Back to Home

ESO Lua File v101036

pregameandingame/gammaadjust/gammaadjust.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
local g_currentGamma = GetCVar("GAMMA_ADJUSTMENT")
local DEFAULT_INITIAL_GAMMA = 100 -- this should match the gamma adjustment setting in the RenderSettings
local function GammaDialogInitialize(dialogControl)
    ZO_Dialogs_RegisterCustomDialog("ADJUST_GAMMA_DIALOG",
    {
        customControl = dialogControl,
        canQueue = true,
        mustChoose = true,
        title =
        {
            text = "",
        },
        buttons =
        {
            {
                control = GetControl(dialogControl, "KeyContainerConfirmGamma"),
                text = SI_GAMMA_CONFIRM,
                noReleaseOnClick = true, -- Don't release because the scene needs to fade out, will release later
                callback =  function(dialog)
                                SetCVar("GAMMA_ADJUSTMENT", tostring(g_currentGamma))
                                SCENE_MANAGER:Hide("gammaAdjust")
                                ZO_SavePlayerConsoleProfile()
                            end,
            },
            {
                control = GetControl(dialogControl, "KeyContainerDeclineGamma"),
                text = SI_GAMMA_DECLINE,
                noReleaseOnClick = true, -- Don't release because the scene needs to fade out, will release later
                callback =  function(dialog)
                                SCENE_MANAGER:Hide("gammaAdjust")
                            end,
                visible = function() return not ZO_GammaAdjust_NeedsFirstSetup() end,
            },
        }
    })
end
-- Gamma Scene and Fragment management
do
    local GAMMA_KEYBOARD_STYLE =
    {
        mainFont = "ZoFontWinH3",
        subFont = "ZoFontConversationOption",
        confirmTemplate = "ZO_DialogButton",
        declineTemplate = "ZO_DialogButton",
        keybindTextFontColor = ZO_NORMAL_TEXT,
    }
    local GAMMA_GAMEPAD_STYLE =
    {
        mainFont = "ZoFontGamepadBold34",
        subFont = "ZoFontGamepadBold22",
        confirmTemplate = "ZO_DialogButton_Gamepad",
        declineTemplate = "ZO_DialogButton_Gamepad",
        keybindTextFontColor = ZO_SELECTED_TEXT,
    }
    ZO_GammaAdjustFragment = ZO_FadeSceneFragment:Subclass()
    function ZO_GammaAdjustFragment:New(control)
        local fragment = ZO_FadeSceneFragment.New(self, control, 1500)
        fragment.dialog = control
        fragment.mainText = control:GetNamedChild("MainText")
        fragment.subText = control:GetNamedChild("SubText")
        fragment.keyContainer = control:GetNamedChild("KeyContainer")
        fragment.confirmGamma = fragment.keyContainer:GetNamedChild("ConfirmGamma")
        fragment.declineGamma = fragment.keyContainer:GetNamedChild("DeclineGamma")
        local oldStop = fragment.animationReverseOnStop
        fragment.animationReverseOnStop =   function()
                                                --Have to release the dialog before the stop handler hides it or it won't decrease the number of top levels
                                                ZO_Dialogs_ReleaseDialog("ADJUST_GAMMA_DIALOG")
                                                oldStop()
                                            end
        local function ZO_GammaAdjustSlider_OnInitialized(slider)
            slider:SetMinMax(75, 150)
            slider:SetValue(75)
            ZO_GammaAdjust_ColorTexturesWithGamma(75)
            slider:SetHandler("OnValueChanged", ZO_GammaAdjust_SetGamma)
        end
        local gamepadSlider = control:GetNamedChild("GamepadSlider")
        self.gamepadSlider = gamepadSlider
        ZO_GammaAdjustSlider_OnInitialized(gamepadSlider)
        local keyboardSlider = control:GetNamedChild("Slider")
        self.keyboardSlider = keyboardSlider
        self.rightArrow = keyboardSlider:GetNamedChild("Increment")
        self.leftArrow = keyboardSlider:GetNamedChild("Decrement")
        ZO_GammaAdjustSlider_OnInitialized(keyboardSlider)
