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ZO_GAMEPAD_SKILLS_SKILL_LIST_BROWSE_MODE = 1
ZO_GAMEPAD_SKILLS_BUILD_PLANNER_ASSIGN_MODE = 2
ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE = 3
ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE = 4
return gamepadSkills
end
end
end
-- Used to select a desired skill ability after a lineFilterList refresh
GAMEPAD_SKILLS_ROOT_SCENE = ZO_InteractScene : New ( "gamepad_skills_root" , SCENE_MANAGER , ZO_SKILL_RESPEC_INTERACT_INFO )
if newState == SCENE_SHOWING then
if previousSceneName == "gamepad_skills_line_filter" then
-- first entry is always the skills advisor
end
end
end
--Defer dialog call in case we're entering the scene from the base scene. This is to
--ensure the dialog's keybind layer is added after the other layers, and not before.
end
end
end
elseif newState == SCENE_SHOWN then
--If we entered skills with the action bar selected make sure to activate it. We do this in shown because fragments are set to showing after
--the scene is which means the action bar is still hidden on showing which prevents activating it.
end
end
elseif newState == SCENE_HIDING then
--Disable now so it's not possible to change the selected skill live/skills advisor entry as the scene is hiding since the line filter list depends on it being a skill line
elseif newState == SCENE_HIDDEN then
end
end )
GAMEPAD_SKILLS_LINE_FILTER_SCENE = ZO_InteractScene : New ( "gamepad_skills_line_filter" , SCENE_MANAGER , ZO_SKILL_RESPEC_INTERACT_INFO )
if newState == SCENE_SHOWING then
--To pick up the new skill line that was just selected
-- If there was a skill data to select, find it and select it now that the skill list is showing
local setSelectedIndex = false
setSelectedIndex = true
break
end
end
end
if not setSelectedIndex then
end
elseif newState == SCENE_HIDDEN then
local NO_SKILL_LINE_SELECTED = nil
end
end
end )
local ALWAYS_ANIMATE = true
GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT = ZO_FadeSceneFragment : New ( self . control : GetNamedChild ( "BuildPlannerContainer" ) , ALWAYS_ANIMATE )
if newState == SCENE_FRAGMENT_SHOWING then
end
elseif newState == SCENE_FRAGMENT_HIDING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
end )
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
if newState == SCENE_GROUP_SHOWING then
self . showAttributeDialog = GetAttributeUnspentPoints ( ) > 0 and not SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( )
elseif newState == SCENE_GROUP_HIDDEN then
end
end )
GAMEPAD_SKILLS_LINE_FILTER_SCENE : SetHideSceneConfirmationCallback ( ZO_GamepadSkills . OnConfirmHideScene )
--Init the weapon swap descriptors here because OnWeaponSwap is private and cannot be initialized on a scene show if an addon does the show
end
function ZO_GamepadSkills . OnConfirmHideScene ( scene , nextSceneName , bypassHideSceneConfirmationReason )
if bypassHideSceneConfirmationReason == nil and
{
} )
else
end
end
--If we are deactivated we might be jumping somewhere else. We also might be in the respec interaction which will not be valid when we get where we are going. So just clear out the respec here.
