Back to Home

ESO Lua File v101038

ingame/hud/hudequipmentstatus.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
-- Indicators
--------------
local WEAPON_INDICATOR = "WeaponIndicator"
local ARMOR_INDICATOR = "ArmorIndicator"
-- HUDIndicator
----------------
local HUDIndicator = ZO_Object:Subclass()
function HUDIndicator:New(control, data)
    local object = ZO_Object.New(self)
    object:Initialize(control, data)
    return object
end
function HUDIndicator:Initialize(control, data)
    self.control = control
    self.isNotifySoundQueued = false
    self.notifySound = data.notifySound
    self.displaySetting = data.displaySetting
    local function OnInterfaceSettingChanged(_, settingType, settingId)
        if settingType == SETTING_TYPE_UI then
            if settingId == self.displaySetting then
                self:Refresh()
            end
        end
    end
    control:RegisterForEvent(EVENT_INTERFACE_SETTING_CHANGED, OnInterfaceSettingChanged)
    self.control.indicator = self
end
function HUDIndicator:Refresh()
    local settingEnabled = tonumber(GetSetting(SETTING_TYPE_UI, self.displaySetting)) ~= 0
    local showIndicator = settingEnabled and (self.refreshFunction() == true)
    --Play notify sound if the equipment status changed (or queue sound to play later if the HUD is hidden)
    local wasHidden = self.control:IsHidden()
    if (wasHidden and showIndicator) then
        local shouldPlaySound = not self.control:GetParent():IsHidden()
        if shouldPlaySound then
            PlaySound(self.notifySound)
        else
            self.isNotifySoundQueued = true
        end
    elseif not showIndicator then
        self.isNotifySoundQueued = false
    end
    self.control:SetHidden(not showIndicator)
end
function HUDIndicator:TryPlayNotifySound()
    if self.isNotifySoundQueued then
        PlaySound(self.notifySound)
        self.isNotifySoundQueued = false
    end
end
function HUDIndicator:SetTooltip()
    InitializeTooltip(InformationTooltip, self.control, BOTTOM, 0, 0, TOP)
    SetTooltipText(InformationTooltip, self.tooltipString)
end
function HUDIndicator:ClearTooltip()
    ClearTooltip(InformationTooltip)
end
-- Global XML
    control.indicator:SetTooltip()
end
    control.indicator:ClearTooltip()
end
-- HUDEquipmentStatus
----------------------
local ZO_HUDEquipmentStatus = ZO_Object:Subclass()
ZO_HUDEquipmentStatus.WEAPON_INDICATOR_DATA =
{
    tooltipString = GetString(SI_WEAPON_INDICATOR_TOOLTIP),
    notifySound = SOUNDS.HUD_WEAPON_DEPLETED,
    displaySetting = UI_SETTING_SHOW_WEAPON_INDICATOR,
    refreshFunction = function()
        local function IsEnchantmentEffectivenessReduced(bagId, slotId)
            local currentCharges, maxCharges = GetChargeInfoForItem(bagId, slotId)
            return maxCharges > 0 and currentCharges == 0
        end
        local activeWeaponPair = GetActiveWeaponPairInfo()
        local enchantmentIneffective = false
        local poisonEquipped = false
        if (activeWeaponPair == ACTIVE_WEAPON_PAIR_MAIN) then
            enchantmentIneffective = IsEnchantmentEffectivenessReduced(BAG_WORN, EQUIP_SLOT_MAIN_HAND) or IsEnchantmentEffectivenessReduced(BAG_WORN, EQUIP_SLOT_OFF_HAND)
            poisonEquipped = HasItemInSlot(BAG_WORN, EQUIP_SLOT_POISON)
        elseif (activeWeaponPair == ACTIVE_WEAPON_PAIR_BACKUP) then
            enchantmentIneffective = IsEnchantmentEffectivenessReduced(BAG_WORN, EQUIP_SLOT_BACKUP_MAIN) or IsEnchantmentEffectivenessReduced(BAG_WORN, EQUIP_SLOT_BACKUP_OFF)
            poisonEquipped = HasItemInSlot(BAG_WORN, EQUIP_SLOT_BACKUP_POISON)
        end
