ESO Lua File v100015

ingame/playeremote/playeremote.lua

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local function AddEmote(emoteIndex, ...)
    for i = 1, select("#", ...) do
        local cmd = select(i, ...)
        if(SLASH_COMMANDS[cmd] == nil) then
              SLASH_COMMANDS[cmd] = function() PlayEmoteByIndex(emoteIndex) end
        end
    end
end
local function AddEmotes()
     local numEmotes = GetNumEmotes()
     for emoteIndex = 1, numEmotes, 1 do
        AddEmote(emoteIndex, zo_strsplit(" ", GetEmoteSlashNameByIndex(emoteIndex)))
     end
end
local function OnAddOnLoaded(event, name)
    if name == "ZO_Ingame" then
          AddEmotes()
        EVENT_MANAGER:UnregisterForEvent("PlayerEmote_OnAddOnLoaded", EVENT_ADD_ON_LOADED)
     end
end
     
EVENT_MANAGER:RegisterForEvent("PlayerEmote_OnAddOnLoaded", EVENT_ADD_ON_LOADED, OnAddOnLoaded)
local ZO_PlayerEmoteManager = ZO_CallbackObject:Subclass()
function ZO_PlayerEmoteManager:New(...)
     local playerEmoteManager = ZO_CallbackObject.New(self)
     playerEmoteManager:Initialize(...)
     return playerEmoteManager
end
function ZO_PlayerEmoteManager:Initialize()
     EVENT_MANAGER:RegisterForEvent("ZO_PlayerEmoteManager", EVENT_PERSONALITY_CHANGED, function() self:RefreshPersonalityEmotes() end)
     EVENT_MANAGER:RegisterForEvent("ZO_PlayerEmoteManager", EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function() self:RefreshPersonalityEmotes() end)
end
function ZO_PlayerEmoteManager:CompareEmotes(emoteA, emoteB)
     if IsInGamepadPreferredMode() then
          return self:GetEmoteItemInfo(emoteA).displayName < self:GetEmoteItemInfo(emoteB).displayName
     else
          return self:GetEmoteItemInfo(emoteA).emoteSlashName < self:GetEmoteItemInfo(emoteB).emoteSlashName
     end
end
local function CompareCategories(categoryA, categoryB)
    return categoryA < categoryB
end
function ZO_PlayerEmoteManager:GetEmoteItemInfo(emoteId)
    if not self.emoteList then
        self:InitializeEmoteList()
    end
    return self.emoteList[emoteId]
end
function ZO_PlayerEmoteManager:InitializeEmoteList()
    self.emoteList = {}
    self.emoteCategories = {}
    self.emoteCategoryTypes = {}
     self.emotePersonalityCategoryAdded = false
     for emoteIndex = 1, GetNumEmotes() do
        local emoteSlashName, emoteCategory, emoteId, displayName, showInGamepadUI = GetEmoteInfo(emoteIndex)
          local isOverriddenByPersonality = IsPlayerEmoteOverridden(emoteId)
        if emoteSlashName ~= "" then
            if displayName == "" then 
                displayName = string.sub(emoteSlashName,2) --Temp in case data isn't set up.
            end
            if not self.emoteCategories[emoteCategory] then
                self.emoteCategories[emoteCategory] = {}
                table.insert(self.emoteCategoryTypes, emoteCategory)
            end
            self.emoteList[emoteId] =   {
                                            emoteCategory = emoteCategory,
                                            emoteId = emoteId,
                                            emoteIndex = emoteIndex,
                                            displayName = displayName,
                                                       emoteSlashName = emoteSlashName,
                                            showInGamepadUI = showInGamepadUI,
                                                       isOverriddenByPersonality = isOverriddenByPersonality,
                                        }
            table.insert(self.emoteCategories[emoteCategory], emoteId)
               if isOverriddenByPersonality then
                    if not self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE] then
                         self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE] = {}
                         table.insert(self.emoteCategoryTypes, EMOTE_CATEGORY_PERSONALITY_OVERRIDE)
                         self.emotePersonalityCategoryAdded = true
                    end