if GAMEPAD_SKILLS_SCENE_GROUP : IsShowing ( ) and SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( ) then
local DEFAULT_PUSH = nil
local DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK = nil
local DEFAULT_NUM_SCENES_NEXT_SCENE_POPS = nil
SCENE_MANAGER : Show ( SCENE_MANAGER : GetBaseScene ( ) : GetName ( ) , DEFAULT_PUSH , DEFAULT_NEXT_SCENE_CLEARS_SCENE_STACK , DEFAULT_NUM_SCENES_NEXT_SCENE_POPS , ZO_BHSCR_SKILLS_PLAYER_DEACTIVATED )
end
end
-- Include update functionality here if the screen uses self.dirty to track needing to update
end
end
local ACTION_NONE = 1
local ACTION_PURCHASE = 2
local ACTION_SELL = 3
local ACTION_INCREASE_RANK = 4
local ACTION_DECREASE_RANK = 5
local ACTION_MORPH = 6
local ACTION_UNMORPH = 7
local ACTION_REMORPH = 8
local POINT_ACTION_TEXTURES =
{
[ ACTION_PURCHASE ] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" ,
[ ACTION_SELL ] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds" ,
[ ACTION_INCREASE_RANK ] = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" ,
[ ACTION_DECREASE_RANK ] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds" ,
[ ACTION_MORPH ] = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" ,
[ ACTION_UNMORPH ] = "EsoUI/Art/Buttons/Gamepad/gp_minus.dds" ,
[ ACTION_REMORPH ] = "EsoUI/Art/Progression/Gamepad/gp_remorph.dds" ,
}
return ACTION_PURCHASE
return ACTION_REMORPH
else
return ACTION_MORPH
end
return ACTION_INCREASE_RANK
else
return ACTION_NONE
end
end
return ACTION_SELL
return ACTION_UNMORPH
return ACTION_DECREASE_RANK
else
return ACTION_NONE
end
end
local selectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : GetAvailableSkillBuildById ( ZO_SKILLS_ADVISOR_SINGLETON : GetSelectedSkillBuildId ( ) )
{
subtitleText = selectedSkillBuild and zo_strformat ( SI_SKILLS_ADVISOR_GAMEPAD_SELECTED_BUILD_SUBTITLE , selectedSkillBuild . name ) or "" ,
}
end
local selectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : GetAvailableSkillBuildById ( ZO_SKILLS_ADVISOR_SINGLETON : GetSelectedSkillBuildId ( ) )
self . headerData . subtitleText = selectedSkillBuild and zo_strformat ( SI_SKILLS_ADVISOR_GAMEPAD_SELECTED_BUILD_SUBTITLE , selectedSkillBuild . name ) or ""
end
end
return left . skillLineData == right . skillLineData
end
if not categoryEntry . isSkillsAdvisor then
if categoryEntry . skillLineData == skillLineData then
return i
end
end
end
end
if skillAdvisorSelectedData then
local skillAdvisorProgressionData = skillAdvisorSelectedData . skillProgressionData
-- Set the category index to the category where clicked skill ability can be found
if categoryIndex then
-- Since the ability we want to select won't be available until after the lineFilterList is refreshed,
-- store ability we want to select as a member var and use it to select the abilty after list is ready
-- Prevent input while transitioning from skills advisor to selected skill ability in skill line
-- Open the skill line filter view
else
end
else
-- SkillLine not known or yet advised
end
end
end
{
end
end ,
--Here we determine what fragment to load, but we're going to wait until it loads to decide how to populate it
--So we'll prevent any further movement and proceed based on what we expect the selected data to be by the time we need it.
--We may already be in the process of a scroll, so "current data" isn't reliable.
elseif targetData and targetData . isSkillsAdvisor then
else
end
elseif targetData and not targetData . advised then
end
end ,
} )
--Confirm Bind
{
end ,
end ,
} )
--Clear All Bind
{
return GetString ( "SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND" , SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) )
end ,
if SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeAllowDecrease ( ) and not self . assignableActionBar : IsActive ( ) then
return not targetData . isSkillsAdvisor
end
end ,
end ,
} )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . categoryKeybindStripDescriptor , self . categoryList , IsEntryHeader )
end
end
return true
end
{
--This is confirm when respecing and assign otherwise
else
end
end ,
if self . mode ~= ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE or self . assignableActionBar : IsActive ( ) then
return false
end
--This is confirm when respecing and assign otherwise
return true
else
if skillEntry then
local skillData = skillEntry . skillData
end
end
end ,
--This is confirm when respecing and assign otherwise
else
local skillData = skillEntry . skillData
end
end ,
} )
return not ( self . mode == ZO_GAMEPAD_SKILLS_SINGLE_ABILITY_ASSIGN_MODE or self . assignableActionBar : IsActive ( ) )
end
if actionType == ACTION_PURCHASE or actionType == ACTION_INCREASE_RANK then
elseif actionType == ACTION_MORPH or actionType == ACTION_REMORPH then
