Back to Home

ESO Lua File v101038

ingame/armory/gamepad/armorybuildskills_gamepad.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
--------------
--Initialize--
--------------
local ARMORY_BUILD_SKILLS_HEADER_DATA = 1
local ARMORY_BUILD_SKILLS_DATA = 2
ZO_ArmoryBuildSkills_Gamepad = ZO_SortFilterList_Gamepad:Subclass()
function ZO_ArmoryBuildSkills_Gamepad:New(...)
    return ZO_SortFilterList_Gamepad.New(self, ...)
end
function ZO_ArmoryBuildSkills_Gamepad:Initialize(control)
    ZO_SortFilterList_Gamepad.Initialize(self, control)
    ZO_ScrollList_AddDataType(self.list, ARMORY_BUILD_SKILLS_DATA, "ZO_ArmoryBuildSkills_Gamepad_SkillRow", 55, function(...) self:GamepadSingleLineAbilityEntryTemplateSetup(...) end)
    ZO_ScrollList_AddDataType(self.list, ARMORY_BUILD_SKILLS_HEADER_DATA, "ZO_ArmoryBuildSkills_Gamepad_MenuEntryHeader", 40, function(...) self:ArmoryBuildSkillsTextDisplayTemplateSetup(...) end)
    ZO_ScrollList_SetTypeSelectable(self.list, ARMORY_BUILD_SKILLS_HEADER_DATA, false)
    ZO_ScrollList_SetTypeCategoryHeader(self.list, ARMORY_BUILD_SKILLS_HEADER_DATA, true)
    ARMORY_BUILD_SKILLS_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control)
    ARMORY_BUILD_SKILLS_GAMEPAD_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
                                                                    if newState == SCENE_FRAGMENT_SHOWING then
                                                                        self:OnShowing()
                                                                    elseif newState == SCENE_FRAGMENT_HIDDEN then
                                                                        self:OnHidden()
                                                                    end
                                                                end)
end
function ZO_ArmoryBuildSkills_Gamepad:OnShowing()
    self:RefreshData()
    self:UpdateTooltip()
end
function ZO_ArmoryBuildSkills_Gamepad:OnHidden()
    self:Deactivate()
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_ArmoryBuildSkills_Gamepad:IsShowing()
    return ARMORY_BUILD_SKILLS_GAMEPAD_FRAGMENT:IsShowing()
end
function ZO_ArmoryBuildSkills_Gamepad:Activate()
    PlaySound(SOUNDS.GAMEPAD_MENU_FORWARD)
    ZO_SortFilterList_Gamepad.Activate(self)
    self:UpdateTooltip()
    self.keybindStripId = KEYBIND_STRIP:PushKeybindGroupState()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor, self.keybindStripId)
end
function ZO_ArmoryBuildSkills_Gamepad:Deactivate()
    ZO_SortFilterList_Gamepad.Deactivate(self)
    self:UpdateTooltip()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor, self.keybindStripId)
    KEYBIND_STRIP:PopKeybindGroupState()
    self.keybindStripId = nil
end
function ZO_ArmoryBuildSkills_Gamepad:SetSelectedArmoryBuildData(armoryBuildData)
    self.armoryBuildData = armoryBuildData
end
function ZO_ArmoryBuildSkills_Gamepad:OnSelectionChanged(oldData, newData)
    ZO_SortFilterList_Gamepad.OnSelectionChanged(self, oldData, newData)
    self:UpdateTooltip()
end
function ZO_ArmoryBuildSkills_Gamepad:InitializeKeybinds()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            --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 = "Gamepad Armory Build Skills Previous Category",
            keybind = "UI_SHORTCUT_LEFT_TRIGGER",
            ethereal = true,
            callback = function()
                if ZO_ScrollList_CanScrollUp(self.list) then
                    ZO_ScrollList_SelectFirstIndexInCategory(self.list, ZO_SCROLL_SELECT_CATEGORY_PREVIOUS)
                    PlaySound(ZO_PARAMETRIC_SCROLL_MOVEMENT_SOUNDS[ZO_PARAMETRIC_MOVEMENT_TYPES.JUMP_PREVIOUS])
                end
            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 = "Gamepad Armory Build Skills Next Category",
            keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
            ethereal = true,
            callback = function()
