-- Point Allocation Dialogs -- local function InitializeKeyboardMorphDialog() local dialogControl = ZO_SkillsMorphDialog dialogControl.desc = dialogControl:GetNamedChild("Description") local baseAbility = dialogControl:GetNamedChild("BaseAbility") baseAbility.icon = baseAbility:GetNamedChild("Icon") --Hardcoded to four to hide the XP bar: this ability should always be max rank, so no need to show it. baseAbility.overrideRank = 4 dialogControl.baseAbility = baseAbility local morphAbility1 = dialogControl:GetNamedChild("MorphAbility1") morphAbility1.icon = morphAbility1:GetNamedChild("Icon") morphAbility1.selectedCallout = morphAbility1:GetNamedChild("SelectedCallout") morphAbility1.advised = false dialogControl.morphAbility1 = morphAbility1 local morphAbility2 = dialogControl:GetNamedChild("MorphAbility2") morphAbility2.icon = morphAbility2:GetNamedChild("Icon") morphAbility2.selectedCallout = morphAbility2:GetNamedChild("SelectedCallout") morphAbility2.advised = false dialogControl.morphAbility2 = morphAbility2 dialogControl.trackArrows = dialogControl:GetNamedChild("Track") dialogControl.confirmButton = dialogControl:GetNamedChild("Confirm") local function ClearMorphChoice() morphAbility1.selectedCallout:SetHidden(true) morphAbility2.selectedCallout:SetHidden(true) ZO_ActionSlot_SetUnusable(morphAbility1.icon, false) ZO_ActionSlot_SetUnusable(morphAbility2.icon, false) dialogControl.confirmButton:SetState(BSTATE_DISABLED) dialogControl.chosenMorphProgressionData = nil end local function ChooseMorph(morphSlot) local otherMorphSlot = morphSlot == morphAbility1 and morphAbility2 or morphAbility1 morphSlot.selectedCallout:SetHidden(false) otherMorphSlot.selectedCallout:SetHidden(true) ZO_ActionSlot_SetUnusable(morphSlot.icon, false) ZO_ActionSlot_SetUnusable(otherMorphSlot.icon, true) dialogControl.confirmButton:SetState(BSTATE_NORMAL) dialogControl.chosenMorphProgressionData = morphSlot.skillProgressionData end local function ConfirmWhenBatchSaving() if dialogControl.chosenMorphProgressionData and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then local skillPointAllocator = dialogControl.chosenMorphProgressionData:GetSkillData():GetPointAllocator() skillPointAllocator:Morph(dialogControl.chosenMorphProgressionData:GetMorphSlot()) local RELEASED_FROM_BUTTON_PRESS = true ZO_Dialogs_ReleaseDialog(dialogControl, RELEASED_FROM_BUTTON_PRESS) end end morphAbility1:SetHandler("OnClicked", ChooseMorph) morphAbility1:SetHandler("OnMouseDoubleClick", ConfirmWhenBatchSaving) morphAbility2:SetHandler("OnClicked", ChooseMorph) morphAbility2:SetHandler("OnMouseDoubleClick", ConfirmWhenBatchSaving) local function SetupMorphAbilityConfirmDialog(dialog, skillData) -- Passives cannot be morphed assert(not skillData:IsPassive()) local skillPointAllocator = skillData:GetPointAllocator() if skillPointAllocator:CanMorph() then local baseProgressionData = skillData:GetMorphData(MORPH_SLOT_BASE) local morph1ProgressionData = skillData:GetMorphData(MORPH_SLOT_MORPH_1) local morph2ProgressionData = skillData:GetMorphData(MORPH_SLOT_MORPH_2) dialog.desc:SetText(zo_strformat(SI_SKILLS_SELECT_MORPH, baseProgressionData:GetName())) baseAbility.skillProgressionData = baseProgressionData baseAbility.icon:SetTexture(baseProgressionData:GetIcon()) ZO_Skills_SetKeyboardAbilityButtonTextures(baseAbility) morphAbility1.skillProgressionData = morph1ProgressionData morphAbility1.icon:SetTexture(morph1ProgressionData:GetIcon()) ZO_Skills_SetKeyboardAbilityButtonTextures(morphAbility1) morphAbility1.showAdvice = true morphAbility1.advised = ZO_SKILLS_ADVISOR_SINGLETON:IsSkillProgressionDataInSelectedBuild(morph1ProgressionData) morphAbility2.skillProgressionData = morph2ProgressionData morphAbility2.icon:SetTexture(morph2ProgressionData:GetIcon()) ZO_Skills_SetKeyboardAbilityButtonTextures(morphAbility2) morphAbility2.showAdvice = true morphAbility2.advised = ZO_SKILLS_ADVISOR_SINGLETON:IsSkillProgressionDataInSelectedBuild(morph2ProgressionData) if skillPointAllocator:GetMorphSlot() == MORPH_SLOT_BASE then ClearMorphChoice() elseif skillPointAllocator:GetMorphSlot() == MORPH_SLOT_MORPH_1 then ChooseMorph(morphAbility1) else ChooseMorph(morphAbility2) end if morphAbility1.advised and not morphAbility2.advised then dialogControl.trackArrows:SetTexture("EsoUI/Art/SkillsAdvisor/morph_graphic_TOP.dds") elseif morphAbility2.advised and not morphAbility1.advised then dialogControl.trackArrows:SetTexture("EsoUI/Art/SkillsAdvisor/morph_graphic_BOTTOM.dds") else