ESO Lua File v100010

ingame/actionbar/actionbutton.lua

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local FORCE_SUPPRESS_COOLDOWN_SOUND = true
local g_showGlobalCooldown = false
    g_showGlobalCooldown = not g_showGlobalCooldown
end
ACTION_BUTTON_TYPE_VISIBLE = 1
ACTION_BUTTON_TYPE_HIDDEN = 2
ACTION_BUTTON_TYPE_LOCKED = 3
local ACTION_BUTTON_BGS = {ability = "EsoUI/Art/ActionBar/abilityInset.dds", item = "EsoUI/Art/ActionBar/quickslotBG.dds"}
local ACTION_BUTTON_BORDERS = {normal = "EsoUI/Art/ActionBar/abilityFrame64_up.dds", mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds"}
local function HasAbility(slotnum)
    local slotType = GetSlotType(slotnum)
    return(slotType == ACTION_TYPE_ABILITY)
end
ActionButton = ZO_Object:Subclass()
function ActionButton:New(slotNum, buttonType, parent, controlTemplate)
    local newB = ZO_Object.New(self)
    if(newB)
    then
        local ctrlName = "ActionButton"..slotNum
        local slotCtrl = CreateControlFromVirtual(ctrlName, parent, controlTemplate)
        newB.buttonType             = buttonType
        newB.hasAction              = false
        newB.slot                   = slotCtrl
        newB.slot.slotNum           = slotNum
        newB.button                 = GetControl(slotCtrl, "Button")
        newB.button.slotNum         = slotNum
        newB.button.slotType        = ABILITY_SLOT_TYPE_ACTIONBAR
        newB.button.tooltip         = AbilityTooltip
        newB.flipCard               = GetControl(slotCtrl, "FlipCard")
        newB.bg                     = GetControl(slotCtrl, "BG")
        newB.icon                   = GetControl(slotCtrl, "Icon")
        newB.buttonText             = GetControl(slotCtrl, "ButtonText")
        newB.countText              = GetControl(slotCtrl, "CountText")
        newB.cooldown               = GetControl(slotCtrl, "Cooldown")
        newB.cooldownCompleteAnim   = GetControl(slotCtrl, "CooldownCompleteAnimation")
        newB.status                 = GetControl(slotCtrl, "Status")
        newB.inCooldown             = false
        newB.showingCooldown        = false
        newB.activationHighlight    = GetControl(slotCtrl,"ActivationHighlight")
        local HIDE_UNBOUND = false
        ZO_Keybindings_RegisterLabelForBindingUpdate(newB.buttonText, "ACTION_BUTTON_".. slotNum, HIDE_UNBOUND, "GAMEPAD_ACTION_BUTTON_".. slotNum)
    end
    return newB
end
function ActionButton:IsClassBarButton()
    return self.slot.slotNum > ACTION_BAR_FIRST_CLASS_BAR_SLOT and self.slot.slotNum <= ACTION_BAR_FIRST_CLASS_BAR_SLOT + ACTION_BAR_CLASS_BAR_SIZE
end
function ActionButton:IsSiegeBarButton()
    return self.slot.slotNum > ACTION_BAR_FIRST_SIEGE_BAR_SLOT and self.slot.slotNum <= ACTION_BAR_FIRST_SIEGE_BAR_SLOT + ACTION_BAR_SIEGE_BAR_SIZE
end
function ActionButton:SetShowBindingText(visible)
end
function ActionButton:GetSlot()
    return self.slot.slotNum
end
function ActionButton:GetButtonType()
    return self.buttonType
end
function ActionButton:HasAction()
    return self.hasAction
end
function ActionButton:HandlePressAndRelease()
end
function ActionButton:HandlePress()
    if(self.useable) then
        self.button:SetState(BSTATE_PRESSED, false)
    end
    OnSlotDown(self:GetSlot())
end
function ActionButton:HandleRelease()
    self.button:SetState(BSTATE_NORMAL, false)
    OnSlotUp(self:GetSlot())
end
local function SetupAbilitySlot(slotObject, slotId)
    local slotIcon, weaponSwapIcon = GetSlotTexture(slotId)
    slotObject.slot:SetHidden(false)
    slotObject.hasAction = true
    ZO_AbilitySlot_SetupSlot(slotObject.icon, slotObject.button, slotIcon, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
    slotObject.bg:SetTexture(ACTION_BUTTON_BGS.ability)
    slotObject:SetupCount(nil)
end
local function SetupItemSlot(slotObject, slotId)
    local slotIcon = GetSlotTexture(slotId)
    local itemCount = GetSlotItemCount(slotId)
    local consumable = IsSlotItemConsumable(slotId)
    slotObject.slot:SetHidden(false)
    slotObject.hasAction = true
    -- TODO: Change ZO_AbilitySlot to ZO_ActionSlot or something
    ZO_AbilitySlot_SetupSlot(slotObject.icon, slotObject.button, slotIcon, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
    slotObject.bg:SetTexture(ACTION_BUTTON_BGS.item)
