Back to Home

ESO Lua File v101041

ingame/skills/gamepad/skillscomponents_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
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
do
    local POINT_ACTION_TEXTURES =
    {
        [ZO_SKILL_POINT_ACTION.PURCHASE] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds",
        [ZO_SKILL_POINT_ACTION.SELL] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds",
        [ZO_SKILL_POINT_ACTION.INCREASE_RANK] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds",
        [ZO_SKILL_POINT_ACTION.DECREASE_RANK] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds",
        [ZO_SKILL_POINT_ACTION.MORPH] = "EsoUI/Art/Progression/Gamepad/gp_morph.dds",
        [ZO_SKILL_POINT_ACTION.UNMORPH] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds",
        [ZO_SKILL_POINT_ACTION.REMORPH] = "EsoUI/Art/Progression/Gamepad/gp_remorph.dds",
    }
    function ZO_Skills_GetGamepadSkillPointActionIcon(skillPointAction)
        return POINT_ACTION_TEXTURES[skillPointAction]
    end
end
function ZO_GamepadSkillLineXpBar_Setup(skillLineData, xpBar, nameControl, noWrap)
    local formattedName = skillLineData:GetFormattedName()
    local advised = skillLineData:IsAdvised()
    local lastXP, nextXP, currentXP = skillLineData:GetRankXPValues() 
    if skillLineData:IsAvailable() then
        local skillLineRank = skillLineData:GetCurrentRank()
        ZO_SkillInfoXPBar_SetValue(xpBar, skillLineRank, lastXP, nextXP, currentXP, noWrap)
    elseif skillLineData:IsAdvised() then
        local RANK_NOT_SHOWN = 1
        local CURRENT_XP_NOT_SHOWN = 0
        ZO_SkillInfoXPBar_SetValue(xpBar, RANK_NOT_SHOWN, lastXP, nextXP, CURRENT_XP_NOT_SHOWN, noWrap)
    end
    if nameControl then
        nameControl:SetText(formattedName)
    end
end
function ZO_GamepadSkillLineEntryTemplate_Setup(control, skillLineEntry, selected, activated)
    local skillLineData = skillLineEntry.skillLineData
    local xpBar = control.barContainer.xpBar
    local noWrap = false
    if xpBar.skillLineData ~= skillLineData then
        xpBar.skillLineData = skillLineData
        xpBar:Reset()
        noWrap = true
    end
    local NO_NAME_CONTROL = nil
    ZO_GamepadSkillLineXpBar_Setup(skillLineData, xpBar, NO_NAME_CONTROL, noWrap)
    control.barContainer:SetHidden(not selected)
end
    xpBar:GetControl():GetParent().rank:SetText(rank)
end
    local skillData = skillEntry.skillData
    
    --Derive the progression specific info from the point allocator progression. This is done here so we can just do a RefreshVisible when the point allocator changes.
    local skillPointAllocator = skillData:GetPointAllocator()
    local skillProgressionData = skillPointAllocator:GetProgressionData()
    skillEntry:SetText(skillProgressionData:GetDetailedGamepadName())
    skillEntry:ClearIcons()
    skillEntry:AddIcon(skillProgressionData:GetIcon())
    if skillEntry.isPreview then
        local color = skillPointAllocator:IsPurchased() and ZO_SELECTED_TEXT or ZO_DISABLED_TEXT
        skillEntry:SetNameColors(color, color)
    end
end
do
    local function SetupAbilityIconFrame(control, isPassive, isActive, isAdvised)
        local iconTexture = control.icon
        local DOUBLE_FRAME_THICKNESS = 9
        local SINGLE_FRAME_THICKNESS = 5
        --Circle Frame (Passive)
        local circleFrameTexture = control.circleFrame
        if circleFrameTexture then
            if isPassive then
                circleFrameTexture:SetHidden(false)
                local frameOffsetFromIcon
                if isAdvised then
                    frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
                    circleFrameTexture:SetTexture("EsoUI/Art/SkillsAdvisor/gamepad/gp_passiveDoubleFrame_64.dds")
                else
                    frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
                    circleFrameTexture:SetTexture("EsoUI/Art/Miscellaneous/Gamepad/gp_passiveFrame_64.dds")
                end
                circleFrameTexture:ClearAnchors()
                circleFrameTexture:SetAnchor(TOPLEFT, iconTexture, TOPLEFT, -frameOffsetFromIcon, -frameOffsetFromIcon)
                circleFrameTexture:SetAnchor(BOTTOMRIGHT, iconTexture, BOTTOMRIGHT, frameOffsetFromIcon, frameOffsetFromIcon)
            else
                control.circleFrame:SetHidden(true)
            end
        end
        --Edge Frame (Active)
        local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH = 128