dialogControl.trackArrows:SetTexture("EsoUI/Art/Progression/morph_graphic.dds") morphAbility1.showAdvice = false morphAbility2.showAdvice = false end end end ZO_Dialogs_RegisterCustomDialog("MORPH_ABILITY_CONFIRM", { customControl = dialogControl, setup = SetupMorphAbilityConfirmDialog, title = { text = SI_SKILLS_MORPH_ABILITY, }, buttons = { [1] = { control = dialogControl:GetNamedChild("Confirm"), text = SI_SKILLS_MORPH_CONFIRM, callback = function(dialog) if dialog.chosenMorphProgressionData then local skillPointAllocator = dialog.chosenMorphProgressionData:GetSkillData():GetPointAllocator() skillPointAllocator:Morph(dialog.chosenMorphProgressionData:GetMorphSlot()) end end, }, [2] = { control = dialogControl:GetNamedChild("Cancel"), text = SI_CANCEL, } } }) end local function InitializeKeyboardConfirmDialog() local confirmDialogControl = ZO_SkillsConfirmDialog confirmDialogControl.abilityName = confirmDialogControl:GetNamedChild("AbilityName") confirmDialogControl.ability = confirmDialogControl:GetNamedChild("Ability") confirmDialogControl.ability.icon = confirmDialogControl.ability:GetNamedChild("Icon") local advisementLabel = confirmDialogControl:GetNamedChild("Advisement") advisementLabel:SetText(GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED)) advisementLabel:SetColor(ZO_SKILLS_ADVISOR_ADVISED_COLOR:UnpackRGBA()) confirmDialogControl.advisementLabel = advisementLabel local function SetupPurchaseAbilityConfirmDialog(dialog, skillProgressionData) if skillProgressionData:GetSkillData():GetPointAllocator():CanPurchase() then local dialogAbility = dialog.ability dialog.abilityName:SetText(skillProgressionData:GetFormattedName()) dialogAbility.skillProgressionData = skillProgressionData dialogAbility.icon:SetTexture(skillProgressionData:GetIcon()) ZO_Skills_SetKeyboardAbilityButtonTextures(dialogAbility) local hideAdvisement = ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or not skillProgressionData:IsAdvised() dialog.advisementLabel:SetHidden(hideAdvisement) end end ZO_Dialogs_RegisterCustomDialog("PURCHASE_ABILITY_CONFIRM", { customControl = confirmDialogControl, setup = SetupPurchaseAbilityConfirmDialog, title = { text = SI_SKILLS_CONFIRM_PURCHASE_ABILITY, }, buttons = { [1] = { control = confirmDialogControl:GetNamedChild("Confirm"), text = SI_SKILLS_UNLOCK_CONFIRM, callback = function(dialog) local skillProgressionData = dialog.data local skillPointAllocator = skillProgressionData:GetSkillData():GetPointAllocator() skillPointAllocator:Purchase() end, }, [2] = { control = confirmDialogControl:GetNamedChild("Cancel"), text = SI_CANCEL, } } }) end local function InitializeKeyboardUpgradeDialog() local upgradeDialogControl = ZO_SkillsUpgradeDialog upgradeDialogControl.desc = upgradeDialogControl:GetNamedChild("Description") upgradeDialogControl.baseAbility = upgradeDialogControl:GetNamedChild("BaseAbility") upgradeDialogControl.baseAbility.icon = upgradeDialogControl.baseAbility:GetNamedChild("Icon") upgradeDialogControl.upgradeAbility = upgradeDialogControl:GetNamedChild("UpgradeAbility") upgradeDialogControl.upgradeAbility.icon = upgradeDialogControl.upgradeAbility:GetNamedChild("Icon") local advisementLabel = upgradeDialogControl:GetNamedChild("Advisement") advisementLabel:SetText(GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED)) advisementLabel:SetColor(ZO_SKILLS_ADVISOR_ADVISED_COLOR:UnpackRGBA()) local function SetupUpgradeAbilityDialog(dialog, skillData) --Only passives upgrade assert(skillData:IsPassive()) local skillPointAllocator = skillData:GetPointAllocator() if skillPointAllocator:CanIncreaseRank() then local rank = skillPointAllocator:GetSkillProgressionKey() local skillProgressionData = skillData:GetRankData(rank) local nextSkillProgressionData = skillData:GetRankData(rank + 1) dialog.desc:SetText(zo_strformat(SI_SKILLS_UPGRADE_DESCRIPTION, skillProgressionData:GetName())) local baseAbility = dialog.baseAbility baseAbility.skillProgressionData = skillProgressionData baseAbility.icon:SetTexture(skillProgressionData:GetIcon()) ZO_Skills_SetKeyboardAbilityButtonTextures(baseAbility) local upgradeAbility = dialog.upgradeAbility upgradeAbility.skillProgressionData = nextSkillProgressionData upgradeAbility.icon:SetTexture(nextSkillProgressionData:GetIcon()) ZO_Skills_SetKeyboardAbilityButtonTextures(upgradeAbility) local hideAdvisement = ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or not skillData:IsAdvised() advisementLabel:SetHidden(hideAdvisement) end