Back to Home

ESO Lua File v101041

ingame/utilitywheel/gamepad/assignableutilitywheel_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
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
ZO_AssignableUtilityWheel_Gamepad = ZO_AssignableUtilityWheel_Shared:Subclass()
function ZO_AssignableUtilityWheel_Gamepad:Initialize(control, data)
    ZO_AssignableUtilityWheel_Shared.Initialize(self, control, data)
    self.centerIcon = control:GetNamedChild("Icon")
    self.delayShowCenterIcon = false
    self.tooltipScrollEnabled = true
    self.overrideTooltipScrollEnabled = self.data.overrideTooltipScrollEnabled
    self.tooltipType = data.overrideGamepadTooltip or GAMEPAD_QUAD1_TOOLTIP
end
function ZO_AssignableUtilityWheel_Gamepad:InitializeNarrationInfo()
    local data = self.data
    if data.customNarrationObjectName then
        local narrationInfo =
        {
            canNarrate = function()
                return self.radialMenu:IsShown()
            end,
            selectedNarrationFunction = function()
                local narrations = {}
                local selectedEntry = self:GetSelectedRadialEntry()
                if selectedEntry then
                    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(selectedEntry.name))
                else
                    --If an entry is not selected, just narrate the current category name for the wheel
                    local hotbarCategory = self:GetHotbarCategory()
                    if hotbarCategory ~= ZO_UTILITY_WHEEL_HOTBAR_CATEGORY_HIDDEN then
                        local categoryName = GetString("SI_HOTBARCATEGORY", hotbarCategory)
                        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(categoryName))
                    end
                end
                return narrations
            end,
        }
        SCREEN_NARRATION_MANAGER:RegisterCustomObject(data.customNarrationObjectName, narrationInfo)
    end
end
function ZO_AssignableUtilityWheel_Gamepad:OnSelectionChanged(selectedEntry)
    if selectedEntry then
        local slotIndex = selectedEntry.data.slotIndex
        local hotbarCategory = self:GetHotbarCategory()
        local slotType = GetSlotType(slotIndex, hotbarCategory)
        --Only add this keybind if overrideTooltipScrollEnabled is not set
        if slotType ~= ACTION_TYPE_NOTHING and self.overrideTooltipScrollEnabled == nil then
            KEYBIND_STRIP:AddKeybindButtonGroup(self.tooltipKeybindStripDescriptor)
        else
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.tooltipKeybindStripDescriptor)
        end
        --tooltip update on active item
        if slotType == ACTION_TYPE_COLLECTIBLE then
            local itemLink = GetSlotItemLink(slotIndex, hotbarCategory)
            GAMEPAD_TOOLTIPS:LayoutCollectibleFromLink(self.tooltipType, itemLink)
        elseif slotType == ACTION_TYPE_ITEM then
            local itemLink = GetSlotItemLink(slotIndex, hotbarCategory)
            GAMEPAD_TOOLTIPS:LayoutItemWithStackCountSimple(self.tooltipType, itemLink, ZO_ITEM_TOOLTIP_INVENTORY_TITLE_COUNT)
        elseif slotType == ACTION_TYPE_QUEST_ITEM then
            local questItemId = GetSlotBoundId(slotIndex, hotbarCategory)
            GAMEPAD_TOOLTIPS:LayoutQuestItem(self.tooltipType, questItemId)
        elseif slotType == ACTION_TYPE_EMOTE then
            local emoteId = GetSlotBoundId(slotIndex, hotbarCategory)
            GAMEPAD_TOOLTIPS:LayoutUtilityWheelEmote(self.tooltipType, emoteId)
        elseif slotType == ACTION_TYPE_QUICK_CHAT then
            local quickChatId = GetSlotBoundId(slotIndex, hotbarCategory)
            GAMEPAD_TOOLTIPS:LayoutUtilityWheelQuickChat(self.tooltipType, quickChatId)
        elseif slotType == ACTION_TYPE_NOTHING then
            GAMEPAD_TOOLTIPS:ClearTooltip(self.tooltipType)
        else
            internalassert(false, "Unsupported slot type")
        end
    else
        GAMEPAD_TOOLTIPS:ClearTooltip(self.tooltipType)
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.tooltipKeybindStripDescriptor)
    end
        self.data:onSelectionChangedCallback(selectedEntry)
