ZO_Loot_Gamepad_Base = ZO_InitializingObject:Subclass() function ZO_Loot_Gamepad_Base:Initialize(tooltipType) self.tooltipType = tooltipType end function ZO_Loot_Gamepad_Base:InitializeKeybindStripDescriptorsMixin(areEthereal) local lootBackupKeybind = KEYBIND_STRIP:GenerateGamepadBackButtonDescriptor( function() EndLooting() end) lootBackupKeybind.ethereal = areEthereal self.keybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_LEFT, { -- Exit Button --Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized. name = "Gamepad Loot Exit", keybind = "UI_SHORTCUT_EXIT", callback = function() EndLooting() SCENE_MANAGER:ShowBaseScene() end, ethereal = true }, { -- Take Selected name = function() return self:GetTakeSelectedText() end, keybind = "UI_SHORTCUT_PRIMARY", callback = function() self:LootTargeted() end, ethereal = areEthereal, narrateEthereal = areEthereal, etherealNarrationOrder = 1, }, { -- Take All name = function() return self:GetTakeAllText() end, keybind = "UI_SHORTCUT_SECONDARY", callback = function() LOOT_SHARED:LootAllItems() end, ethereal = areEthereal, narrateEthereal = areEthereal, etherealNarrationOrder = 2, }, lootBackupKeybind } end function ZO_Loot_Gamepad_Base:OnSelectionChanged(list, selectedData, oldSelectedData) KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor) if selectedData then self:ShowTooltip(selectedData) self:UpdateButtonTextOnSelection(selectedData) else self:HideTooltip() end end function ZO_Loot_Gamepad_Base:HideTooltip() GAMEPAD_TOOLTIPS:ClearTooltip(self.tooltipType) GAMEPAD_TOOLTIPS:HideBg(self.tooltipType) end do local NOT_EQUIPPED = false local NO_CREATOR_NAME = nil local FORCE_FULL_DURABILITY = true local NO_PREVIEW_VALUE = nil function ZO_Loot_Gamepad_Base:ShowTooltip(selectedData) GAMEPAD_TOOLTIPS:ClearTooltip(self.tooltipType) GAMEPAD_TOOLTIPS:Reset(self.tooltipType) local lootType = selectedData.lootType if selectedData.currencyType then GAMEPAD_TOOLTIPS:LayoutCurrency(self.tooltipType, selectedData.currencyType, selectedData.currencyAmount) elseif selectedData.isQuest then GAMEPAD_TOOLTIPS:LayoutQuestItem(self.tooltipType, GetLootQuestItemId(selectedData.lootId)) elseif lootType == LOOT_TYPE_ANTIQUITY_LEAD then GAMEPAD_TOOLTIPS:LayoutAntiquityLead(self.tooltipType, GetLootAntiquityLeadId(selectedData.lootId)) elseif lootType == LOOT_TYPE_TRIBUTE_CARD_UPGRADE then local patronDefId, cardIndex = GetLootTributeCardUpgradeInfo(selectedData.lootId) local patronData = TRIBUTE_DATA_MANAGER:GetTributePatronData(patronDefId) local baseCardId, upgradeCardId = patronData:GetDockCardInfoByIndex(cardIndex) local cardData = ZO_TributeCardData:New(patronDefId, upgradeCardId) GAMEPAD_TOOLTIPS:LayoutTributeCard(GAMEPAD_RIGHT_TOOLTIP, cardData) else local lootLink = GetLootItemLink(selectedData.lootId) if lootType == LOOT_TYPE_COLLECTIBLE then GAMEPAD_TOOLTIPS:LayoutCollectibleFromLink(self.tooltipType, lootLink) else GAMEPAD_TOOLTIPS:LayoutItemWithStackCount(self.tooltipType, lootLink, NOT_EQUIPPED, NO_CREATOR_NAME, FORCE_FULL_DURABILITY, NO_PREVIEW_VALUE, selectedData.stackCount) end end GAMEPAD_TOOLTIPS:ShowBg(self.tooltipType) end end function ZO_Loot_Gamepad_Base:LootTargeted() local item = self.itemList:GetTargetData() if item then if item.currencyType then LootCurrency(item.currencyType) else LootItemById(item.lootId) end end end function ZO_Loot_Gamepad_Base:Show() assert(false) -- must override end function ZO_Loot_Gamepad_Base:HasLootItems() local unownedMoney, ownedMoney = GetLootCurrency(CURT_MONEY) local telvarStones = GetLootCurrency(CURT_TELVAR_STONES) local writVouchers = GetLootCurrency(CURT_WRIT_VOUCHERS) return unownedMoney > 0 or ownedMoney > 