    slotObject:SetupCount(itemCount, consumable)
end
local function SetupSiegeActionSlot(slotObject, slotId)
    local slotIcon = GetSlotTexture(slotId)
    slotObject.slot:SetHidden(false)
    slotObject.hasAction = true
    ZO_AbilitySlot_SetupSlot(slotObject.icon, slotObject.button, slotIcon, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
end
local function SetupCollectibleActionSlot(slotObject, slotId)
    local slotIcon = GetSlotTexture(slotId)
    slotObject.slot:SetHidden(false)
    slotObject.hasAction = true
    ZO_AbilitySlot_SetupSlot(slotObject.icon, slotObject.button, slotIcon, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
    slotObject.bg:SetTexture(ACTION_BUTTON_BGS.item)
    slotObject:SetupCount(nil)
end
SetupSlotHandlers = 
{
    [ACTION_TYPE_ABILITY]       = SetupAbilitySlot,
    [ACTION_TYPE_ITEM]          = SetupItemSlot,
    [ACTION_TYPE_SIEGE_ACTION]  = SetupSiegeActionSlot,
    [ACTION_TYPE_COLLECTIBLE]   = SetupCollectibleActionSlot,
}
function ActionButton:SetupCount(count, consumable)
    if(count and count >= 0 and consumable) then
        self.countText:SetHidden(false)
        self.countText:SetText(count)
    else
        self.countText:SetHidden(true)
    end
end
function ActionButton:HandleSlotChanged()
    local slotId = self:GetSlot()
    local slotType = GetSlotType(slotId)
    local setupSlotHandler = SetupSlotHandlers[slotType]
    if(setupSlotHandler)
    then
        setupSlotHandler(self, slotId)
    else
        self:Clear()
    end
    self.inCooldown = false
    if self.showingCooldown then
    end
    self.showingCooldown = false
    self:UpdateState()
    local mouseOverControl = WINDOW_MANAGER:GetMouseOverControl()
    if(mouseOverControl == self.button)
    then
        ZO_AbilitySlot_OnMouseEnter(self.button)
    end
end
function ActionButton:Clear()
    if(self.buttonType == ACTION_BUTTON_TYPE_LOCKED) then
        self.slot:SetHidden(true)
    else
        ZO_AbilitySlot_ClearSlot(self.icon, self.button, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
    end
    self.hasAction = false
    self.button.actionId = nil
    self.countText:SetText("")
end
function ActionButton:UpdateActivationHighlight()
    local slotnum = self:GetSlot()
    local slotType = GetSlotType(slotnum)
    local slotIsEmpty = (slotType == 0)
    local showHighlight = not slotIsEmpty and HasActivationHighlight(slotnum) and not self.useFailure and not self.showingCooldown
    local isShowingHighlight = self.activationHighlight:IsHidden() == false
    if(showHighlight ~= isShowingHighlight) then
        self.activationHighlight:SetHidden(not showHighlight)
        if(showHighlight) then
            local _, _, activationAnimation = GetSlotTexture(slotnum)
            self.activationHighlight:SetTexture(activationAnimation)
            self.activationHighlight.animation = self.activationHighlight.animation or CreateSimpleAnimation(ANIMATION_TEXTURE, self.activationHighlight)
            local anim = self.activationHighlight.animation
            anim:SetImageData(64,1)
            anim:SetFramerate(30)
            anim:GetTimeline():PlayFromStart()
        else
            local anim = self.activationHighlight.animation
            if(anim) then
                anim:GetTimeline():Stop()
            end
        end
    end 
end
function ActionButton:UpdateState()
    local slotnum = self:GetSlot()
    local slotType = GetSlotType(slotnum)
    local slotIsEmpty = (slotType == ACTION_TYPE_NOTHING)
    self.button.actionId = GetSlotBoundId(slotnum)
    self.itemQtyFailure = false
    if(not slotIsEmpty and (slotType == ACTION_TYPE_ITEM)) then
        self.itemQtyFailure = (GetSlotItemCount(slotnum) == 0)
    end
     local soulGemFailure = false
     if(not slotIsEmpty and slotType == ACTION_TYPE_ABILITY) then
          local isSoulGemAbility = IsSlotSoulTrap(slotnum)
          if(isSoulGemAbility and not DoesInventoryContainEmptySoulGem()) then
               soulGemFailure = true
          end
     end
    self.useFailure = not slotIsEmpty and
                      self.itemQtyFailure or
                      soulGemFailure or
                           HasCostFailure(slotnum) or
                           HasTargetFailure(slotnum) or