    end
    --Re-narrate when the selection changes
    if self.data.customNarrationObjectName then
        SCREEN_NARRATION_MANAGER:QueueCustomEntry(self.data.customNarrationObjectName)
    end
end
function ZO_AssignableUtilityWheel_Gamepad:InitializeRadialMenu()
    self.radialMenu = ZO_RadialMenu:New(self.control, "ZO_AssignableUtilityWheelSlot_Gamepad_Template", nil, "SelectableItemRadialMenuEntryAnimation", "RadialMenu", nil, nil, nil, self.data.showKeybinds)
    --Store entry controls to animate with later
    self.radialEntryControls = {}
    if self.data.overrideActivateOnShow ~= nil then
        self.radialMenu:SetActivateOnShow(overrideActivateOnShow)
    end
    local function SetupEntryControl(entryControl, data)
        local hotbarCategory = self:GetHotbarCategory()
        --If we are showing keybinds, do not show name labels in any circumstance
        local showKeybinds = self:ShouldShowKeybinds()
        if self.data.overrideShowNameLabels ~= nil or showKeybinds then
            entryControl.label:SetHidden(showKeybinds or not self.data.overrideShowNameLabels)
        else
            --Only the emote wheel shows name labels by default
            entryControl.label:SetHidden(hotbarCategory ~= HOTBAR_CATEGORY_EMOTE_WHEEL)
        end
        entryControl.label:SetText(data.name)
        entryControl.object = self
        self.radialEntryControls[data.slotIndex] = entryControl
        local slotType = GetSlotType(data.slotIndex, hotbarCategory)
        local itemCount = GetSlotItemCount(data.slotIndex, hotbarCategory)
        local NOT_SELECTED = false
        local NO_STACK_COUNT = nil
        ZO_SetupSelectableItemRadialMenuEntryTemplate(entryControl, NOT_SELECTED, slotType ~= ACTION_TYPE_NOTHING and itemCount or NO_STACK_COUNT)
        ZO_GamepadUtilityWheelCooldownSetup(entryControl, data.slotIndex, hotbarCategory)
    end
    self.radialMenu:SetOnSelectionChangedCallback(function(...) self:OnSelectionChanged(...) end)
end
function ZO_AssignableUtilityWheel_Gamepad:InitializeKeybindStripDescriptors()
    ZO_AssignableUtilityWheel_Shared.InitializeKeybindStripDescriptors(self)
    self.tooltipKeybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Toggle tooltip input
        {
            name = function() 
                if self.tooltipScrollEnabled then
                    return GetString(SI_UTILITY_WHEEL_DISABLE_TOOLTIP_SCROLL)
                else
                    return GetString(SI_UTILITY_WHEEL_ENABLE_TOOLTIP_SCROLL)
                end
            end,
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function()
                self.tooltipScrollEnabled = not self.tooltipScrollEnabled
                GAMEPAD_TOOLTIPS:SetInputEnabled(self.tooltipType, self.tooltipScrollEnabled)
                KEYBIND_STRIP:UpdateKeybindButtonGroup(self.tooltipKeybindStripDescriptor)
            end,
        },
    }
end
function ZO_AssignableUtilityWheel_Gamepad:InitializeSlots()
    local numSlots = self.data.numSlots
    local actionBarOffset = self.data.startSlotIndex or 0
    for i = actionBarOffset + 1, actionBarOffset + numSlots do
        local slotData = 
        {
            name = ZO_UTILITY_SLOT_EMPTY_STRING,
            icon = ZO_UTILITY_SLOT_EMPTY_TEXTURE,
            slotIndex = i,
        }
        self.slots[i] = slotData
    end
end
function ZO_AssignableUtilityWheel_Gamepad:DoSlotUpdate(physicalSlot, playAnimation)
    local slot = self.slots[physicalSlot]
    if slot then
        local hotbarCategory = self:GetHotbarCategory()
        local physicalSlotType = GetSlotType(physicalSlot, hotbarCategory)
        local slotIcon = ZO_UTILITY_SLOT_EMPTY_TEXTURE
        if physicalSlotType ~= ACTION_TYPE_NOTHING then
            slotIcon = GetSlotTexture(physicalSlot, hotbarCategory)
        end
        local name = ZO_UTILITY_SLOT_EMPTY_STRING
        if physicalSlotType == ACTION_TYPE_EMOTE then
            local emoteId = GetSlotBoundId(physicalSlot, hotbarCategory)
            local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteId)
            local found = emoteInfo ~= nil