                if ZO_ScrollList_CanScrollDown(self.list) then
                    ZO_ScrollList_SelectFirstIndexInCategory(self.list, ZO_SCROLL_SELECT_CATEGORY_NEXT)
                    PlaySound(ZO_PARAMETRIC_SCROLL_MOVEMENT_SOUNDS[ZO_PARAMETRIC_MOVEMENT_TYPES.JUMP_NEXT])
                end
            end
        },
    }
    local function Back()
        self:Deactivate()
        --Because the main build details list remains activated while we are in this one, we need to manually tell it to re-narrate when we leave
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueParametricListEntry(ARMORY_GAMEPAD:GetCurrentList(), NARRATE_HEADER)
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
    end
    local keybindCount = #self.keybindStripDescriptor
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, Back)
end
function ZO_ArmoryBuildSkills_Gamepad:UpdateTooltip()
    if self:IsShowing() then
        GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_RIGHT_TOOLTIP)
        if self.isActive then
            local selectedData = self:GetSelectedData()
            if selectedData and not selectedData.isHeader and not selectedData.isEntryEmpty then
                local SHOW_RANK_NEEDED_LINE = true
                GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_RIGHT_TOOLTIP, selectedData.skillProgressionData, SHOW_RANK_NEEDED_LINE)
                return
            end
        end
    end
end
function ZO_ArmoryBuildSkills_Gamepad:SortScrollList()
    local previouslySelectedData = self:GetSelectedData()
    local previouslySelectedSkillProgressionData = previouslySelectedData and previouslySelectedData.skillProgressionData
    local reselectData = nil
    local scrollData = ZO_ScrollList_GetDataList(self.list)
    local hotbarCategoryList = ZO_ARMORY_MANAGER:GetSkillsHotBarCategories()
    for hotbarCategory, _ in pairs(hotbarCategoryList) do
        if hotbarCategory == HOTBAR_CATEGORY_BACKUP and GetUnitLevel("player") < GetWeaponSwapUnlockedLevel() then
            -- Backup hotbar is locked for current player
            -- Add backup hotbar header
            self:AddSkillsCategoryHeader(scrollData, hotbarCategory)
            -- Add info text about locked hotbar
            local infoText = zo_strformat(SI_WEAPON_SWAP_UNEARNED_TOOLTIP, GetWeaponSwapUnlockedLevel())
            local entryData = ZO_GamepadEntryData:New(infoText)
            entryData.isEntryEmpty = true
            entryData.showLock = true
            entryData.headerText = zo_strformat(SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER, GetString("SI_HOTBARCATEGORY", hotbarCategory))
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(ARMORY_BUILD_SKILLS_DATA, entryData))
        else
            local skillsAdded = 0
            for slotIndex = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
                local abilityId = self.armoryBuildData:GetSlottedAbilityId(slotIndex, hotbarCategory)
                local headerText = nil
                if abilityId == 0 then
                    if skillsAdded == 0 then
                        self:AddSkillsCategoryHeader(scrollData, hotbarCategory)
                        headerText = zo_strformat(SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER, GetString("SI_HOTBARCATEGORY", hotbarCategory))
                    end
                    local entryData = ZO_GamepadEntryData:New(GetString(SI_GAMEPAD_ARMORY_EMPTY_ENTRY_TEXT))
                    entryData.isEntryEmpty = true
                    entryData.headerText = headerText
                    table.insert(scrollData, ZO_ScrollList_CreateDataEntry(ARMORY_BUILD_SKILLS_DATA, entryData))
                    skillsAdded = skillsAdded + 1
                else
                    local skillProgressionData = SKILLS_DATA_MANAGER:GetProgressionDataByAbilityId(abilityId)
                    if skillProgressionData then
                        if skillsAdded == 0 then
