ESO Lua File v100010

ingame/crafting/gamepad/smithingextraction_gamepad.lua

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ZO_GamepadSmithingExtraction = ZO_SharedSmithingExtraction:Subclass()
function ZO_GamepadSmithingExtraction:New(...)
    return ZO_SharedSmithingExtraction.New(self, ...)
end
function ZO_GamepadSmithingExtraction:Initialize(control, owner, refinementOnly, scene)
     ZO_SharedSmithingExtraction.Initialize(self, control, owner, refinementOnly)
     self.tooltip = self.control:GetNamedChild("Tooltip")
     if refinementOnly then
          self.mode = ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS
     else
          self.mode = ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS
     end
     self:InitializeInventory(refinementOnly)
     self:InitExtractionSlot(scene.name)
     local selectedTooltipContainer = self.control:GetNamedChild("SelectedTooltipContainer")
    self.selectedTooltip = selectedTooltipContainer:GetNamedChild("Tip")
    ZO_Tooltip:Initialize(self.selectedTooltip, ZO_TOOLTIP_STYLES)
     -- set up inventory keybinds and tooltips
     self.inventory.list:SetOnSelectedDataChangedCallback(function(list, selectedData)
          self.selectedTooltip:ClearLines()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
          if selectedData and selectedData.bagId and selectedData.slotIndex then
               self.selectedTooltip:LayoutBagItem(selectedData.bagId, selectedData.slotIndex)
               selectedTooltipContainer:SetHidden(false)
          else
               selectedTooltipContainer:SetHidden(true)
          end
    end)
    scene:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
               KEYBIND_STRIP:RemoveDefaultExit()
               KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            self.inventory:Activate()
            local tabBarEntries = {}
               if not refinementOnly then
                self:AddEntry(GetString(SI_CHARACTER_EQUIP_SECTION_WEAPONS), ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS, CanSmithingWeaponPatternsBeCraftedHere(), tabBarEntries)
                self:AddEntry(GetString(SI_CHARACTER_EQUIP_SECTION_APPAREL), ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR, CanSmithingApparelPatternsBeCraftedHere(), tabBarEntries)
                local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
                local contextString = GetString(SI_SMITHING_TAB_DECONSTRUCTION)
                ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, contextString, tabBarEntries)
                if #tabBarEntries > 1 then
                    ZO_GamepadGenericHeader_Activate(self.owner.header)
                end
            else
                local titleString = GetString(SI_SMITHING_TAB_REFINMENT)
                ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString)
               end
            ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
            -- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right mode
            if #tabBarEntries == 1 then
                self:ChangeMode(tabBarEntries[1].mode)
            end
               -- used to update extraction slot UI with text / etc., PC does this as well
               self:RemoveItemFromWorkbench()
               self.owner:SetEnableSkillBar(true)
               GAMEPAD_CRAFTING_RESULTS:SetForceCenterResultsText(true)
               GAMEPAD_CRAFTING_RESULTS:ModifyAnchor(ZO_Anchor:New(RIGHT, GuiRoot, RIGHT, -310, -175))
        elseif newState == SCENE_HIDDEN then
               KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
               KEYBIND_STRIP:RestoreDefaultExit()
            self.inventory:Deactivate()
               self.tooltip:ClearLines()
               self.tooltip:SetHidden(true)
               self.selectedTooltip:ClearLines()
               selectedTooltipContainer:SetHidden(true)
               ZO_GamepadGenericHeader_Deactivate(self.owner.header)
               self.owner:SetEnableSkillBar(false)
               GAMEPAD_CRAFTING_RESULTS:SetForceCenterResultsText(false)
               GAMEPAD_CRAFTING_RESULTS:RestoreAnchor()
        end
    end)
     CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function()
          if SCENE_MANAGER:IsShowing("gamepad_smithing_refine") or SCENE_MANAGER:IsShowing("gamepad_smithing_deconstruct") then