end ZO_Dialogs_RegisterCustomDialog("UPGRADE_ABILITY_CONFIRM", { customControl = upgradeDialogControl, setup = SetupUpgradeAbilityDialog, title = { text = SI_SKILLS_UPGRADE_ABILITY, }, buttons = { [1] = { control = upgradeDialogControl:GetNamedChild("Confirm"), text = SI_SKILLS_UPGRADE_CONFIRM, callback = function(dialog) local skillData = dialog.data local skillPointAllocator = skillData:GetPointAllocator() skillPointAllocator:IncreaseRank() end, }, [2] = { control = upgradeDialogControl:GetNamedChild("Cancel"), text = SI_CANCEL, } } }) end function ZO_InitializeKeyboardRespecConfirmationGoldDialog(control) local function SetupRespecConfirmationGoldDialog() local balance = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER) local cost = GetSkillRespecCost(SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) local balanceControl = control:GetNamedChild("Balance") ZO_CurrencyControl_SetSimpleCurrency(balanceControl, CURT_MONEY, balance, CURRENCY_OPTIONS) local costControl = control:GetNamedChild("Cost") ZO_CurrencyControl_SetSimpleCurrency(costControl, CURT_MONEY, cost, CURRENCY_OPTIONS) end ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_GOLD_KEYBOARD", { customControl = control, setup = SetupRespecConfirmationGoldDialog, title = { text = SI_SKILL_RESPEC_CONFIRM_DIALOG_TITLE, }, mainText = { text = SI_SKILL_RESPEC_CONFIRM_DIALOG_BODY_INTRO, }, buttons = { { keybind = "DIALOG_PRIMARY", control = control:GetNamedChild("Confirm"), text = SI_DIALOG_CONFIRM, callback = function() SKILLS_AND_ACTION_BAR_MANAGER:ApplyChanges() end, }, { keybind = "DIALOG_NEGATIVE", control = control:GetNamedChild("Cancel"), text = SI_DIALOG_CANCEL, }, } }) end local function InitializeKeyboardSkillRespecConfirmClearDialog() local control = ZO_SkillRespecConfirmClearDialog -- Radio buttons local skillLineRadioButton = control:GetNamedChild("SkillLineRadioButton") local skillLineRadioButtonLabel = skillLineRadioButton:GetNamedChild("Label") local allRadioButton = control:GetNamedChild("AllRadioButton") local radioButtonGroup = ZO_RadioButtonGroup:New() radioButtonGroup:Add(skillLineRadioButton) radioButtonGroup:Add(allRadioButton) control.radioButtonGroup = radioButtonGroup local function SetupSkillRespecConfirmClear(dialog, skillLineData) skillLineRadioButton.skillLineData = skillLineData skillLineRadioButtonLabel:SetText(skillLineData:GetFormattedName()) radioButtonGroup:SetClickedButton(skillLineRadioButton) end ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_KEYBOARD", { customControl = control, setup = SetupSkillRespecConfirmClear, title = { text = function() return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) end, }, mainText = { text = function() return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARCHOICEHEADERKEYBOARD", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) end }, buttons = { { keybind = "DIALOG_PRIMARY", control = control:GetNamedChild("Confirm"), text = SI_DIALOG_CONFIRM, callback = function() local selectedButton = radioButtonGroup:GetClickedButton() if selectedButton.skillLineData then SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnSkillLine(selectedButton.skillLineData) else SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnAllSkillLines() end end, }, { keybind = "DIALOG_NEGATIVE", control = control:GetNamedChild("Cancel"), text = SI_DIALOG_CANCEL, }, }, }) end -- Skill Manager -------------------- local SKILL_ABILITY_DATA = 1 local SKILL_HEADER_DATA = 2 ZO_SkillsManager = ZO_CallbackObject:Subclass() function ZO_SkillsManager:New(...) local manager = ZO_CallbackObject.New(self) manager:Initialize(...) return manager end function ZO_SkillsManager:Initialize(control) self.control = control SKILLS_FRAGMENT = ZO_FadeSceneFragment:New(control) KEYBOARD_SKILLS_SCENE = ZO_InteractScene:New("skills", SCENE_MANAGER, ZO_SKILL_RESPEC_INTERACT_INFO) self.showAdvisorInAdvancedMode = false self:InitializeControls() self:InitializeSkillLineList() self:InitializeSkillList() self:InitializeKeybindDescriptors() InitializeKeyboardMorphDialog() InitializeKeyboardConfirmDialog() InitializeKeyboardUpgradeDialog() InitializeKeyboardSkillRespecConfirmClearDialog() self:RegisterForEvents() end function ZO_SkillsManager:InitializeControls() local control = self.control self.availablePointsLabel = control:GetNamedChild("AvailablePoints") self.skyShardsLabel = control:GetNamedChild("SkyShards") self.advisedOverlay = ZO_Skills_SkillLineAdvisedOverlay:New(control:GetNamedChild("SkillLineAdvisedOverlay")) self.skillInfo = control:GetNamedChild("SkillInfo") self.assignableActionBar = ZO_KeyboardAssignableActionBar:New(control:GetNamedChild("AssignableActionBar")) end function ZO_SkillsManager:InitializeSkillLineList() local container = self.control:GetNamedChild("SkillLinesContainer") local skillLinesTree = ZO_Tree:New(container:GetNamedChild("ScrollChild"), 74, -10, 300) self.skillLineIdToNode = {} local function TreeHeaderSetup(node, control, skillTypeData, open) control.skillTypeData = skillTypeData control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE) control.text:SetText(skillTypeData:GetName()) local up, down, over = skillTypeData:GetKeyboardIcons() control.icon:SetTexture(open and down or up) control.iconHighlight:SetTexture(over) control.statusIcon:ClearIcons() if skillTypeData:AreAnySkillLinesNew() then control.statusIcon:AddIcon(ZO_KEYBOARD_NEW_ICON) end control.statusIcon:Show() ZO_IconHeader_Setup(control, open) end skillLinesTree:AddTemplate("ZO_SkillIconHeader", TreeHeaderSetup, nil, nil, nil, 0) local function TreeEntrySetup(node, control, skillLineData, open) if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then control:SetText(skillLineData:GetFormattedNameWithNumPointsAllocated()) else control:SetText(skillLineData:GetFormattedName()) end control.statusIcon:ClearIcons() if skillLineData:IsNew() or skillLineData:IsAdvised() then control.statusIcon:AddIcon(ZO_KEYBOARD_NEW_ICON) end control.statusIcon:Show() end local function TreeEntryOnSelected(control, skillLineData, selected, reselectingDuringRebuild) control:SetSelected(selected) if selected and not reselectingDuringRebuild then self:RefreshSkillLineInfo() self:RefreshActionbarState() skillLineData:ClearNew() self.skillListRefreshGroup:MarkDirty("List") self.skillListRefreshGroup:TryClean() end end skillLinesTree:AddTemplate("ZO_SkillsNavigationEntry", TreeEntrySetup, TreeEntryOnSelected) skillLinesTree:SetExclusive(true) skillLinesTree:SetOpenAnimation("ZO_TreeOpenAnimation") local skillLinesTreeRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) skillLinesTreeRefreshGroup:AddDirtyState("List", function() self:RebuildSkillLineList() end) skillLinesTreeRefreshGroup:AddDirtyState("Visible", function() skillLinesTree:RefreshVisible() end) skillLinesTreeRefreshGroup:SetActive(function() return SKILLS_FRAGMENT:IsShowing() end) skillLinesTreeRefreshGroup:MarkDirty("List") self.skillLinesTreeRefreshGroup = skillLinesTreeRefreshGroup self.skillLinesTree = skillLinesTree end function ZO_SkillsManager:InitializeSkillList() local skillList = self.control:GetNamedChild("SkillList") local SKILL_ABILITY_HEIGHT = 70 ZO_ScrollList_AddDataType(skillList, SKILL_ABILITY_DATA, "ZO_Skills_Ability", SKILL_ABILITY_HEIGHT, function(abilityControl, data) ZO_Skills_AbilityEntry_Setup(abilityControl, data.skillData) end) local SKILL_HEADER_HEIGHT = 32 ZO_ScrollList_AddDataType(skillList, SKILL_HEADER_DATA, "ZO_Skills_AbilityTypeHeader", SKILL_HEADER_HEIGHT, function(headerControl, data) headerControl:GetNamedChild("Label"):SetText(data.headerText) end) ZO_ScrollList_AddResizeOnScreenResize(skillList) local skillListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME) skillListRefreshGroup:AddDirtyState("List", function() self:RebuildSkillList() end) skillListRefreshGroup:AddDirtyState("Visible", function() local skillLineData = self:GetSelectedSkillLineData() if skillLineData then ZO_ScrollList_RefreshVisible(skillList) self:RefreshSkillLineDisplay(skillLineData) end end) skillListRefreshGroup:SetActive(function() return SKILLS_FRAGMENT:IsShowing() end) self.skillListRefreshGroup = skillListRefreshGroup self.skillList = skillList end function ZO_SkillsManager:InitializeKeybindDescriptors() self.keybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_CENTER, { name = GetString(SI_SKILL_RESPEC_CONFIRM_KEYBIND), keybind = "UI_SHORTCUT_SECONDARY", callback = function() if SKILL_POINT_ALLOCATION_MANAGER:DoPendingChangesIncurCost() then if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillRespecPaymentType() == RESPEC_PAYMENT_TYPE_GOLD then ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_GOLD_KEYBOARD") else ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_SCROLL") end else ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_FREE") end end, visible = function() return SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() end }, { name = function() return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()) end, keybind = "UI_SHORTCUT_NEGATIVE", callback = function() ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_KEYBOARD", self.skillLinesTree:GetSelectedData()) end, visible = function() return SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease() end }, { alignment = KEYBIND_STRIP_ALIGN_LEFT, name = function() if self.showAdvisorInAdvancedMode then return GetString(SI_CLOSE_SKILLS_ADVISOR_KEYBIND) else return GetString(SI_OPEN_SKILLS_ADVISOR_KEYBIND) end end, keybind = "UI_SHORTCUT_QUATERNARY", callback = function() self.showAdvisorInAdvancedMode = not self.showAdvisorInAdvancedMode self:UpdateSkillsAdvisorVisibility() end, visible = function() return ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() end }, } end function ZO_SkillsManager:RegisterForEvents() local control = self.control local function OnFullSystemUpdated() self.skillLinesTreeRefreshGroup:MarkDirty("List") end local function OnSkillLineUpdated(skillLineData) if skillLineData == self:GetSelectedSkillLineData() then self:RefreshSkillLineInfo() self.skillListRefreshGroup:MarkDirty("Visible") end end local function OnSkillProgressionUpdated(skillData) if skillData:GetSkillLineData() == self:GetSelectedSkillLineData() then self.skillListRefreshGroup:MarkDirty("Visible") end end local function OnSkillLineNewStatusChanged() self.skillLinesTreeRefreshGroup:MarkDirty("Visible") MAIN_MENU_KEYBOARD:RefreshCategoryIndicators() end SKILLS_DATA_MANAGER:RegisterCallback("FullSystemUpdated", OnFullSystemUpdated) SKILLS_DATA_MANAGER:RegisterCallback("SkillLineUpdated", OnSkillLineUpdated) SKILLS_DATA_MANAGER:RegisterCallback("SkillProgressionUpdated", OnSkillProgressionUpdated) SKILLS_DATA_MANAGER:RegisterCallback("SkillLineNewStatusChanged", OnSkillLineNewStatusChanged) local function OnSkillPointsChanged() if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then self.skillLinesTreeRefreshGroup:MarkDirty("Visible") end self:RefreshSkillPointInfo() self.skillListRefreshGroup:MarkDirty("Visible") end local function OnSkillProgressionKeyChanged(skillPointAllocator) if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then self.skillLinesTreeRefreshGroup:MarkDirty("Visible") end local skillLineData = skillPointAllocator:GetSkillData():GetSkillLineData() if skillLineData == self:GetSelectedSkillLineData() then -- In case we only switched morphs. Might be accompanied by OnSkillPointsChanged. self.skillListRefreshGroup:MarkDirty("Visible") end end SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillPointsChanged", OnSkillPointsChanged) SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillProgressionKeyChanged", OnSkillProgressionKeyChanged) local function OnSelectedSkillBuildUpdated() self.showAdvisorInAdvancedMode = false self:UpdateSkillsAdvisorVisibility() self.skillListRefreshGroup:MarkDirty("Visible") end ZO_SKILLS_ADVISOR_SINGLETON:RegisterCallback("OnSelectedSkillBuildUpdated", OnSelectedSkillBuildUpdated) control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnFullSystemUpdated) --Weapon Swap Tutorial Setup local tutorialAnchor = ZO_Anchor:New(RIGHT, self.assignableActionBar:GetHotbarSwap():GetHotbarNameLabel(), LEFT, -10, 0) TUTORIAL_SYSTEM:RegisterTriggerLayoutInfo(TUTORIAL_TYPE_POINTER_BOX, TUTORIAL_TRIGGER_WEAPON_SWAP_SHOWN_IN_SKILLS_AFTER_UNLOCK_POINTER_BOX, control, SKILLS_FRAGMENT, tutorialAnchor) control:RegisterForEvent(EVENT_ACTIVE_WEAPON_PAIR_CHANGED, function() TUTORIAL_SYSTEM:RemoveTutorialByTrigger(TUTORIAL_TYPE_POINTER_BOX, TUTORIAL_TRIGGER_WEAPON_SWAP_SHOWN_IN_SKILLS_AFTER_UNLOCK_POINTER_BOX) end) local function OnSkillPointAllocationModeChanged() self.skillLinesTreeRefreshGroup:MarkDirty("Visible") self.skillListRefreshGroup:MarkDirty("Visible") self:UpdateKeybinds() end SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("SkillPointAllocationModeChanged", OnSkillPointAllocationModeChanged) SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("RespecStateReset", OnFullSystemUpdated) control:RegisterForEvent(EVENT_PLAYER_DEACTIVATED, function() self:OnPlayerDeactivated() end) KEYBOARD_SKILLS_SCENE:SetHideSceneConfirmationCallback(function(...) self:OnConfirmHideScene(...) end) local function OnPurchaseLockStateChanged() self.skillListRefreshGroup:MarkDirty("Visible") end control:RegisterForEvent(EVENT_ACTION_BAR_LOCKED_REASON_CHANGED, OnPurchaseLockStateChanged) end function ZO_SkillsManager:GetSelectedSkillLineData() return self.skillLinesTree:GetSelectedData() end function ZO_SkillsManager:UpdateKeybinds() if