end
end
if skillEntry then
else
return false
end
end
local skillData = skillEntry . skillData
if actionType == ACTION_PURCHASE then
local dialogData = { purchaseSkillProgressionData = skillProgressionData , }
else
end
elseif actionType == ACTION_INCREASE_RANK then
local dialogData = { currentSkillProgressionData = skillProgressionData }
else
end
elseif actionType == ACTION_MORPH or actionType == ACTION_REMORPH then
local mainTextData = { titleParams = { availablePoints } }
local dialogData = { morphSkillData = morphSkillData }
end
end
if skillEntry then
local skillData = skillEntry . skillData
if actionType ~= ACTION_NONE then
return true
elseif SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY and skillData : IsActive ( ) then
if skillPointAllocator : IsPurchased ( ) and skillPointAllocator : GetMorphSlot ( ) == MORPH_SLOT_BASE and not skillPointAllocator : CanSell ( ) then
end
end
end
return false
end
local skillData = skillEntry . skillData
if actionType == ACTION_SELL then
elseif actionType == ACTION_DECREASE_RANK then
elseif actionType == ACTION_UNMORPH then
end
end
--Decrease Skill Bind
{
end ,
if IsInSkillPointAllocationMode ( ) and SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( ) then
else
return false
end
end ,
} )
--Increase Skill Only Bind
{
end ,
if IsInSkillPointAllocationMode ( ) and SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( ) then
else
return false
end
end ,
} )
--Single Ability Assign/Assignable Action Bar/Increase Skill Bind
{
else
end
end ,
return not SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( ) and IncreaseSkillKeybindVisible ( )
else
return true
end
end ,
--Don't set mode back to ZO_GAMEPAD_SKILLS_ABILITY_LIST_BROWSE_MODE til OnAbilityFinalizedCallback says everything worked
else
end
end ,
} )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . lineFilterKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( )
else
end
end )
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . lineFilterKeybindStripDescriptor , self . lineFilterList , IsEntryHeader )
end
ZO_Gamepad_AddForwardNavigationKeybindDescriptors ( self . buildPlannerKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON ,
function ( ) --callback
end ,
)
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . buildPlannerKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON ,
function ( )
end )
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . buildPlannerKeybindStripDescriptor , self . buildPlannerList )
end
descriptor [ # descriptor + 1 ] =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
end ,
end ,
end ,
}
end
descriptor [ # descriptor + 1 ] =
{
alignment = KEYBIND_STRIP_ALIGN_RIGHT ,
return targetData and targetData . isSkillsAdvisor
end ,
end ,
}
end
local actionBarControl = CreateControlFromVirtual ( "$(parent)AssignableActionBar" , self . header , "ZO_GamepadSkillsActionBarTemplate" )
local Y_OFFSET = 60
--Bg is child of Toplevel so it isn't cut off by scroll mask.
end
end )
end
if didSlotTypeChange then
end
end
end
self . actionBarAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "GamepadSkillsSingleAssignActionBarAnimation" )
end
--Only activate the action bar if it is showing. You could start moving toward it being selected and then close the window
--before selection happens, then the selection happens when the window is closed an the bar activates (ESO-490544).
else
end
end
end
end
end
end
local function SkillLineEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , activated )
else
end
ZO_SharedGamepadEntry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , activated )
if selected then
end
end
local function MenuEntryTemplateSetup ( control , data , selected , reselectingDuringRebuild , enabled , activated )
ZO_SharedGamepadEntry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , activated )
if selected then
end
end
list : AddDataTemplate ( "ZO_GamepadSkillLineEntryTemplate" , SkillLineEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , AreSkillLineEntriesEqual )
list : AddDataTemplateWithHeader ( "ZO_GamepadSkillLineEntryTemplate" , SkillLineEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , AreSkillLineEntriesEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
list : AddDataTemplate ( "ZO_GamepadMenuEntryTemplate" , MenuEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
end
function ( _ , selectedData )
end )
end
local function MenuAbilityEntryTemplateSetup ( control , skillEntry , selected , reselectingDuringRebuild , enabled , activated )
local skillData = skillEntry . skillData
--Derive the progression specific info from the point allocator progression. This is done here so we can just do a RefreshVisible when the point allocator changes.