        local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT = 16
        local edgeFrameBackdrop = control.edgeFrame
        if isActive then
            edgeFrameBackdrop:SetHidden(false)
            local frameOffsetFromIcon
            if isAdvised then 
                frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
                edgeFrameBackdrop:SetEdgeTexture("EsoUI/Art/SkillsAdvisor/gamepad/edgeDoubleframeGamepadBorder.dds", SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH, SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT)
            else
                frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
                edgeFrameBackdrop:SetEdgeTexture("EsoUI/Art/Miscellaneous/Gamepad/edgeframeGamepadBorder.dds", SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH, SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT)
            end
            edgeFrameBackdrop:ClearAnchors()
            edgeFrameBackdrop:SetAnchor(TOPLEFT, iconTexture, TOPLEFT, -frameOffsetFromIcon, -frameOffsetFromIcon)
            edgeFrameBackdrop:SetAnchor(BOTTOMRIGHT, iconTexture, BOTTOMRIGHT, frameOffsetFromIcon, frameOffsetFromIcon)
        else
            edgeFrameBackdrop:SetHidden(true)
        end
    end
    local function SetBindingTextForSkill(keybindLabel, skillData, overrideSlotIndex, overrideHotbar)
        ZO_Keybindings_UnregisterLabelForBindingUpdate(keybindLabel)
        --The spot where the keybind goes is occupied by the decrease button in the respec modes
        if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillData:IsActive() then
            local actionSlotIndex = overrideSlotIndex or skillData:GetSlotOnCurrentHotbar()
            if actionSlotIndex then
                local hotbarCategory = overrideHotbar or ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory()
                local keyboardActionName, gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetKeyboardAndGamepadActionNameForSlot(actionSlotIndex, hotbarCategory)
                local HIDE_UNBOUND = false
                ZO_Keybindings_RegisterLabelForBindingUpdate(keybindLabel, keyboardActionName, HIDE_UNBOUND, gamepadActionName)
                local keybindWidth = 50 -- width assuming a single keybind
                if ACTION_BAR_ASSIGNMENT_MANAGER:IsUltimateSlot(actionSlotIndex) then
                    keybindWidth = 90 -- double keybind width (RB+LB)
                end
                keybindLabel:SetHidden(false)
                return keybindWidth
            end
        end
        keybindLabel:SetHidden(true)
        -- other controls depend on the keybind width for layout so let's reset its size too
        keybindLabel:SetText("")
        return 0
    end
    local function SetupIndicatorsForSkill(leftIndicator, rightIndicator, skillData, showIncrease, showDecrease, showNew)
        local indicatorRightWidth = 0
        --If we don't have a left indicator then we aren't going to have a right indicator either, so exit the function
        if not leftIndicator then
            return indicatorRightWidth
        end
        local skillPointAllocator = skillData:GetPointAllocator()
        local increaseMultiIcon
        local decreaseMultiIcon
        if rightIndicator == nil then
            increaseMultiIcon = leftIndicator
            decreaseMultiIcon = leftIndicator
            leftIndicator:ClearIcons()
        elseif SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            increaseMultiIcon = rightIndicator
            decreaseMultiIcon = leftIndicator
            leftIndicator:ClearIcons()
            rightIndicator:ClearIcons()
        else
            increaseMultiIcon = leftIndicator
            decreaseMultiIcon = rightIndicator
            leftIndicator:ClearIcons()
            rightIndicator:ClearIcons()
        end
        --Increase (Morph, Purchase, Increase Rank) Icon
        local increaseAction = ZO_SKILL_POINT_ACTION.NONE
        if showIncrease then
            increaseAction = skillPointAllocator:GetIncreaseSkillAction()
        elseif isMorph then
            -- this is used more as an indicator that this skill has been morphed, than an indicator that you _should_ morph it
            increaseAction = ZO_SKILL_POINT_ACTION.MORPH
        end
        if increaseAction ~= ZO_SKILL_POINT_ACTION.NONE then
            increaseMultiIcon:AddIcon(ZO_Skills_GetGamepadSkillPointActionIcon(increaseAction))