0 or telvarStones > 0 or writVouchers > 0 or GetNumLootItems() > 0 end do local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds" function ZO_Loot_Gamepad_Base:UpdateList() self.itemList:Clear() self.itemCount = 0 -- Assume there are no non-stolen items present until proven otherwise. self.nonStolenItemsPresent = false local lootData = LOOT_SHARED:GetSortedLootData() for _, data in ipairs(lootData) do local entryData if data.currencyType then local currencyIcon = GetCurrencyLootGamepadIcon(data.currencyType) entryData = ZO_GamepadEntryData:New(data.name, currencyIcon) entryData.currencyType = data.currencyType entryData.currencyAmount = data.currencyAmount local NO_LOOT_ID = nil local NO_DISPLAY_QUALITY = nil local NO_VALUE = nil local NOT_QUEST_ITEM = nil entryData:InitializeLootVisualData(NO_LOOT_ID, data.currencyAmount, NO_DISPLAY_QUALITY, NO_VALUE, NOT_QUEST_ITEM, data.isStolen) else entryData = ZO_GamepadEntryData:New(data.name, data.icon) entryData:InitializeLootVisualData(data.lootId, data.count, data.displayQuality, data.value, data.isQuest, data.isStolen, data.itemType) end if data.isStolen then entryData:AddIcon(STOLEN_ICON_TEXTURE) else self.nonStolenItemsPresent = true end self.itemList:AddEntry("ZO_GamepadItemSubEntryTemplate", entryData) end self.itemCount = self.itemList:GetNumEntries() if self.intialLootUpdate then self.itemList:CommitWithoutReselect() else self.itemList:Commit() end -- this text depends on the list itself self:UpdateAllControlText() end end function ZO_Loot_Gamepad_Base:UpdateLootWindow(name, actionName, isOwned) if not self.isInitialized then self:DeferredInitialize() end self.numUsedBagSlots = GetNumBagUsedSlots(BAG_BACKPACK) self.numTotalBagSlots = GetBagSize(BAG_BACKPACK) self.bagFull = self.numUsedBagSlots == self.numTotalBagSlots self:SetTitle(name) self.intialLootUpdate = self.control:IsControlHidden() self:Update(isOwned) if self.intialLootUpdate then self:Show() elseif not self:HasLootItems() then self:Hide() else --If the loot window is already showing and something updated, we need to re-narrate SCREEN_NARRATION_MANAGER:QueueParametricListEntry(self.itemList) end end function ZO_Loot_Gamepad_Base:EnoughRoomToTakeAll() local itemCount = self.itemCount or 0 return not (self.numUsedBagSlots + itemCount > self.numTotalBagSlots) end -- Overridden in LootPickup function ZO_Loot_Gamepad_Base:UpdateButtonTextOnSelection(selectedData) end function ZO_Loot_Gamepad_Base:UpdateAllControlText() end function ZO_Loot_Gamepad_Base:GetTakeSelectedText() return GetString(SI_LOOT_TAKE) end function ZO_Loot_Gamepad_Base:GetTakeAllText() return GetString(SI_LOOT_TAKE_ALL) end -------------------------- -- ZO_Loot_Common_Gamepad -------------------------- local ZO_Loot_Common_Gamepad = ZO_Object:Subclass() function ZO_Loot_Common_Gamepad:UpdateLootWindow(name, actionName, isOwned) if SCENE_MANAGER:IsShowing("gamepad_inventory_root") or SCENE_MANAGER:IsSceneOnStack("gamepad_inventory_root") then LOOT_INVENTORY_WINDOW_GAMEPAD:UpdateLootWindow(name, actionName, isOwned) else if SCENE_MANAGER:IsShowing("lootGamepad") or SCENE_MANAGER:IsShowingBaseScene() then --The update will show the window if we're on the base scene LOOT_WINDOW_GAMEPAD:UpdateLootWindow(name, actionName, isOwned) else EndInteraction(INTERACTION_LOOT) end end end function ZO_Loot_Common_Gamepad:Hide() LOOT_WINDOW_GAMEPAD:Hide() LOOT_INVENTORY_WINDOW_GAMEPAD:Hide() end function ZO_Loot_Common_Gamepad:AreNonStolenItemsPresent() return (LOOT_WINDOW_GAMEPAD.nonStolenItemsPresent == true) end --[[ Globals ]]-- LOOT_COMMON_GAMEPAD = ZO_Loot_Common_Gamepad:New() SYSTEMS:RegisterGamepadObject("loot", LOOT_COMMON_GAMEPAD)