Back to Home

ESO Lua File v101038

ingame/skillsadvisor/gamepad/skillsadvisor_suggestions_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
271
272
273
274
275
276
277
--------------
--Initialize--
--------------
local SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA = 1
local SKILLS_ADVISOR_SUGGESTIONS_DATA = 2
local SKILLS_ADVISOR_SUGGESTIONS_TEXT = 3
local SkillsAdvisorSuggestions_Gamepad = ZO_SortFilterList_Gamepad:Subclass()
function SkillsAdvisorSuggestions_Gamepad:New(...)
    return ZO_SortFilterList_Gamepad.New(self, ...)
end
function SkillsAdvisorSuggestions_Gamepad:Initialize(control)
    ZO_SortFilterList_Gamepad.Initialize(self, control)
    ZO_ScrollList_AddDataType(self.list, SKILLS_ADVISOR_SUGGESTIONS_DATA, "ZO_SkillsAdvisorSuggestion_Gamepad_SkillRow", 60, function(...) self:GamepadSingleLineAbilityEntryTemplateSetup(...) end)
    ZO_ScrollList_AddDataType(self.list, SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, "ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryHeader", 50, function(...) self:SkillsAdvisorSuggestionsTextDisplayTemplateSetup(...) end)
    ZO_ScrollList_AddDataType(self.list, SKILLS_ADVISOR_SUGGESTIONS_TEXT, "ZO_SkillsAdvisorSuggestions_Gamepad_MenuEntryText", 100, function(...) self:SkillsAdvisorSuggestionsTextDisplayTemplateSetup(...) end)
    ZO_ScrollList_SetTypeSelectable(self.list, SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, false)
    ZO_ScrollList_SetTypeCategoryHeader(self.list, SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, true)
    ZO_ScrollList_SetTypeSelectable(self.list, SKILLS_ADVISOR_SUGGESTIONS_TEXT, false)
    SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT = ZO_FadeSceneFragment:New(control)
    SKILLS_ADVISOR_SUGGESTIONS_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 SkillsAdvisorSuggestions_Gamepad:OnShowing()
    self:RefreshData()
    self:UpdateTooltip()
end
function SkillsAdvisorSuggestions_Gamepad:OnHidden()
    self:Deactivate()
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
end
function SkillsAdvisorSuggestions_Gamepad:IsShowing()
    return SKILLS_ADVISOR_SUGGESTIONS_GAMEPAD_FRAGMENT:IsShowing()
end
function SkillsAdvisorSuggestions_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)
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripRightDescriptor, self.keybindStripId)
end
function SkillsAdvisorSuggestions_Gamepad:Deactivate()
    ZO_SortFilterList_Gamepad.Deactivate(self)
    self:UpdateTooltip()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor, self.keybindStripId)
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripRightDescriptor, self.keybindStripId)
    KEYBIND_STRIP:PopKeybindGroupState()
    self.keybindStripId = nil
end
function SkillsAdvisorSuggestions_Gamepad:OnSelectionChanged(oldData, newData)
    ZO_SortFilterList_Gamepad.OnSelectionChanged(self, oldData, newData)
    self:UpdateTooltip()
end
function SkillsAdvisorSuggestions_Gamepad:InitializeKeybinds()
    self.keybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback =  function()
                ZO_SKILLS_ADVISOR_SINGLETON:OnRequestSelectSkillLine()
            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 Skill Advisor 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 Skill Advisor 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()
        PlaySound(SOUNDS.GAMEPAD_MENU_BACK)
        GAMEPAD_SKILLS:SetMode(ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE)
    end
    local keybindCount = #self.keybindStripDescriptor
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON, Back)
    self.keybindStripRightDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_RIGHT,
        {   
            name = GetString(SI_SKILLS_ADVISOR_GAMEPAD_OPEN_ADVISOR_SETTINGS),
            keybind = "UI_SHORTCUT_LEFT_STICK",
            sound = SOUNDS.SKILLS_ADVISOR_SELECT,
            visible =  function() return true end,
            callback = function() 
                SCENE_MANAGER:Push("gamepad_skills_advisor_build_selection_root")
            end,
        }
    }
end
function SkillsAdvisorSuggestions_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 then
                local SHOW_RANK_NEEDED_LINE = true
                GAMEPAD_TOOLTIPS:LayoutSkillProgression(GAMEPAD_RIGHT_TOOLTIP, selectedData.skillProgressionData, SHOW_RANK_NEEDED_LINE)
                return
            end
        end
        GAMEPAD_TOOLTIPS:LayoutSkillBuild(GAMEPAD_RIGHT_TOOLTIP, ZO_SKILLS_ADVISOR_SINGLETON:GetSelectedSkillBuildId())
        GAMEPAD_TOOLTIPS:ShowBg(GAMEPAD_RIGHT_TOOLTIP)
    end
end
function SkillsAdvisorSuggestions_Gamepad:BuildMasterList()
    -- intended to be overriden
    -- should build the master list of data that is later filtered by FilterScrollList
end
function SkillsAdvisorSuggestions_Gamepad:FilterScrollList()
    -- intended to be overriden