name = skillProgressionData : GetFormattedNameWithUpgradeLevels ( SI_GAMEPAD_ABILITY_NAME_AND_UPGRADE_LEVELS )
else
end
else
end
if skillEntry . isPreview then
end
ZO_SharedGamepadEntry_OnSetup ( control , skillEntry , selected , reselectingDuringRebuild , enabled , activated )
ZO_GamepadSkillEntryTemplate_Setup ( control , skillEntry , selected , activated , ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE )
end
return leftSkillEntry . skillData == rightSkillEntry . skillData
end
list : AddDataTemplate ( "ZO_GamepadAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual )
list : AddDataTemplateWithHeader ( "ZO_GamepadAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
end
end )
local lineFilterRespecBindingsControl = WINDOW_MANAGER : CreateControlFromVirtual ( "$(parent)RespecBindings" , lineFilterListContainer , "ZO_GamepadSkills_RespecBindings" )
end
local lineFilterPreviewList = ZO_ParametricScrollList : New ( lineFilterPreviewContainer : GetNamedChild ( "List" ) , PARAMETRIC_SCROLL_LIST_VERTICAL )
-- this isn't a list that we will interact with and selecting entries on it
-- causes sounds effects to play (and we select entries in the list in RefreshLineFilterList)
lineFilterPreviewList : AddDataTemplate ( "ZO_GamepadSingleLineAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , nil , IsSkillEqual )
lineFilterPreviewList : AddDataTemplateWithHeader ( "ZO_GamepadSingleLineAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , nil , IsSkillEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
end
local function MenuEntryHeaderTemplateSetup ( control , skillEntry , selected , selectedDuringRebuild , enabled , activated )
local skillData = skillEntry . skillData
end
local buildPlannerControl = self . control : GetNamedChild ( "BuildPlanner" ) : GetNamedChild ( "Container" ) : GetNamedChild ( "List" )
self . buildPlannerList : AddDataTemplate ( "ZO_GamepadSimpleAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual )
self . buildPlannerList : AddDataTemplateWithHeader ( "ZO_GamepadSimpleAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual , "ZO_GamepadSimpleAbilityEntryHeaderTemplate" , MenuEntryHeaderTemplateSetup )
end
local X_OFFSET = 30
local Y_OFFSET = 15
buildPlannerControl : SetAnchor ( BOTTOMRIGHT , buildPlannerControl : GetParent ( ) , BOTTOMRIGHT , X_OFFSET , 0 )
end
--Category List
local categoryListRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
--Line Filter List
local lineFilterListRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
--Line Filter Preview List
local lineFilterPreviewListRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
--Build Planner List
local buildPlannerListRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end )
end )
--Selected Tooltip
local selectedTooltipRefreshGroup = ZO_OrderedRefreshGroup : New ( ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME )
end )
end
--Skill and Point Updates
--Systems that could need a refresh:
--categoryList (RefreshCategoryList)
--lineFilterList (RefreshLineFilterList(false))
--lineFilterPreviewList (RefreshLineFilterList(true))
--buildPlannerList (RefreshBuildPlannerList)
--Selected Tooltip (RefreshSelectedTooltip)
--Points Display (RefreshPointsDisplay)
end
--For the skill line rank on each entry and the skill line XP bar on the selected entry
--For the locked/unlocked display on a skill
--For the locked/unlocked display on a skill
--For the skill line rank in the header of each section
end
--To add the new skill line to the list
--To add the skills in the new skill line to the combined planner list
end
--For the name of an active skill entry