SKILLS_FRAGMENT:IsShowing() then KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) end end function ZO_SkillsManager:UpdateSkillsAdvisorVisibility() if SKILLS_FRAGMENT:IsShowing() then if not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or self.showAdvisorInAdvancedMode then SCENE_MANAGER:RemoveFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT) SCENE_MANAGER:RemoveFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_FRAGMENT) SCENE_MANAGER:AddFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT) SCENE_MANAGER:AddFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT) SCENE_MANAGER:AddFragment(SKILLS_ADVISOR_FRAGMENT) else SCENE_MANAGER:RemoveFragment(SKILLS_ADVISOR_FRAGMENT) SCENE_MANAGER:RemoveFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT) SCENE_MANAGER:RemoveFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT) SCENE_MANAGER:AddFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT) SCENE_MANAGER:AddFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_FRAGMENT) end self:UpdateKeybinds() end end function ZO_SkillsManager:IsSkillsAdvisorShown() return not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or self.showAdvisorInAdvancedMode end function ZO_SkillsManager:StopSelectedSkillBuildSkillAnimations() if self.selectedSkillBuildIconTimeline and self.selectedSkillBuildIconTimeline:IsPlaying() then self.selectedSkillBuildIconTimeline:Stop() end if self.selectedSkillBuildIconLoopTimeline and self.selectedSkillBuildIconLoopTimeline:IsPlaying() then self.selectedSkillBuildIconLoopTimeline:Stop() end if self.selectedSkillBuildIncreaseTimeline and self.selectedSkillBuildIncreaseTimeline:IsPlaying() then self.selectedSkillBuildIncreaseTimeline:Stop() end if self.selectedSkillBuildIncreaseLoopTimeline and self.selectedSkillBuildIncreaseLoopTimeline:IsPlaying() then self.selectedSkillBuildIncreaseLoopTimeline:Stop() end end function ZO_SkillsManager:PlaySelectedSkillBuildSkillAnimations(abilityControl) if abilityControl then -- If animation if currently playing then stop it before starting new animation self:StopSelectedSkillBuildSkillAnimations() if not self.selectedSkillBuildIconTimeline then self.selectedSkillBuildIconTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIconAnim") end if not self.selectedSkillBuildIconLoopTimeline then self.selectedSkillBuildIconLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIconLoopAnim") end local abilitySlotControl = abilityControl:GetNamedChild("Slot") local abilitySlotAnimTexture = abilitySlotControl:GetNamedChild("SelectedSkillBuildIconAnim") local iconAnimationObject = self.selectedSkillBuildIconTimeline:GetFirstAnimation() local iconAnimationLoopObject = self.selectedSkillBuildIconLoopTimeline:GetFirstAnimation() local skillsObject = self local textureFile local loopTextureFile local skillProgressionData = abilityControl.skillProgressionData local skillPointAllocator = skillProgressionData:GetSkillData():GetPointAllocator() local isAdvised = skillProgressionData:IsAdvised() if skillProgressionData:IsPassive() then if isAdvised then textureFile = "EsoUI/Art/SkillsAdvisor/animation_circle_1024x64_FLASH.dds" loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_circle_4096x64.dds" else textureFile = "EsoUI/Art/SkillsAdvisor/animation_circleSingle_1024x64_FLASH.dds" loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_circleSingle_4096x64.dds" end else if isAdvised then textureFile = "EsoUI/Art/SkillsAdvisor/animation_square_1024x64_FLASH.dds" loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_square_4096x64.dds" else textureFile = "EsoUI/Art/SkillsAdvisor/animation_squareSingle_1024x64_FLASH.dds" loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_squareSingle_4096x64.dds" end end iconAnimationObject:SetAnimatedControl(abilitySlotAnimTexture) iconAnimationLoopObject:SetAnimatedControl(abilitySlotAnimTexture) local function OnStopIcon(_, completedPlaying) abilitySlotAnimTexture:SetTexture(loopTextureFile) if completedPlaying then skillsObject.selectedSkillBuildIconLoopTimeline:PlayFromStart() else abilitySlotAnimTexture:SetHidden(true) end end self.selectedSkillBuildIconTimeline:SetHandler("OnStop", OnStopIcon) local function OnLoopStopIcon() abilitySlotAnimTexture:SetHidden(true) end self.selectedSkillBuildIconLoopTimeline:SetHandler("OnStop", OnLoopStopIcon) abilitySlotAnimTexture:SetTexture(textureFile) abilitySlotAnimTexture:SetHidden(false) self.selectedSkillBuildIconTimeline:PlayFromStart() local