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ESO Lua File v101044

ingame/leveluprewards/gamepad/leveluprewardsupcoming_gamepad.lua

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ZO_LevelUpRewardsUpcoming_Gamepad = ZO_LevelUpRewardsUpcoming_Base:Subclass()
function ZO_LevelUpRewardsUpcoming_Gamepad:New(...)
    return ZO_LevelUpRewardsUpcoming_Base.New(self, ...)
end
function ZO_LevelUpRewardsUpcoming_Gamepad:Initialize(control)
    ZO_LevelUpRewardsUpcoming_Base.Initialize(self, control, "ZO_UpcomingLevelUpRewards_GamepadRewardEntry")
    ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT = ZO_SimpleSceneFragment:New(control)
    ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT:RegisterCallback("StateChange",
                                                function(oldState, newState)
                                                    if newState == SCENE_FRAGMENT_SHOWING then
                                                        self:OnShowing()
                                                    end
                                                end)
end
function ZO_LevelUpRewardsUpcoming_Gamepad:OnShowing()
end
function ZO_LevelUpRewardsUpcoming_Gamepad:LayoutReward(data, rewardContainer, previousControl)
    local rewardControl = self:AcquireRewardControl()
    local icon = data:GetGamepadLootIcon()
    if icon then
        rewardControl.iconControl:SetTexture(icon)
        rewardControl.iconControl:SetHidden(false)
    else
        rewardControl.iconControl:SetHidden(true)
    end
    local name = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingRewardNameFromRewardData(data)
    rewardControl.nameControl:SetText(name)
    rewardControl.narrationText = name
    local rewardType = data:GetRewardType()
    if rewardType then
        local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, data:GetItemDisplayQuality())
        rewardControl.nameControl:SetColor(r, g, b, 1)
    else
        local r, g, b = ZO_NORMAL_TEXT:UnpackRGB()
        rewardControl.nameControl:SetColor(r, g, b, 1)
    end
    rewardControl:SetParent(rewardContainer.rewardsContainer)
    if previousControl then
        rewardControl:SetAnchor(TOPLEFT, previousControl, BOTTOMLEFT, 0, 5)
    else
        rewardControl:SetAnchor(TOPLEFT, rewardContainer.rewardsContainer, TOPLEFT, 0, 10)
    end
    return rewardControl
end
function ZO_LevelUpRewardsUpcoming_Gamepad:LayoutRewardsForLevel(level, levelRewards, rewardContainer)
    ZO_LevelUpRewardsUpcoming_Base.LayoutRewardsForLevel(self, level, levelRewards, rewardContainer)
    local previousControl = nil
    local attributePoints = GetAttributePointsAwardedForLevel(level)
    if attributePoints > 0 then
        local attributeData = ZO_LEVEL_UP_REWARDS_MANAGER:GetAttributePointEntryInfo(attributePoints)
        local attributeControl = self:LayoutReward(attributeData, rewardContainer, previousControl)
        previousControl = attributeControl
    end
    local skillPoints = GetSkillPointsAwardedForLevel(level)
    if skillPoints > 0 then
        local skillPointData = ZO_LEVEL_UP_REWARDS_MANAGER:GetSkillPointEntryInfo(skillPoints)
        local skillControl = self:LayoutReward(skillPointData, rewardContainer, previousControl)
        previousControl = skillControl
    end
    for i, reward in ipairs(levelRewards) do
        if reward:IsValidReward() then
            local rewardControl = self:LayoutReward(reward, rewardContainer, previousControl)
            previousControl = rewardControl
        end
    end
end
function ZO_LevelUpRewardsUpcoming_Gamepad:Show()
    if not self:IsShowing() then
        SCENE_MANAGER:AddFragment(ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT)
        SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
    end
end
function ZO_LevelUpRewardsUpcoming_Gamepad:Hide()
    if self:IsShowing() then
        SCENE_MANAGER:RemoveFragment(ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT)
        SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
        self:ReleaseAllRewardControls()
    end
end
function ZO_LevelUpRewardsUpcoming_Gamepad:IsShowing()
    return ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT:IsShowing()
end
function ZO_LevelUpRewardsUpcoming_Gamepad:GetNarrationText()
    local narrations = {}
    -- Header
    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_LEVEL_UP_REWARDS_UPCOMING_REWARDS_HEADER)))
    -- Next level rewards
    local nextRewardLevel = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingRewardLevel()
    local isNextRewardLevelMilestone = IsLevelUpRewardMilestoneForLevel(nextRewardLevel)
    if isNextRewardLevelMilestone then
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER, nextRewardLevel)))
    else
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_LEVEL_UP_REWARDS_NEXT_LEVEL_REWARD_HEADER)))
    end
    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(nextLevelTitle))
    local milestoneRewards = {}
    for _, reward in self.rewardPool:ActiveObjectIterator() do
        if reward:GetParent() == self.nextLevelContainer.rewardsContainer then
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(reward.narrationText))
        else
            table.insert(milestoneRewards, reward)
        end
    end
    if not isNextRewardLevelMilestone then
        -- Next milestone rewards; if the next level is the next milestone, we skip this
        local nextMilestoneRewardLevel = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingMilestoneRewardLevel()
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER, nextMilestoneRewardLevel)))
        for _, reward in ipairs(milestoneRewards) do
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(reward.narrationText))
        end
    end
    return narrations
end
--
--[[ XML Handlers ]]--
--
    ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS = ZO_LevelUpRewardsUpcoming_Gamepad:New(control)
end