        self:UpdateVisibility()
        ZO_PlatformStyle:New(function(style) fragment:ApplyPlatformStyle(style) end, GAMMA_KEYBOARD_STYLE, GAMMA_GAMEPAD_STYLE)
        return fragment
    end
    function ZO_GammaAdjustFragment:Show()
        g_currentGamma = GetCVar("GAMMA_ADJUSTMENT")
        -- Tweak custom dialog controls
        if self.slider.Activate then
            self.slider:Activate()
        end
        if ZO_GammaAdjust_NeedsFirstSetup() then
            self.slider:SetValue(DEFAULT_INITIAL_GAMMA)
        else
            self.slider:SetValue(g_currentGamma)
        end
        if not self.dialogInitialized then
            GammaDialogInitialize(self.control)
            self.dialogInitialized = true
        end
        local dialog = self.dialog
        dialog:GetNamedChild("Divider"):SetHidden(true)
        dialog:GetNamedChild("BG"):SetHidden(true)
        dialog:GetNamedChild("ModalUnderlay"):SetColor(0, 0, 0, 1)
        ZO_Dialogs_ShowDialog("ADJUST_GAMMA_DIALOG")
        -- Call base class for animations after everything has been tweaked
        ZO_FadeSceneFragment.Show(self)
    end
    function ZO_GammaAdjustFragment:IncrementSliderValue(delta)
        self.slider:SetValue(self.slider:GetValue() + delta)
    end
    function ZO_GammaAdjustFragment:OnHidden()
        ZO_FadeSceneFragment.OnHidden(self)
        if self.slider.Deactivate then
            self.slider:Deactivate()
        end
    end
    function ZO_GammaAdjustFragment:ApplyPlatformStyle(style)
        self.mainText:SetFont(style.mainFont)
        self.subText:SetFont(style.subFont)
        ApplyTemplateToControl(self.confirmGamma, style.confirmTemplate)
        ApplyTemplateToControl(self.declineGamma, style.declineTemplate)
        ZO_SelectableLabel_SetNormalColor(self.confirmGamma:GetNamedChild("NameLabel"), style.keybindTextFontColor)
        ZO_SelectableLabel_SetNormalColor(self.declineGamma:GetNamedChild("NameLabel"), style.keybindTextFontColor)
        self:UpdateVisibility()
    end
    function ZO_GammaAdjustFragment:UpdateVisibility()
        local isGamepad = IsInGamepadPreferredMode()
        local isShowing = self:IsShowing()
        self.gamepadSlider:SetHidden(not isGamepad)
        self.keyboardSlider:SetHidden(isGamepad)
        self.rightArrow:SetHidden(isGamepad)
        self.leftArrow:SetHidden(isGamepad)
        if isShowing and self.slider and self.slider.Deactivate then
            self.slider:Deactivate()
        end
        self.slider = isGamepad and self.gamepadSlider or self.keyboardSlider
        self.slider:SetValue(g_currentGamma)
        if isShowing and self.slider.Activate then
            self.slider:Activate()
        end
    end
end
    GAMMA_SCENE_FRAGMENT = ZO_GammaAdjustFragment:New(control)
end
local function GammaToLinear(gamma)
    if gamma <= 0.04045 then
        return gamma / 12.92
    else
        return zo_pow(zo_abs(gamma + 0.055) / 1.055, 2.4)
    end
end
local function LinearToGamma(linear)
    if linear <= 0.0031308 then
        return linear * 12.92
    else
        return 1.055 * zo_pow(zo_abs(linear), 1 / 2.4) - 0.055
    end
end
do
    local imageData =
    {
        { "ZO_GammaAdjustReferenceImage1", 2 / 255 },
        { "ZO_GammaAdjustReferenceImage2", 7 / 255 },
        { "ZO_GammaAdjustReferenceImage3", 20 / 255 },
    }
    function ZO_GammaAdjust_SetGamma(slider, value)
        g_currentGamma = value
        ZO_GammaAdjust_ColorTexturesWithGamma(g_currentGamma)
    end
    function ZO_GammaAdjust_ColorTexturesWithGamma(gamma)
        for index, setupData in ipairs(imageData) do
            local image = GetControl(setupData[1])
            local linearAlpha = GammaToLinear(setupData[2])
            local correctedLinear = zo_pow(linearAlpha, 100 / gamma)
            local gammaAlpha = LinearToGamma(correctedLinear)
            image:SetColor(1, 1, 1, gammaAlpha)
        end
    end
end
function ZO_GammaAdjust_ChangeGamma(delta)
    GAMMA_SCENE_FRAGMENT:IncrementSliderValue(delta)
end
    return GetCVar("PregameGammaCheckEnabled") == "1"
end