showIncreaseAdd = skillPointAllocator:CanPurchase() or skillPointAllocator:CanIncreaseRank() local showIncreaseMorph = skillPointAllocator:CanMorph() -- Increase Animation Setup if showIncreaseAdd or showIncreaseMorph then if not self.selectedSkillBuildIncreaseTimeline then self.selectedSkillBuildIncreaseTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIncreaseAnim") end if not self.selectedSkillBuildIncreaseLoopTimeline then self.selectedSkillBuildIncreaseLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIncreaseLoopAnim") end local increaseAnimationObject = self.selectedSkillBuildIncreaseTimeline:GetFirstAnimation() local increaseAnimationLoopObject = self.selectedSkillBuildIncreaseLoopTimeline:GetFirstAnimation() local abilityIncreaseAnimTexture = abilityControl:GetNamedChild("SelectedSkillBuildIncreaseAnim") local increaseTexture = "" local increaseTextureLoop = "" if showIncreaseAdd then increaseTexture = "EsoUI/Art/SkillsAdvisor/animation_add_1024x64_FLASH.dds" increaseTextureLoop = "EsoUI/Art/SkillsAdvisor/animation_add_4096x64.dds" elseif showIncreaseMorph then increaseTexture = "EsoUI/Art/SkillsAdvisor/animation_morph_1024x64_FLASH.dds" increaseTextureLoop = "EsoUI/Art/SkillsAdvisor/animation_morph_4096x64.dds" end increaseAnimationObject:SetAnimatedControl(abilityIncreaseAnimTexture) increaseAnimationLoopObject:SetAnimatedControl(abilityIncreaseAnimTexture) local function OnStopIncrease(_, completedPlaying) abilityIncreaseAnimTexture:SetTexture(increaseTextureLoop) if completedPlaying then skillsObject.selectedSkillBuildIncreaseLoopTimeline:PlayFromStart() else abilityIncreaseAnimTexture:SetHidden(true) end end self.selectedSkillBuildIncreaseTimeline:SetHandler("OnStop", OnStopIncrease) local function OnLoopStopIncrease() abilityIncreaseAnimTexture:SetHidden(true) end self.selectedSkillBuildIncreaseLoopTimeline:SetHandler("OnStop", OnLoopStopIncrease) abilityIncreaseAnimTexture:SetTexture(increaseTexture) abilityIncreaseAnimTexture:SetHidden(false) self.selectedSkillBuildIncreaseTimeline:PlayFromStart() end end end function ZO_SkillsManager:BrowseToSkill(scrollToSkillData) local skillLineData = scrollToSkillData:GetSkillLineData() -- Set skillLinesTree to category containing skill and refresh skillList local selectedData = self:GetSelectedSkillLineData() if selectedData ~= skillLineData then local node = self.skillLineIdToNode[skillLineData:GetId()] if node then self:StopSelectedSkillBuildSkillAnimations() self.skillLinesTree:SelectNode(node) else -- SkillLine is not known or yet advised self.selectSkillDataOnRefresh = scrollToSkillData skillLineData:SetAdvised(true) scrollToSkillData = nil end end if scrollToSkillData then self:ScrollToSkillData(scrollToSkillData) end end function ZO_SkillsManager:ScrollToSkillData(skillData) -- Get DataIndex of set ability in skillList and scroll that index into view local dataIndex = nil local dataValue = nil local entries = ZO_ScrollList_GetDataList(self.skillList) for index, entry in ipairs(entries) do if entry.data.skillData == skillData then dataIndex = index dataValue = entry.data break end end local function PlaySkillBuildAnimation(successfulAnimateInView) if successfulAnimateInView then -- Play Glow Animation on selected skill local abilityControl = ZO_ScrollList_GetDataControl(self.skillList, dataValue) self:PlaySelectedSkillBuildSkillAnimations(abilityControl) self:FireCallbacks("OnReadyToHandleClickAction") end end if dataIndex then ZO_ScrollList_ScrollDataToCenter(self.skillList, dataIndex, PlaySkillBuildAnimation) end end function ZO_SkillsManager:RefreshSkillLineInfo(forceInit) ZO_SkillLineInfo_Keyboard_Refresh(self.skillInfo, self:GetSelectedSkillLineData(), forceInit) end function ZO_SkillsManager:RefreshSkillPointInfo() local availablePoints = SKILL_POINT_ALLOCATION_MANAGER:GetAvailableSkillPoints() self.availablePointsLabel:SetText(zo_strformat(SI_SKILLS_POINTS_TO_SPEND, availablePoints)) local skyShards = GetNumSkyShards() self.skyShardsLabel:SetText(zo_strformat(SI_SKILLS_SKY_SHARDS_COLLECTED, skyShards)) end do local g_shownHeaderTexts = {} function ZO_SkillsManager:RebuildSkillList() self:StopSelectedSkillBuildSkillAnimations() local skillLineData = self:GetSelectedSkillLineData() local scrollData = ZO_ScrollList_GetDataList(self.skillList) ZO_ScrollList_Clear(self.skillList) ZO_ClearTable(g_shownHeaderTexts) for _, skillData in skillLineData:SkillIterator() do local headerText = skillData:GetHeaderText() if not g_shownHeaderTexts[headerText] then