--For the name of an active skill entry
--For the name of an active skill entry
end
--For the number of allocated points after the skill line name
--For the purchased state and name of skills
--For the purchased state and name of skills
--To add or remove skills from the combined planner list
end
--For the number of allocated points after the skill line name
--For the name of skills
--For the name of skills
end
--Skill Line Data is only defined if a single skill line was cleared
--For the number of allocated points after the skill line name
--For the purchased state and name of skills
--For the purchased state and name of skills
--To add or remove skills from the combined planner list
end
--For the number of allocated points after the skill line name
--For the point spending action icons
--For the point spending action icons
end
--For the number of allocated points after the skill line name
--For the purchased state and name of skills
--For the purchased state and name of skills
--To add or remove skills from the combined planner list
--For the number of used skill points changing
--To show or hide the respec mode bindings
--To refresh showing the commit/clear all binds
end
--To add or remove skills from the combined planner list to match hotbar-specific rules
--To refresh tooltip if an action slot is selected
end
SKILL_POINT_ALLOCATION_MANAGER : RegisterCallback ( "PurchasedChanged" , OnPointAllocatorPurchasedChanged )
SKILL_POINT_ALLOCATION_MANAGER : RegisterCallback ( "SkillProgressionKeyChanged" , OnPointAllocatorProgressionKeyChanged )
SKILLS_AND_ACTION_BAR_MANAGER : RegisterCallback ( "SkillPointAllocationModeChanged" , OnSkillPointAllocationModeChanged )
--Weapon Swap
end
end
ACTION_BAR_ASSIGNMENT_MANAGER : RegisterCallback ( "HotbarSwapVisibleStateChanged" , OnHotbarSwapVisibleStateChanged )
--Skill Advisor
ZO_SKILLS_ADVISOR_SINGLETON : RegisterCallback ( "OnRequestSelectSkillLine" , function ( ) self : SelectSkillLineFromAdvisor ( ) end )
-- Refresh state of purchase/morph/assign keybinds
end
self . control : RegisterForEvent ( EVENT_ACTION_BAR_SLOTTING_ALLOWED_STATE_CHANGED , OnPurchaseLockStateChanged )
end
end
end
end
end
end
end
end
end
local skillsAdvisorEntryData = ZO_GamepadEntryData : New ( zo_strformat ( SI_SKILLS_ENTRY_NAME_FORMAT , GetString ( SI_SKILLS_ADVISOR_TITLE ) ) )
skillsAdvisorEntryData . isSkillsAdvisor = true
local isHeader = true
end
if isHeader then
else
end
isHeader = false
end
end
end
if selectSkillData then
if categoryEntryIndex then
end
end
end
do
local g_ShownHeaderTexts = { }
if skillLineEntry . isSkillsAdvisor then
return
end
local skillLineData = skillLineEntry . skillLineData
if refreshPreviewList then
skillEntry . isPreview = true
end
skillEntry . skillData = skillData
if not refreshPreviewList and not g_ShownHeaderTexts [ headerText ] then
if refreshPreviewList then
else
end
g_ShownHeaderTexts [ headerText ] = true
else
if refreshPreviewList then
else
end
end
end
if refreshPreviewList then
-- attempt to vertically center the preview list so that all abilities in the skill line should be visible
end
end
end
do
local SkillDataFilters =
{
function ( skillData )
end ,
}
end
local newSkillLine = true
skillEntry . skillData = skillData
if newSkillLine then
else
end
newSkillLine = false
end
end
end
end
end
end
self . headerData . data2Text = zo_strformat ( SI_GAMEPAD_SKILLS_SKY_SHARDS_FOUND , skyShards , NUM_PARTIAL_SKILL_POINTS_FOR_FULL )
end
local listTopOffsetY = showBindings and 50 or 0
end
do
local g_purchaseAndUpgradeHeaderData =
{
data1 =
{
} ,
}
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
allowRightStickPassThrough = true ,
} ,
title =