                            self:AddSkillsCategoryHeader(scrollData, hotbarCategory)
                            headerText = zo_strformat(SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER, GetString("SI_HOTBARCATEGORY", hotbarCategory))
                        end
                        local name = skillProgressionData:GetFormattedName()
                        local entryData = ZO_GamepadEntryData:New(name, skillProgressionData:GetIcon())
                        entryData.hotbarCategory = hotbarCategory
                        entryData.slotIndex = slotIndex
                        entryData.skillProgressionData = skillProgressionData
                        entryData.headerText = headerText
                        table.insert(scrollData, ZO_ScrollList_CreateDataEntry(ARMORY_BUILD_SKILLS_DATA, entryData))
                        skillsAdded = skillsAdded + 1
                    end
                end
            end
        end
    end
    if reselectData then
        ZO_ScrollList_SelectData(self.list, reselectData)
    end
end
function ZO_ArmoryBuildSkills_Gamepad:AddSkillsCategoryHeader(scrollData, hotbarCategory)
    local headerText = zo_strformat(SI_GAMEPAD_ARMORY_SKILL_BAR_FORMATTER, GetString("SI_HOTBARCATEGORY", hotbarCategory))
    local headerData = ZO_GamepadEntryData:New(headerText)
    table.insert(scrollData, ZO_ScrollList_CreateDataEntry(ARMORY_BUILD_SKILLS_HEADER_DATA, headerData))
end
function ZO_ArmoryBuildSkills_Gamepad:GamepadSingleLineAbilityEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    if not data.isEntryEmpty and not data.showLock then
        ZO_GamepadArmorySkillEntryTemplate_Setup(control, data.skillProgressionData, data.slotIndex, data.hotbarCategory)
    elseif not data.showLock then
        -- Empty entry
        control.lock:SetHidden(true)
        control.icon:SetHidden(true)
        control.edgeFrame:SetHidden(true)
        control.keybind:SetHidden(true)
    else
        -- Unlock at level
        control.lock:SetHidden(false)
        control.icon:SetHidden(true)
        control.edgeFrame:SetHidden(true)
        control.keybind:SetHidden(true)
    end
end
function ZO_ArmoryBuildSkills_Gamepad:ArmoryBuildSkillsTextDisplayTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    control.label:SetText(data.text)
end
do
    local NOT_BOUND_ACTION_STRING = GetString(SI_ACTION_IS_NOT_BOUND)
    local DEFAULT_SHOW_AS_HOLD = nil
    --Overridden from base
    function ZO_ArmoryBuildSkills_Gamepad:GetNarrationText()
        local narrations = {}
        local selectedData = self:GetSelectedData()
        if selectedData and not selectedData.isHeader then
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(selectedData.headerText))
            if not selectedData.isEntryEmpty then
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(selectedData.text))
                local keyboardActionName, gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetKeyboardAndGamepadActionNameForSlot(selectedData.slotIndex, selectedData.hotbarCategory)
                local bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions(keyboardActionName, gamepadActionName, DEFAULT_SHOW_AS_HOLD) or NOT_BOUND_ACTION_STRING
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(bindingTextNarration))
            elseif selectedData.showLock then
                local infoText = zo_strformat(SI_WEAPON_SWAP_UNEARNED_TOOLTIP, GetWeaponSwapUnlockedLevel())
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(infoText))
            else
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_GAMEPAD_ARMORY_EMPTY_ENTRY_NARRATION)))
            end
        end
        return narrations
    end
end
-----------------------------
-- XML Functions
-----------------------------
    control.label = control:GetNamedChild("Label")
end
end
    ARMORY_BUILD_SKILLS_GAMEPAD = ZO_ArmoryBuildSkills_Gamepad:New(control)
end