        end
        --Decrease (Unmorph, Sell, Decrease Rank)
        if showDecrease then
            local decreaseAction = skillPointAllocator:GetDecreaseSkillAction()
            if decreaseAction ~= ZO_SKILL_POINT_ACTION.NONE then
                decreaseMultiIcon:AddIcon(ZO_Skills_GetGamepadSkillPointActionIcon(decreaseAction))
            end
            --Always carve out space for the decrease icon even if it isn't active so the name doesn't dance around as it appears and disappears
            indicatorRightWidth = 40
        end
        --New Indicator
        if showNew then
            if skillData:HasUpdatedStatus() then
                leftIndicator:AddIcon("EsoUI/Art/Inventory/newItem_icon.dds")
            end
        end
        leftIndicator:Show()
        if rightIndicator then
            rightIndicator:Show()
        end
        return indicatorRightWidth
    end
    local SKILL_ENTRY_LABEL_WIDTH = 289
    function ZO_GamepadSkillEntryTemplate_Setup(control, skillEntry, selected, activated, displayView)
        --Some skill entries want to target a specific progression data (such as the morph dialog showing two specific morphs). Otherwise they use the skill progression that matches the current point spending.
        local skillData = skillEntry.skillData or skillEntry.skillProgressionData:GetSkillData()
        local skillProgressionData = skillEntry.skillProgressionData or skillData:GetPointAllocatorProgressionData()
        local skillPointAllocator = skillData:GetPointAllocator()
        local isUnlocked = skillProgressionData:IsUnlocked()
        local isMorph = skillData:IsActive() and skillProgressionData:IsMorph()
        local isPurchased = skillPointAllocator:IsPurchased()
        local isInSkillBuild = skillProgressionData:IsAdvised()
        --Icon
        local iconTexture = control.icon
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            if isPurchased then
                iconTexture:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
            else
                iconTexture:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
            end
        end
        SetupAbilityIconFrame(control, skillData:IsPassive(), skillData:IsActive(), isInSkillBuild)
        --Label Color
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            if not skillEntry.isPreview and isPurchased then
                control.label:SetColor((selected and PURCHASED_COLOR or PURCHASED_UNSELECTED_COLOR):UnpackRGBA())
            end
        else
            control.label:SetColor(PURCHASED_COLOR:UnpackRGBA())
        end    
        --Lock Icon
        if control.lock then
            control.lock:SetHidden(isUnlocked)
        end
        local labelWidth = SKILL_ENTRY_LABEL_WIDTH
        
        local showIncrease = (displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE)
        local showDecrease = SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease()
        local showNew = (displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE)
        local indicatorWidth = SetupIndicatorsForSkill(control.leftIndicator, control.rightIndicator, skillData, showIncrease, showDecrease, showNew)
        labelWidth = labelWidth - indicatorWidth
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            --Current Binding Text
            if control.keybind then
                local keybindWidth = SetBindingTextForSkill(control.keybind, skillData)
                labelWidth = labelWidth - keybindWidth
            end
        end
        --Size the label to allow space for the keybind and decrease icon
        control.label:SetWidth(labelWidth)
    end
    function ZO_GamepadCompanionSkillEntryTemplate_Setup(control, skillEntry, selected, activated, displayView)
        local skillData = skillEntry.skillData
        local skillProgressionData = skillData:GetPointAllocatorProgressionData()
        local skillPointAllocator = skillData:GetPointAllocator()
        local isUnlocked = skillProgressionData:IsUnlocked()
        local isPurchased = skillPointAllocator:IsPurchased()
        --Icon
        local iconTexture = control.icon
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            if isPurchased then
                iconTexture:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
            else
                iconTexture:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
            end
        end
