_STICK_LEFT", SHOW_UNBOUND, DEFAULT_GAMEPAD_ACTION_NAME, OnInputChanged) ZO_Keybindings_RegisterLabelForBindingUpdate(self.rightKeyLabel, "UI_SHORTCUT_LEFT_STICK_RIGHT") -- We only need to register one of the above with OnInputChanged because one call of that function does everything we need return keybind end local defaultGamepadBack = KEYBIND_STRIP:GenerateGamepadBackButtonDescriptor(function() SCENE_MANAGER:HideCurrentScene() end) function KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor() return defaultGamepadBack end KEYBIND_STRIP:SetOnStyleChangedCallback(function() KEYBIND_STRIP:RefreshDefaultExits() end) KEYBIND_STRIP:RestoreDefaultExit() end