            if found then
                if emoteInfo.isOverriddenByPersonality then
                    name = ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.displayName)
                else
                    name = emoteInfo.displayName
                end
            end
        elseif physicalSlotType == ACTION_TYPE_QUICK_CHAT then
            local quickChatId = GetSlotBoundId(physicalSlot, hotbarCategory)
            if QUICK_CHAT_MANAGER:HasQuickChat(quickChatId) then
                name = QUICK_CHAT_MANAGER:GetFormattedQuickChatName(quickChatId)
            end
        elseif physicalSlotType ~= ACTION_TYPE_NOTHING then
            name = zo_strformat(SI_TOOLTIP_ITEM_NAME, GetSlotName(physicalSlot, hotbarCategory))
        end
        local slotData = 
        {
            name = name,
            icon = slotIcon,
            slotIndex = physicalSlot,
        }
        if self.radialMenu:IsShown() then
            local function DoesSlotPassFilter(entry)
                return entry.data.slotIndex == slotData.slotIndex
            end
            self.radialMenu:UpdateFirstEntryByFilter(DoesSlotPassFilter, name, slotIcon, slotIcon, nil, slotData)
        end
        self.slots[physicalSlot] = slotData
        local slotControl = self.radialEntryControls[physicalSlot]
        if physicalSlotType ~= ACTION_TYPE_NOTHING and playAnimation and slotControl and not slotControl:IsHidden() then
            ZO_PlaySparkleAnimation(slotControl)
        end
        --Show the center icon if we were waiting for an update to do so
        if self.data.showPendingIcon and self.delayShowCenterIcon then
            local PLAY_ANIMATION = true
            self:ShowCenterIcon(PLAY_ANIMATION)
            self.delayShowCenterIcon = false
        end
    end
end
function ZO_AssignableUtilityWheel_Gamepad:CycleHotbarCategory()
    --Order matters. Clear the tooltip before cycling hotbar categories
    GAMEPAD_TOOLTIPS:ClearTooltip(self.tooltipType)
    ZO_AssignableUtilityWheel_Shared.CycleHotbarCategory(self)
    --Re-narrate when cycling between hotbar categories
    if self.data.customNarrationObjectName then
        SCREEN_NARRATION_MANAGER:QueueCustomEntry(self.data.customNarrationObjectName)
    end
end
function ZO_AssignableUtilityWheel_Gamepad:Show(unslotPendingEntry)
    self.radialMenu:Clear()
    local numSlots = self.data.numSlots
    local actionBarOffset = self.data.startSlotIndex or 0
    for i = 1, numSlots do
        local slotData = self.slots[i + actionBarOffset]
        self.radialMenu:AddEntry(slotData.name, slotData.icon, slotData.icon, nil, slotData)
    end
    self.radialMenu:Show()
    if unslotPendingEntry and self.pendingSlotData then
        local hotbarCategory = self:GetHotbarCategory()
        local slotNum
        if self.pendingSlotData.actionId then
            slotNum = FindActionSlotMatchingSimpleAction(self.pendingSlotData.slotType, self.pendingSlotData.actionId, hotbarCategory)
        elseif self.pendingSlotData.bagId and self.pendingSlotData.itemSlotIndex then
            slotNum = FindActionSlotMatchingItem(self.pendingSlotData.bagId, self.pendingSlotData.itemSlotIndex, hotbarCategory)
        end
        if slotNum then
            --The center icon will appear on the next slot update
            --This is so we can sync the appearance of the icon with the clearing of the corresponding slot
            self.delayShowCenterIcon = true
            ClearSlot(slotNum, hotbarCategory)
        end
    end
    if self.data.showPendingIcon and not self.delayShowCenterIcon then
        self:ShowCenterIcon()
    end
    if self.overrideTooltipScrollEnabled ~= nil then
        GAMEPAD_TOOLTIPS:SetInputEnabled(self.tooltipType, self.overrideTooltipScrollEnabled)
    else
        GAMEPAD_TOOLTIPS:SetInputEnabled(self.tooltipType, self.tooltipScrollEnabled)
    end
    self:Activate()
end
function ZO_AssignableUtilityWheel_Gamepad:Hide()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.tooltipKeybindStripDescriptor)
    GAMEPAD_TOOLTIPS:SetInputEnabled(self.tooltipType, true)
    GAMEPAD_TOOLTIPS:ClearLines(self.tooltipType)