                           HasRequirementFailure(slotnum) or
                           HasWeaponSlotFailure(slotnum) or
                           HasStatusEffectFailure(slotnum) or
                           HasFallingFailure(slotnum) or
                           HasSwimmingFailure(slotnum) or
                           HasMountedFailure(slotnum) or
                      HasReincarnatingFailure(slotnum) or
                      HasRangeFailure(slotnum)
    self.status:SetHidden(slotIsEmpty or IsSlotToggled(slotnum) == false)
    self:UpdateCooldown(FORCE_SUPPRESS_COOLDOWN_SOUND)
end
function ActionButton:UpdateUseable()
    self.useable = not (self.useFailure or (self.inCooldown and not self.isGlobalCooldown))
    local useable = self.useable
    if(not useable and self.slot.slotNum == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1) then
        local current = GetUnitPower("player", POWERTYPE_ULTIMATE)
        local max = GetSlotAbilityCost(ACTION_BAR_ULTIMATE_SLOT_INDEX + 1)
        if(current < max) then
            useable = true
        end
    end
    local slotNum = self:GetSlot()
    local slotType = GetSlotType(slotNum)
    ZO_AbilitySlot_SetUnusable(self.icon, not useable, slotType == ACTION_TYPE_ITEM)
end
local NO_LEADING_EDGE = false
function ActionButton:UpdateCooldown(options)
    local slotnum = self:GetSlot()
    local remain, duration, global = GetSlotCooldownInfo(slotnum)
    local isInCooldown = duration > 0
    local showCooldown = isInCooldown and (g_showGlobalCooldown or not global)
    self.cooldown:SetHidden(not showCooldown)
    if showCooldown then
        self.cooldown:StartCooldown(remain, duration, CD_TYPE_RADIAL, nil, NO_LEADING_EDGE)        
        if(self.cooldownCompleteAnim.animation) then
            self.cooldownCompleteAnim.animation:GetTimeline():Stop()
        end
    else
        if self.showingCooldown then
            -- This ability was in a non-global cooldown, and now the cooldown is over...play animation and sound
            if options ~= FORCE_SUPPRESS_COOLDOWN_SOUND then
                PlaySound(SOUNDS.ABILITY_READY)
            end
            self.cooldownCompleteAnim.animation = self.cooldownCompleteAnim.animation or CreateSimpleAnimation(ANIMATION_TEXTURE, self.cooldownCompleteAnim)
            local anim = self.cooldownCompleteAnim.animation
            self.cooldownCompleteAnim:SetHidden(false)
            anim:SetImageData(16,1)
            anim:SetFramerate(30)
            anim:GetTimeline():PlayFromStart()
        end
        self.cooldown:ResetCooldown()
    end
    if showCooldown ~= self.showingCooldown then
        self.showingCooldown = showCooldown
        if self.showingCooldown then
            ZO_ContextualActionBar_AddReference()
        else
            ZO_ContextualActionBar_RemoveReference()
        end
                    
        self:UpdateActivationHighlight()
    end
    self.inCooldown = isInCooldown
    self.isGlobalCooldown = global
    self:UpdateUseable()
end
function ActionButton:ApplyFlipAnimationStyle()
    local timeline = self.hotbarSwapAnimation
    if timeline then
        local width, height = self.flipCard:GetDimensions()
        local firstAnimation = timeline:GetFirstAnimation()
        local lastAnimation = timeline:GetLastAnimation()
        firstAnimation:SetStartAndEndWidth(width, width)
        firstAnimation:SetStartAndEndHeight(height, 0)
        lastAnimation:SetStartAndEndWidth(width, width)
        lastAnimation:SetStartAndEndHeight(0, height)
    end
end
function ActionButton:ApplyStyle(template)
    ApplyTemplateToControl(self.slot, template)
    local decoration = self.slot:GetNamedChild("Decoration")
    if decoration then
        decoration:SetHidden(IsInGamepadPreferredMode())
    end
end
function ActionButton:ApplyAnchor(target, offsetX)
    self.slot:SetAnchor(LEFT, target, RIGHT, offsetX, 0)
end
    local timeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("HotbarSwapAnimation", self.flipCard)
    timeline:GetFirstAnimation():SetHandler("OnStop", function(animation) OnStopHandlerFirst(animation, self) end)
    timeline:GetLastAnimation():SetHandler("OnStop", function(animation) OnStopHandlerLast(animation, self) end)
    self.hotbarSwapAnimation = timeline
end