        return enchantmentIneffective and not poisonEquipped
    end,
}
ZO_HUDEquipmentStatus.ARMOR_INDICATOR_DATA =
{
    tooltipString = GetString(SI_ARMOR_INDICATOR_TOOLTIP),
    notifySound = SOUNDS.HUD_ARMOR_BROKEN,
    displaySetting = UI_SETTING_SHOW_ARMOR_INDICATOR,
    refreshFunction = function()
        local checkSlotBrokenCallback = function(slotId)
            if(DoesItemHaveDurability(BAG_WORN, slotId) and IsArmorEffectivenessReduced(BAG_WORN, slotId)) then
                return true
            end
        end
        return ZO_Inventory_EnumerateEquipSlots(checkSlotBrokenCallback) == true
    end,
}
function ZO_HUDEquipmentStatus:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_HUDEquipmentStatus:Initialize(control)
    self.control = control
    --ZO_ActionBar_GetButton always returns the quickslot button when the category is HOTBAR_CATEGORY_QUICKSLOT_WHEEL, so there is no reason to pass in a slot
    local UNUSED = nil
    local quickslotButton = ZO_ActionBar_GetButton(UNUSED, HOTBAR_CATEGORY_QUICKSLOT_WHEEL)
    self.control:SetAnchor(RIGHT, quickslotButton.slot, LEFT, -10, 0)
    self.indicators = {}
    self.indicators[WEAPON_INDICATOR] = HUDIndicator:New(GetControl(self.control, WEAPON_INDICATOR), ZO_HUDEquipmentStatus.WEAPON_INDICATOR_DATA)
    self.indicators[ARMOR_INDICATOR] = HUDIndicator:New(GetControl(self.control, ARMOR_INDICATOR), ZO_HUDEquipmentStatus.ARMOR_INDICATOR_DATA)
    --Events
    local function OnInventorySingleSlotUpdate(bagId)
        if(bagId == BAG_WORN) then
            self:UpdateAllIndicators()
        end
    end
    local function OnWeaponSwitch()
        self.indicators[WEAPON_INDICATOR]:Refresh()
        self:AdjustWidth()
    end
    SHARED_INVENTORY:RegisterCallback("SingleSlotInventoryUpdate", OnInventorySingleSlotUpdate)
    EVENT_MANAGER:RegisterForEvent("ZO_HUDEquipmentStatus", EVENT_INVENTORY_FULL_UPDATE, function() self:UpdateAllIndicators() end)
    EVENT_MANAGER:RegisterForEvent("ZO_HUDEquipmentStatus", EVENT_ACTIVE_WEAPON_PAIR_CHANGED, OnWeaponSwitch)
    EVENT_MANAGER:RegisterForEvent("ZO_HUDEquipmentStatus", EVENT_PLAYER_ACTIVATED, function() self:UpdateAllIndicators() end)
    local KEYBOARD_STYLE =
    {
        template = "ZO_HUDEquipmentStatus_Keyboard_Template",
    }
    local GAMEPAD_STYLE =
    {
        template = "ZO_HUDEquipmentStatus_Gamepad_Template",
    }
    ZO_PlatformStyle:New(function(...) self:ApplyPlatformStyle(...) end, KEYBOARD_STYLE, GAMEPAD_STYLE)
    HUD_EQUIPMENT_STATUS_FRAGMENT = ZO_HUDFadeSceneFragment:New(control)
    HUD_EQUIPMENT_STATUS_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if(newState == SCENE_FRAGMENT_SHOWING) then    
            self:OnShow()
        end
    end)
end
function ZO_HUDEquipmentStatus:OnShow()
    for _, indicator in pairs(self.indicators) do
        indicator:TryPlayNotifySound()
    end
end
function ZO_HUDEquipmentStatus:UpdateAllIndicators()
    for _, indicator in pairs(self.indicators) do
        indicator:Refresh()
    end
    self:AdjustWidth()
end
function ZO_HUDEquipmentStatus:ApplyPlatformStyle(styleTable)
    ApplyTemplateToControl(self.control, styleTable.template)
    self:AdjustWidth()
end
function ZO_HUDEquipmentStatus:AdjustWidth()
    local width = 0
    for _, indicator in pairs(self.indicators) do
        local indicatorControl = indicator.control
        if not indicatorControl:IsControlHidden() then
            width = width + indicatorControl:GetWidth()
        end
    end
    self.control:SetWidth(width)
end
--Global XML
    HUD_EQUIPMENT_STATUS = ZO_HUDEquipmentStatus:New(control)
end