               if not self.extractionSlot:HasItem() then
                    self.tooltip:SetHidden(true)
               end
               self:UpdateSelection()
          end
    end)
end
function ZO_GamepadSmithingExtraction:ChangeMode(mode)
     self.mode = mode
     self.inventory.filterType = mode
     self.inventory:HandleDirtyEvent()
     -- used to update extraction slot UI with text / etc., PC does this as well
     -- note that on gamepad this gives a possibly unwanted side effect of losing the active item when switching filters
     KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_GamepadSmithingExtraction:AddEntry(name, mode, allowed, tabBarEntries)
    if allowed then
        local entry = {}
        entry.text = name
        entry.callback = function()
            self:ChangeMode(mode)
        end
        entry.mode = mode
        table.insert(tabBarEntries, entry)
    end
end
function ZO_GamepadSmithingExtraction:SetCraftingType(craftingType, oldCraftingType, isCraftingTypeDifferent)
    self.extractionSlot:SetItem(nil)
    self.canExtract = false
    self.inventory:HandleDirtyEvent()
end
function ZO_GamepadSmithingExtraction:InitializeInventory(refinementOnly)
    local inventory = self.control:GetNamedChild("Clip"):GetNamedChild("Area"):GetNamedChild("Inventory")
    self.inventory = ZO_GamepadExtractionInventory:New(self, inventory, refinementOnly)
     -- turn refinement stacks red if they don't have a large enough quantity in them to be refineable
     self.inventory:SetCustomExtraData(function(bagId, slotIndex, data)
          if self.mode == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS then
               data.meetsUsageRequirement = data.stackCount >= GetRequiredSmithingRefinementStackSize()
          end
     end
     )
end
function ZO_GamepadSmithingExtraction:IsCurrentSelected()
     if self.extractionSlot:HasItem() then
        local bagId, slotIndex = self.extractionSlot:GetBagAndSlot()
        local selectedBagId, selectedSlotIndex = self.inventory:CurrentSelectionBagAndSlot()
        return bagId == selectedBagId and slotIndex == selectedSlotIndex
     end
end
function ZO_GamepadSmithingExtraction:UpdateSelection()
     local bagId, slotIndex = self.extractionSlot:GetBagAndSlot()
    for _, data in pairs(self.inventory.list.dataList) do
        if data.bagId == bagId and data.slotIndex == slotIndex then
            data.isEquippedInCurrentCategory = true
        else
            data.isEquippedInCurrentCategory = false
        end
    end
    self.inventory.list:RefreshVisible()
end
do
    local MODE_TO_ICON_MAP = {
        [ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_apparelSlot.dds",
        [ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_weaponSlot.dds",
        [ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_refine_emptySlot.dds",
    }
    function ZO_GamepadSmithingExtraction:UpdateEmptySlotIcon()
        if not self.extractionSlot:HasItem() then
            local slotBG = self.extractionSlot.control:GetNamedChild("Bg")
            local emptySlotIconControl = self.extractionSlot.control:GetNamedChild("EmptySlotIcon")
            local iconPath = MODE_TO_ICON_MAP[self.mode]
            
            -- emptySlotIcon stores an icon path, not the control itself
            self.extractionSlot.emptySlotIcon = iconPath
            emptySlotIconControl:SetTexture(iconPath)
            self.extractionSlot:ShowEmptySlotIcon(true)
            -- reanchor slot icon based on special refine "you need 10 of this" text
            emptySlotIconControl:ClearAnchors()
            local newAnchor = nil
            if self.mode == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS then
                newAnchor = ZO_Anchor:New(TOP, slotBG, TOP, 0, 10)
            else
                newAnchor = ZO_Anchor:New(CENTER, slotBG)
            end
            newAnchor:AddToControl(emptySlotIconControl)
        end
    end
end
function ZO_GamepadSmithingExtraction:AddItemToWorkbench()
     local bagId, slotIndex = self.inventory:CurrentSelectionBagAndSlot()
     self:AddItemToCraft(bagId, slotIndex)
     if bagId and slotIndex then
          self.tooltip:ClearLines()
          self.tooltip:LayoutBagItem(bagId, slotIndex)
          self.tooltip.icon:SetTexture(GetItemInfo(bagId, slotIndex))
          self.tooltip:SetHidden(false)