    self.radialMenu:Clear()
    self:HideCenterIcon()
    --Clear out any pending updates to the center icon
    self.delayShowCenterIcon = false
    self:Deactivate()
end
function ZO_AssignableUtilityWheel_Gamepad:Activate()
    ZO_AssignableUtilityWheel_Shared.Activate(self)
    if self.data.customNarrationObjectName then
        --Narrate the header when the utility wheel is first activated
        local NARRATE_HEADER = true
        SCREEN_NARRATION_MANAGER:QueueCustomEntry(self.data.customNarrationObjectName, NARRATE_HEADER)
    end
end
function ZO_AssignableUtilityWheel_Gamepad:TryAssignPendingToSelectedEntry(clearPending)
    local selectedEntry = self:GetSelectedRadialEntry()
    local pendingSlotData = self.pendingSlotData
    if self.radialMenu:IsShown() and pendingSlotData and selectedEntry then
        local actionSlotIndex = selectedEntry.data.slotIndex
        local hotbarCategory = self:GetHotbarCategory()
        if pendingSlotData.actionId then
            SelectSlotSimpleAction(pendingSlotData.slotType, pendingSlotData.actionId, actionSlotIndex, hotbarCategory)
        elseif pendingSlotData.bagId and pendingSlotData.itemSlotIndex then
            SelectSlotItem(pendingSlotData.bagId, pendingSlotData.itemSlotIndex, actionSlotIndex, hotbarCategory)
        else
            internalassert(false, "Invalid pending data")
        end
        if clearPending then
            self.pendingSlotData = nil
        end
        PlaySound(SOUNDS.RADIAL_MENU_SELECTION)
        --Re-narrate when the pending entry is assigned to a slot
        if self.data.customNarrationObjectName then
            SCREEN_NARRATION_MANAGER:QueueCustomEntry(self.data.customNarrationObjectName)
        end
        --No need to refresh the pending icon if we aren't showing it in the first place
        if self.data.showPendingIcon then
            self:RefreshPendingIcon()
        end
    end
end
function ZO_AssignableUtilityWheel_Gamepad:SetPendingSimpleAction(slotType, actionId)
    local data =
    {
        slotType = slotType,
        actionId = actionId,
    }
    self.pendingSlotData = data
    if self.data.showPendingIcon then
        self:RefreshPendingIcon()
    end
end
function ZO_AssignableUtilityWheel_Gamepad:SetPendingItem(bagId, itemSlotIndex)
    local data =
    {
        slotType = ACTION_TYPE_ITEM,
        bagId = bagId,
        itemSlotIndex = itemSlotIndex,
    }
    self.pendingSlotData = data
    if self.data.showPendingIcon then
        self:RefreshPendingIcon()
    end
end
function ZO_AssignableUtilityWheel_Gamepad:GetPendingData()
    return self.pendingSlotData
end
--Get the name of the currently pending data (if we have any)
function ZO_AssignableUtilityWheel_Gamepad:GetPendingName()
    local pendingData = self:GetPendingData()
    if pendingData then
        local slotType = pendingData.slotType
        if slotType == ACTION_TYPE_COLLECTIBLE then
            local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(pendingData.actionId)
            if collectibleData then
                return collectibleData:GetFormattedName()
            end
        elseif slotType == ACTION_TYPE_ITEM then
            if pendingData.bagId and pendingData.itemSlotIndex then
                return zo_strformat(SI_TOOLTIP_ITEM_NAME, GetItemName(pendingData.bagId, pendingData.itemSlotIndex))
            end
        elseif slotType == ACTION_TYPE_QUEST_ITEM then
            return zo_strformat(SI_TOOLTIP_ITEM_NAME, GetQuestItemName(pendingData.actionId))
        elseif slotType == ACTION_TYPE_EMOTE then
            local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(pendingData.actionId)
            if emoteInfo then
                if emoteInfo.isOverriddenByPersonality then
                    return ZO_PERSONALITY_EMOTES_COLOR:Colorize(emoteInfo.displayName)
                else
                    return emoteInfo.displayName
                end
            end
        elseif slotType == ACTION_TYPE_QUICK_CHAT then
            if QUICK_CHAT_MANAGER:HasQuickChat(pendingData.actionId) then