                    table.insert(self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE], emoteId)
               end
        end
     end
    for _, emoteList in pairs(self.emoteCategories) do
        table.sort(emoteList, function(emoteA, emoteB) return self:CompareEmotes(emoteA, emoteB) end)
    end
    table.sort(self.emoteCategoryTypes, CompareCategories)
end
function ZO_PlayerEmoteManager:RefreshPersonalityEmotes()
     if not self.emoteCategories then
        self:InitializeEmoteList()
    end
     if self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE] then
          ZO_ClearNumericallyIndexedTable(self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE])
     end
     local personalityEmoteAdded = false
     for emoteIndex = 1, GetNumEmotes() do
        local emoteSlashName, emoteCategory, emoteId, displayName, showInGamepadUI = GetEmoteInfo(emoteIndex)
          local isOverriddenByPersonality = IsPlayerEmoteOverridden(emoteId)
        if emoteSlashName ~= "" then
            self.emoteList[emoteId].isOverriddenByPersonality = isOverriddenByPersonality
               if isOverriddenByPersonality then
                    if not self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE] then
                         self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE] = {}
                    end
                    if not self.emotePersonalityCategoryAdded then
                         self.emotePersonalityCategoryAdded = true
                         table.insert(self.emoteCategoryTypes, EMOTE_CATEGORY_PERSONALITY_OVERRIDE)
                    end
                    if displayName == "" then 
                         displayName = string.sub(emoteSlashName,2) --Temp in case data isn't set up.
                    end
                    personalityEmoteAdded = true
                    table.insert(self.emoteCategories[EMOTE_CATEGORY_PERSONALITY_OVERRIDE], emoteId)
               end
        end
     end
     if not personalityEmoteAdded then
          if self.emotePersonalityCategoryAdded then
               for i, categoryType in ipairs(self.emoteCategoryTypes) do
                    if categoryType == EMOTE_CATEGORY_PERSONALITY_OVERRIDE then
                         table.remove(self.emoteCategoryTypes, i)
                         self.emotePersonalityCategoryAdded = false
                         break
                    end
               end
          end
     end
     for _, emoteList in pairs(self.emoteCategories) do
        table.sort(emoteList, function(emoteA, emoteB) return self:CompareEmotes(emoteA, emoteB) end)
    end
    table.sort(self.emoteCategoryTypes, CompareCategories)
end
function ZO_PlayerEmoteManager:GetEmoteListForType(emoteType, optFilterFunction)
    if not self.emoteCategories then
        self:InitializeEmoteList()
    end
    local emoteCategory = self.emoteCategories[emoteType]
    if not optFilterFunction then
        return emoteCategory
    else
        local filteredEmoteCategory = {}
        for _, emoteId in ipairs(emoteCategory) do
            if optFilterFunction(self.emoteList[emoteId]) then
                table.insert(filteredEmoteCategory, emoteId)
            end
        end
        return filteredEmoteCategory
    end    
end
function ZO_PlayerEmoteManager:GetEmoteCategories()
    if not self.emoteCategoryTypes then
        self:InitializeEmoteList()
    end
    return self.emoteCategoryTypes
end
function ZO_PlayerEmoteManager:GetSlottedEmotes()
    local slottedEmoteList = {}
    for i = 1, ACTION_BAR_EMOTE_QUICK_SLOT_SIZE do
        local slotIndex = i + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
        local slotType = GetSlotType(slotIndex)
        local emoteID = GetSlotBoundId(slotIndex)
        slottedEmoteList[i] =
        {
            type = slotType,
            id = emoteID,
        }
    end
    return slottedEmoteList
end
-- Globals
-------------------------------------------------------------
PLAYER_EMOTE_MANAGER = ZO_PlayerEmoteManager:New()