        local NOT_ADVISED = false
        SetupAbilityIconFrame(control, skillData:IsPassive(), skillData:IsActive(), NOT_ADVISED)
        --Label Color
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            if not skillEntry.isPreview and isPurchased then
                control.label:SetColor((selected and PURCHASED_COLOR or PURCHASED_UNSELECTED_COLOR):UnpackRGBA())
            end
        else
            control.label:SetColor(PURCHASED_COLOR:UnpackRGBA())
        end    
        --Lock Icon
        if control.lock then
            control.lock:SetHidden(isUnlocked)
        end
        local labelWidth = SKILL_ENTRY_LABEL_WIDTH
        local DONT_SHOW_INCREASE = false
        local DONT_SHOW_DECREASE = false
        local SHOW_NEW = true
        local indicatorWidth = SetupIndicatorsForSkill(control.leftIndicator, control.rightIndicator, skillData, DONT_SHOW_INCREASE, DONT_SHOW_DECREASE, SHOW_NEW)
        labelWidth = labelWidth - indicatorWidth
        if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
            --Current Binding Text
            if control.keybind then
                local keybindWidth = SetBindingTextForSkill(control.keybind, skillData)
                labelWidth = labelWidth - keybindWidth
            end
        end
        --Size the label to allow space for the keybind and decrease icon
        control.label:SetWidth(labelWidth)
    end
    function ZO_GamepadArmorySkillEntryTemplate_Setup(control, skillProgressionData, slotIndex, hotbar)
        --Icon
        local iconTexture = control.icon
        iconTexture:SetTexture(skillProgressionData:GetIcon())
        iconTexture:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
        local DONT_SHOW_ADVISED = false
        SetupAbilityIconFrame(control, skillProgressionData.skillData:IsPassive(), skillProgressionData.skillData:IsActive(), DONT_SHOW_ADVISED)
        --Label
        control.label:SetText(skillProgressionData:GetDetailedGamepadName())
        control.label:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
        --Lock Icon
        control.lock:SetHidden(skillProgressionData:IsUnlocked())
        local labelWidth = SKILL_ENTRY_LABEL_WIDTH
        local keybindWidth = SetBindingTextForSkill(control.keybind, skillProgressionData.skillData, slotIndex, hotbar)
        labelWidth = labelWidth - keybindWidth
        --Size the label to allow space for the keybind
        control.label:SetWidth(labelWidth)
    end
    function ZO_GamepadSkillEntryPreviewRow_Setup(control, skillData, overrideSlotIndex, overrideHotbar)
        local skillProgressionData = skillData:GetPointAllocatorProgressionData()
        local skillPointAllocator = skillData:GetPointAllocator()
        local isUnlocked = skillProgressionData:IsUnlocked()
        local isPurchased = overrideHotbar ~= nil or skillPointAllocator:IsPurchased()
        local isMorph = skillData:IsPlayerSkill() and skillData:IsActive() and skillProgressionData:IsMorph()
        --Icon
        local iconTexture = control.icon
        iconTexture:SetTexture(skillProgressionData:GetIcon())
        if isPurchased then
            iconTexture:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
        else
            iconTexture:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
        end
        SetupAbilityIconFrame(control, skillData:IsPassive(), skillData:IsActive(), skillProgressionData:IsAdvised())
        --Label
        control.label:SetText(skillProgressionData:GetDetailedGamepadName())
        local color = isPurchased and ZO_SELECTED_TEXT or ZO_DISABLED_TEXT
        control.label:SetColor(color:UnpackRGBA())
        --Lock Icon
        control.lock:SetHidden(isUnlocked)
        -- indicator
        local labelWidth = SKILL_ENTRY_LABEL_WIDTH
        local NO_RIGHT_INDICATOR = nil
        local SHOW_INCREASE = true
        local showDecrease = SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease()
        local SHOW_NEW = true
        local indicatorWidth = SetupIndicatorsForSkill(control.leftIndicator, NO_RIGHT_INDICATOR, skillData, SHOW_INCREASE, showDecrease, SHOW_NEW)
        labelWidth = labelWidth - indicatorWidth
        local keybindWidth = SetBindingTextForSkill(control.keybind, skillData, overrideSlotIndex, overrideHotbar)
        labelWidth = labelWidth - keybindWidth
        --Size the label to allow space for the keybind and decrease icon
        control.label:SetWidth(labelWidth)
    end
end