                return QUICK_CHAT_MANAGER:GetFormattedQuickChatName(pendingData.actionId)
            end
        else
            internalassert(false, "Unsupported action type")
        end
    end
    return ""
end
do
    local DEFAULT_CENTER_ICON_COLOR = ZO_ColorDef:New(1, 1, 1)
    local CENTER_ICON_DISABLED_COLOR = ZO_ColorDef:New(1, 0, 0)
    function ZO_AssignableUtilityWheel_Gamepad:RefreshPendingIcon()
        local slotEnabled
        local slotIcon
        if self.pendingSlotData then
            local slotType = self.pendingSlotData.slotType
            if slotType == ACTION_TYPE_COLLECTIBLE then
                local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(self.pendingSlotData.actionId)
                if collectibleData then
                    slotIcon = collectibleData:GetIcon()
                    slotEnabled = collectibleData:IsUnlocked()
                end
            elseif slotType == ACTION_TYPE_ITEM then
                if self.pendingSlotData.bagId and self.pendingSlotData.itemSlotIndex then
                    local icon, _, _, meetsUsageRequirements = GetItemInfo(self.pendingSlotData.bagId, self.pendingSlotData.itemSlotIndex)
                    slotIcon = icon
                    slotEnabled = meetsUsageRequirements
                end
            elseif slotType == ACTION_TYPE_QUEST_ITEM then
                slotIcon = GetQuestItemIcon(self.pendingSlotData.actionId)
                slotEnabled = true
            elseif slotType == ACTION_TYPE_EMOTE then
                local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(self.pendingSlotData.actionId)
                if emoteInfo then
                    if emoteInfo.isOverriddenByPersonality then
                        slotIcon = PLAYER_EMOTE_MANAGER:GetSharedPersonalityEmoteIconForCategory(emoteInfo.emoteCategory)
                    else
                        slotIcon = PLAYER_EMOTE_MANAGER:GetSharedEmoteIconForCategory(emoteInfo.emoteCategory)
                    end
                    slotEnabled = true
                end
            elseif slotType == ACTION_TYPE_QUICK_CHAT then
                slotIcon = GetSharedQuickChatIcon()
                slotEnabled = true
            else
                internalassert(false, "Unsupported action type")
            end
            local iconColor = slotEnabled and DEFAULT_CENTER_ICON_COLOR or CENTER_ICON_DISABLED_COLOR
            self:SetCenterIcon(slotIcon, iconColor)
        else
            --If we have no pending data then there is nothing to show
            self:HideCenterIcon()
        end
    end
    function ZO_AssignableUtilityWheel_Gamepad:SetCenterIcon(iconTexture, color)
        self.centerIcon:SetTexture(iconTexture)
        if color then
            self.centerIcon:SetColor(color:UnpackRGBA())
        else
            self.centerIcon:SetColor(DEFAULT_CENTER_ICON_COLOR:UnpackRGBA())
        end
    end
end
function ZO_AssignableUtilityWheel_Gamepad:ShowCenterIcon(playAnimation)
    self.centerIcon:SetHidden(false)
    self.categoryLabel:ClearAnchors()
    self.categoryLabel:SetAnchor(BOTTOM, self.centerIcon, TOP, 0, -5)
    if playAnimation then
    end
end
function ZO_AssignableUtilityWheel_Gamepad:HideCenterIcon()
    self.categoryLabel:ClearAnchors()
    self.categoryLabel:SetAnchor(CENTER)
    self.centerIcon:SetHidden(true)
end
function ZO_AssignableUtilityWheel_Gamepad:GetSelectedRadialEntry()
    return self.radialMenu.selectedEntry
end
function ZO_AssignableUtilityWheel_Gamepad:SetSelectedRadialEntry(slotData)
    local function DoesSlotPassFilter(entry)
        return entry.data.slotIndex == slotData.slotIndex
    end
    if self.radialMenu:SelectFirstEntryByFilter(DoesSlotPassFilter) then
        --If we successfully set the selected radial entry, manually call OnSelectionChanged
    end
end
function ZO_AssignableUtilityWheel_Gamepad:ForEachOrdinalEntry(callbackFunction)
end
function ZO_AssignableUtilityWheel_Gamepad:SetCustomSparkleStopCallback(callback)
end
    if slotControl.object.customSparkleStopCallback then
        slotControl.object.customSparkleStopCallback()
    end
end