    -- should take the master list data and filter it
end
do
    local function AddEntry(scrollData, skillProgressionData)
        local name = skillProgressionData:IsPassive() and skillProgressionData:GetFormattedNameWithRank() or skillProgressionData:GetFormattedName()
        local entryData = ZO_GamepadEntryData:New(name, skillProgressionData:GetIcon())
        entryData.skillProgressionData = skillProgressionData
        entryData.narrationText = function()
            local narrations = {}
            if entryData.headerNarrationText then
                ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(entryData.headerNarrationText))
            end
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(name))
            return narrations
        end
        table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_DATA, entryData))
        return entryData
    end
    function SkillsAdvisorSuggestions_Gamepad:SortScrollList()
        local previouslySelectedData = self:GetSelectedData()
        local previouslySelectedSkillProgressionData = previouslySelectedData and previouslySelectedData.skillProgressionData
        local reselectData = nil
        ZO_ScrollList_Clear(self.list)
        local scrollData = ZO_ScrollList_GetDataList(self.list)
        local availableHeaderData = ZO_GamepadEntryData:New(GetString(SI_SKILLS_ADVISOR_ADVISED_TITLE))
        table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, availableHeaderData))
        local availableAbilities = ZO_SKILLS_ADVISOR_SINGLETON:GetAvailableAbilityList()
        if #availableAbilities > 0 then
            for i, skillProgressionData in ipairs(availableAbilities) do
                local entryData = AddEntry(scrollData, skillProgressionData)
                -- Since the heading itself can't be selected, include the heading text as part of the narration for the first entry in this section
                if i == 1 then
                    entryData.headerNarrationText = GetString(SI_SKILLS_ADVISOR_ADVISED_TITLE)
                end
                if previouslySelectedSkillProgressionData == skillProgressionData then
                    reselectData = entryData
                end
            end
        else
            local textData = ZO_GamepadEntryData:New(GetString(SI_SKILLS_ADVISOR_NO_ADVISED_ABILITIES_DESCRIPTION))
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_TEXT, textData))
        end
        local purchasedAbilities = ZO_SKILLS_ADVISOR_SINGLETON:GetPurchasedAbilityList()
        if #purchasedAbilities > 0 then
            local purchasedHeaderData = ZO_GamepadEntryData:New(GetString(SI_SKILLS_ADVISOR_PURCHASED_TITLE))
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILLS_ADVISOR_SUGGESTIONS_HEADER_DATA, purchasedHeaderData))
            for i, skillProgressionData in ipairs(purchasedAbilities) do
                local entryData = AddEntry(scrollData, skillProgressionData)
                -- Since the heading itself can't be selected, include the heading text as part of the narration for the first entry in this section
                if i == 1 then
                    entryData.headerNarrationText = GetString(SI_SKILLS_ADVISOR_PURCHASED_TITLE)
                end
                if previouslySelectedSkillProgressionData == skillProgressionData then
                    reselectData = entryData
                end
            end
        end
        ZO_ScrollList_Commit(self.list)
        if reselectData then
            ZO_ScrollList_SelectDataAndScrollIntoView(self.list, reselectData)
        end
    end
end
function SkillsAdvisorSuggestions_Gamepad:GamepadSingleLineAbilityEntryTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    ZO_GamepadSkillEntryTemplate_Setup(control, data, selected, activated, ZO_SKILL_ABILITY_DISPLAY_VIEW)
end
function SkillsAdvisorSuggestions_Gamepad:SkillsAdvisorSuggestionsTextDisplayTemplateSetup(control, data, selected, reselectingDuringRebuild, enabled, active)
    control.label:SetText(data.text)
end
function SkillsAdvisorSuggestions_Gamepad:SetSelectSkillData(skillData)
    self.selectSkillData = skillData
end
function SkillsAdvisorSuggestions_Gamepad:GetSelectSkillData()
    return self.selectSkillData
end
-- Overridden from base
function SkillsAdvisorSuggestions_Gamepad:GetHeaderNarration()
    return SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_SKILLS_ADVISOR_TITLE))
end
function SkillsAdvisorSuggestions_Gamepad:GetNarrationText()
    local selectedData = self:GetSelectedData()
    if selectedData and selectedData.narrationText then
        return selectedData.narrationText(selectedData)
    end
end
-----------------------------
-- XML Functions
-----------------------------
    control.label = control:GetNamedChild("Label")
end
end
    ZO_GAMEPAD_SKILLS_ADVISOR_SUGGESTIONS_WINDOW = SkillsAdvisorSuggestions_Gamepad:New(control)
end