table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILL_HEADER_DATA, { headerText = headerText })) g_shownHeaderTexts[headerText] = true end table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILL_ABILITY_DATA, { skillData = skillData, })) end ZO_ScrollList_Commit(self.skillList) self:RefreshSkillLineDisplay(skillLineData) end end function ZO_SkillsManager:RefreshSkillLineDisplay(skillLineData) if not skillLineData:IsAvailable() and skillLineData:IsAdvised() then self:StopSelectedSkillBuildSkillAnimations() self.advisedOverlay:Show(skillLineData) self.skillList:SetAlpha(0.1) else self.advisedOverlay:Hide() self.skillList:SetAlpha(1) end end function ZO_SkillsManager:RefreshActionbarState() ACTION_BAR_ASSIGNMENT_MANAGER:UpdateWerewolfBarStateInCycle(self:GetSelectedSkillLineData()) end do local function IsSkillLineAvailableOrAdvised(skillLineData) return skillLineData:IsAvailable() or skillLineData:IsAdvised() end local SKILL_LINE_FILTERS = { IsSkillLineAvailableOrAdvised } function ZO_SkillsManager:RebuildSkillLineList() self.skillLinesTree:Reset() ZO_ClearTable(self.skillLineIdToNode) for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do local parent for _, skillLineData in skillTypeData:SkillLineIterator(SKILL_LINE_FILTERS) do if not parent then parent = self.skillLinesTree:AddNode("ZO_SkillIconHeader", skillTypeData) end local node = self.skillLinesTree:AddNode("ZO_SkillsNavigationEntry", skillLineData, parent) self.skillLineIdToNode[skillLineData:GetId()] = node end end self.skillLinesTree:Commit() local FORCE_INIT = true self:RefreshSkillLineInfo(FORCE_INIT) self:RefreshSkillPointInfo() self.skillListRefreshGroup:MarkDirty("List") self.skillListRefreshGroup:TryClean() if self.selectSkillDataOnRefresh ~= nil then local skillLineData = self.selectSkillDataOnRefresh:GetSkillLineData() self.skillLinesTree:SelectNode(self.skillLineIdToNode[skillLineData:GetId()]) self:ScrollToSkillData(self.selectSkillDataOnRefresh) self.selectSkillDataOnRefresh = nil end end end function ZO_SkillsManager:OnShown() self.skillLinesTreeRefreshGroup:TryClean() self.skillListRefreshGroup:TryClean() KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor) self:UpdateSkillsAdvisorVisibility() self:RefreshActionbarState() self.assignableActionBar:RefreshAllButtons() local level = GetUnitLevel("player") if level >= GetWeaponSwapUnlockedLevel() then TriggerTutorial(TUTORIAL_TRIGGER_WEAPON_SWAP_SHOWN_IN_SKILLS_AFTER_UNLOCK_POINTER_BOX) end end function ZO_SkillsManager:OnHidden() self:StopSelectedSkillBuildSkillAnimations() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor) SKILLS_AND_ACTION_BAR_MANAGER:ResetInterface() ACTION_BAR_ASSIGNMENT_MANAGER:CancelPendingWeaponSwap() end function ZO_SkillsManager:OnConfirmHideScene(scene, nextSceneName, bypassHideSceneConfirmationReason) if bypassHideSceneConfirmationReason == nil and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then ZO_Dialogs_ShowDialog("CONFIRM_REVERT_CHANGES", { confirmCallback = function() scene:AcceptHideScene() end, declineCallback = function() scene:RejectHideScene() end, }) else scene:AcceptHideScene() end end function ZO_SkillsManager:OnPlayerDeactivated() --If we are deactivated we might be jumping somewhere else. We also might be in the respec interaction which will not be valid when we get where we are going. So just clear out the respec here. if KEYBOARD_SKILLS_SCENE:IsShowing() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then SCENE_MANAGER:RequestShowLeaderBaseScene(ZO_BHSCR_SKILLS_PLAYER_DEACTIVATED) end end function ZO_Skills_DialogAbilitySlot_OnMouseEnter(control) InitializeTooltip(SkillTooltip, control, TOPLEFT, 5, -5, TOPRIGHT) local DONT_SHOW_SKILL_POINT_COST = false local SHOW_UPGRADE_TEXT = true local DONT_SHOW_BAD_MORPH = false control.skillProgressionData:SetKeyboardTooltip(SkillTooltip, DONT_SHOW_SKILL_POINT_COST, SHOW_UPGRADE_TEXT, control.showAdvice, DONT_SHOW_BAD_MORPH, control.overrideRank) end function ZO_Skills_OnEffectivelyShown(self) SKILLS_WINDOW:OnShown() end function ZO_Skills_OnEffectivelyHidden(self) SKILLS_WINDOW:OnHidden() end function ZO_Skills_Initialize(control) SKILLS_WINDOW = ZO_SkillsManager:New(control) end function ZO_SkillIconHeader_OnInitialized(self) ZO_IconHeader_OnInitialized(self) self.statusIcon = self:GetNamedChild("StatusIcon") end function ZO_SkillsNavigationEntry_OnInitialized(self) ZO_SelectableLabel_OnInitialized(self) self.statusIcon = self:GetNamedChild("StatusIcon") end