        ZO_GamepadCraftingUtils_PlaySlotBounceAnimation(self.extractionSlot)
     end
end
function ZO_GamepadSmithingExtraction:RemoveItemFromWorkbench()
     self:ClearSelections()
     self.tooltip:SetHidden(true)
end
function ZO_GamepadSmithingExtraction:ConfirmRefineOrDestroy()
     self:Extract()
end
function ZO_GamepadSmithingExtraction:HasEnoughToRefine()
     if self.mode == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS then
          local bagId, slotIndex = self.extractionSlot:GetBagAndSlot()
          return ZO_SharedSmithingExtraction_DoesItemMeetRefinementStackRequirement(bagId, slotIndex, self.extractionSlot:GetStackCount())
     else
          return true
     end
end
function ZO_GamepadSmithingExtraction:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select / remove
        {
            name = function()
                if self:IsCurrentSelected() then
                    return GetString(SI_ITEM_ACTION_REMOVE_FROM_CRAFT)
                else
                    return GetString(SI_ITEM_ACTION_ADD_TO_CRAFT)
                end
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() end,
            callback = function() 
                if self:IsCurrentSelected() then
                    self:RemoveItemFromWorkbench()
                else
                    self:AddItemToWorkbench()
                end
                    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end,
        },
        -- Perform craft
        {
            name = function()
                    if self.mode == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR then
                         return GetString(SI_SMITHING_TAB_DECONSTRUCTION)
                    elseif self.mode == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS then
                         return GetString(SI_SMITHING_TAB_DECONSTRUCTION)
                    elseif self.mode == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS then
                         return GetString(SI_SMITHING_TAB_REFINMENT)
                    end
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
        
            callback = function() self:ConfirmRefineOrDestroy() end,
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:HasEnoughToRefine() and self:HasSelections() end,
        },
          -- Clear selections
          {
            name = function()
                    return GetString(SI_CRAFTING_CLEAR_SELECTIONS)
            end,
            keybind = "UI_SHORTCUT_TERTIARY",
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:HasSelections() end,
            callback = function()
                    self:RemoveItemFromWorkbench()
                    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end,
        },
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.inventory.list)
end
ZO_GamepadExtractionInventory = ZO_GamepadCraftingInventory:Subclass()
function ZO_GamepadExtractionInventory:New(...)
    return ZO_GamepadCraftingInventory.New(self, ...)
end
function ZO_GamepadExtractionInventory:Initialize(owner, control, refinementOnly, ...)
    local inventory = ZO_GamepadCraftingInventory.Initialize(self, control, ...)
    self.owner = owner
     self.noItemsLabel = control.noItemsLabel
     if refinementOnly then
          self.filterType = ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS
     else
          self.filterType = ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS
     end
end
function ZO_GamepadExtractionInventory:Refresh(data)
    self.owner:OnInventoryUpdate(validItemIds)
     -- handle no items in a filter cases / show text to the user
     self.noItemsLabel:SetHidden(#data > 0)
     if #data < 1 then
          if self.filterType == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_ARMOR then
               self.noItemsLabel:SetText(GetString(SI_SMITHING_EXTRACTION_NO_ARMOR))
          elseif self.filterType == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_WEAPONS then
               self.noItemsLabel:SetText(GetString(SI_SMITHING_EXTRACTION_NO_WEAPONS))
          elseif self.filterType == ZO_SMITHING_EXTRACTION_SHARED_FILTER_TYPE_RAW_MATERIALS then
               self.noItemsLabel:SetText(GetString(SI_SMITHING_EXTRACTION_NO_MATERIALS))
          end
     end
end
function ZO_GamepadExtractionInventory:GetCurrentFilterType()
    return self.filterType
end