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ESO Lua File v101036

ingame/contextual/contextual.lua

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local FADE_OUT_DELAY = 3000
local FADE_IN_TIME = 250
local FADE_OUT_TIME = 750
local g_hasValidTarget = false
local g_isMousedOver = false
local g_showActionBarSetting = tonumber(GetSetting(SETTING_TYPE_UI, UI_SETTING_SHOW_ACTION_BAR))
local g_actionBarReferences = 0
local g_actionBarHasAnAction = false
local g_holdingForFadeOut = false
local INSTANT = true
local ANIMATED = false
local function ShouldActionBarShow()
    if g_showActionBarSetting == ACTION_BAR_SETTING_CHOICE_ON then
        return true
    elseif g_showActionBarSetting == ACTION_BAR_SETTING_CHOICE_OFF then
        return false
    else
        local actionBarIsRelevant = g_hasValidTarget or g_isMousedOver or g_actionBarReferences > 0
        if g_actionBarHasAnAction and actionBarIsRelevant then
            return true
        else
            return false
        end
    end
end
local function GetAnimationTimes(speed)
    local fadeInTime = speed == ANIMATED and FADE_IN_TIME or 0
    local fadeOutTime = speed == ANIMATED and FADE_OUT_TIME or 0
    return fadeInTime, fadeOutTime
end
local function SetShouldntShow(speed)
    local fadeInTime, fadeOutTime = GetAnimationTimes(speed)
    g_holdingForFadeOut = false
    ACTION_BAR_FRAGMENT:SetHiddenForReason("ShouldntShow", true, fadeInTime, fadeOutTime)
    EVENT_MANAGER:UnregisterForUpdate("ZO_Contextual")
end
local function SetShouldntShowAnimated()
    SetShouldntShow(ANIMATED)
end
local function UpdateFadeState(speed)
    local fadeInTime, fadeOutTime = GetAnimationTimes(speed)
    if ShouldActionBarShow() then
        ACTION_BAR_FRAGMENT:SetHiddenForReason("ShouldntShow", false, fadeInTime, fadeOutTime)
        if g_holdingForFadeOut then
            g_holdingForFadeOut = false
            EVENT_MANAGER:UnregisterForUpdate("ZO_Contextual")
        end
    else
        --only wait to set the hidden reason if we're animating and the bar is actually showing
        if speed == ANIMATED and not ACTION_BAR_FRAGMENT:IsHidden() then
            if not g_holdingForFadeOut then
                g_holdingForFadeOut = true
                EVENT_MANAGER:RegisterForUpdate("ZO_Contextual", FADE_OUT_DELAY, SetShouldntShowAnimated)
            end
        else
            SetShouldntShow(INSTANT)
        end
    end
end
local function OnPlayerCombatState(eventCode, inCombat)
    if inCombat then
    else
    end
end
local function OnInterfaceSettingChanged(eventCode, settingType, settingId)
    if settingType == SETTING_TYPE_UI then
        if settingId == UI_SETTING_SHOW_ACTION_BAR then
            g_showActionBarSetting = tonumber(GetSetting(SETTING_TYPE_UI, UI_SETTING_SHOW_ACTION_BAR))
            UpdateFadeState(INSTANT)
        end
    end
end
local function RefreshActionBarHasAnAction()
    local hadAnAction = g_actionBarHasAnAction
    g_actionBarHasAnAction = ZO_ActionBar_HasAnyActionSlotted()
    return hadAnAction ~= g_actionBarHasAnAction
end
local function RefreshHasValidTarget()
    local hadValidTarget = g_hasValidTarget
    g_hasValidTarget = false
    if DoesUnitExist("reticleover") then
        local reaction = GetUnitReaction("reticleover")
        if IsUnitAttackable("reticleover") and reaction ~= UNIT_REACTION_NEUTRAL then
            g_hasValidTarget = true
        else
            if reaction == UNIT_REACTION_FRIENDLY or reaction == UNIT_REACTION_PLAYER_ALLY or IsUnitFriendlyFollower("reticleover") then
                local currentHealth, maxHealth = GetUnitPower("reticleover", COMBAT_MECHANIC_FLAGS_HEALTH)
                if currentHealth < maxHealth then
                    g_hasValidTarget = true
                end
            end
        end
    end
    return hadValidTarget ~= g_hasValidTarget
end
local function OnReticleTargetChanged()
    if RefreshHasValidTarget() then
        UpdateFadeState(ANIMATED)
    end
end
local function OnPowerUpdate(eventCode, unitTag, powerIndex, powerType)
    if RefreshHasValidTarget() then
        UpdateFadeState(ANIMATED)
    end
end
local function OnSlotsUpdated()
    if RefreshActionBarHasAnAction() then
        UpdateFadeState(ANIMATED)
    end
end
    g_isMousedOver = true
    UpdateFadeState(ANIMATED)
end
    if g_isMousedOver and not MouseIsOver(control) then
        g_isMousedOver = false
        UpdateFadeState(ANIMATED)
    end
end
    g_actionBarReferences = g_actionBarReferences + 1
    UpdateFadeState(ANIMATED)
end
    g_actionBarReferences = g_actionBarReferences - 1
    UpdateFadeState(ANIMATED)
end
    CONTEXTUAL_ACTION_BAR_AREA_FRAGMENT = ZO_HUDFadeSceneFragment:New(self)
    ACTION_BAR_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if(newState == SCENE_FRAGMENT_HIDING and g_holdingForFadeOut) then
            SetShouldntShow(INSTANT)
        end
    end)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_ACTION_SLOT_UPDATED, OnSlotsUpdated)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_ACTION_SLOTS_ACTIVE_HOTBAR_UPDATED, OnSlotsUpdated)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_ACTION_SLOTS_ALL_HOTBARS_UPDATED, OnSlotsUpdated)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_PLAYER_ACTIVATED, OnSlotsUpdated)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_POWER_UPDATE, OnPowerUpdate)
    EVENT_MANAGER:AddFilterForEvent("ZO_Contextual", EVENT_POWER_UPDATE, REGISTER_FILTER_POWER_TYPE, COMBAT_MECHANIC_FLAGS_HEALTH, REGISTER_FILTER_UNIT_TAG, "reticleover")
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_RETICLE_TARGET_CHANGED, OnReticleTargetChanged)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_PLAYER_COMBAT_STATE, OnPlayerCombatState)
    EVENT_MANAGER:RegisterForEvent("ZO_Contextual", EVENT_INTERFACE_SETTING_CHANGED, OnInterfaceSettingChanged)
    local function Initialize()
        RefreshHasValidTarget()
        ACTION_BAR_FRAGMENT:SetHiddenForReason("ShouldntShow", true)
        UpdateFadeState(INSTANT)
    end
    CALLBACK_MANAGER:RegisterCallback("UnitFramesCreated", Initialize)
end