{
} ,
{
} ,
warning =
{
if not ZO_SKILLS_ADVISOR_SINGLETON : IsAdvancedModeSelected ( ) and dialog . data . purchaseSkillProgressionData : IsAdvised ( ) then
end
return ""
end
} ,
buttons =
{
[ 1 ] =
{
end ,
} ,
[ 2 ] =
{
} ,
} ,
} )
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
allowRightStickPassThrough = true ,
} ,
title =
{
} ,
{
} ,
warning =
{
if not ZO_SKILLS_ADVISOR_SINGLETON : IsAdvancedModeSelected ( ) and upgradeSkillProgressionData : IsAdvised ( ) then
end
return ""
end
} ,
buttons =
{
[ 1 ] =
{
end ,
} ,
[ 2 ] =
{
} ,
} ,
} )
end
local function MorphConfirmSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
local skillEntry = {
skillProgressionData = specificMorphSkillProgressionData ,
isMorphDialog = true ,
}
ZO_GamepadSkillEntryTemplate_Setup ( control , skillEntry , selected , active , ZO_SKILL_ABILITY_DISPLAY_VIEW )
end
end
local g_morphHeaderData =
{
data1 =
{
} ,
data2 =
{
} ,
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
allowRightStickPassThrough = true ,
} ,
--Select the currently chosen morph if a morph is chosen, or pick the first one
else
end
end ,
title =
{
} ,
parametricList =
{
-- Morph 1
{
template = "ZO_GamepadSimpleAbilityEntryTemplate" ,
templateData =
{
morphSlot = MORPH_SLOT_MORPH_1 ,
} ,
} ,
-- Morph 2
{
template = "ZO_GamepadSimpleAbilityEntryTemplate" ,
templateData =
{
morphSlot = MORPH_SLOT_MORPH_2 ,
} ,
} ,
} ,
local SHOW_RANK_NEEDED_LINE = true
local SHOW_POINT_SPEND_LINE = true
local SHOW_ADVISED_LINE = true
local DONT_SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE = false
local SHOW_UPGRADE_INFO_BLOCK = true
local SHOULD_OVERRIDE_RANK_FOR_COMPARISON = true
GAMEPAD_TOOLTIPS : LayoutSkillProgression ( GAMEPAD_LEFT_DIALOG_TOOLTIP , morphSkillProgressionData , SHOW_RANK_NEEDED_LINE , SHOW_POINT_SPEND_LINE , SHOW_ADVISED_LINE , DONT_SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE , SHOW_UPGRADE_INFO_BLOCK , SHOULD_OVERRIDE_RANK_FOR_COMPARISON )
end ,
buttons =
{
{
} ,
{
end ,
} ,
} ,
} )
end
end
local dialogData =
{
data1 =
{
} ,
data2 =
{
} ,
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
} ,
title =
{
} ,
{
} ,
local IS_GAMEPAD = true
dialogData . data1 . value = ZO_Currency_Format ( balance , CURT_MONEY , ZO_CURRENCY_FORMAT_AMOUNT_ICON , IS_GAMEPAD )
dialogData . data2 . value = ZO_Currency_Format ( cost , CURT_MONEY , balance > cost and ZO_CURRENCY_FORMAT_AMOUNT_ICON or ZO_CURRENCY_FORMAT_ERROR_AMOUNT_ICON , IS_GAMEPAD )
end ,
buttons =
{
{
end ,
} ,
{
} ,
} ,
} )
end
else
end
else
end
end
local clearSkillLineEntry =
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData =
{
}
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
title =
{
return GetString ( "SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND" , SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) )
end ,
} ,
clearSkillLineEntry . header = GetString ( "SI_SKILLPOINTALLOCATIONMODE_CLEARCHOICEHEADERGAMEPAD" , SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) )
local clearSkillLineEntryTemplateData = clearSkillLineEntry . templateData
clearSkillLineEntryTemplateData . skillLineData = skillLineData
end ,
parametricList =
{
-- Clear Skill Line
clearSkillLineEntry ,
-- Clear All
{
template = "ZO_GamepadMenuEntryTemplate" ,
templateData =
{
} ,
} ,
} ,
buttons =
{
{
if entry . skillLineData then
else
end
end ,
} ,
{
} ,
} ,
} )
end
end
do
if not pendingBonus then
local perPointBonus = GetAttributeDerivedStatPerPointValue ( attributeType , STAT_TYPES [ attributeType ] )
end
end
end
end
end
local numPending = 0
end
end
end
end
end
local attributePointData =
{
data1 =
{
} ,
}
if selectedControl and selectedControl . pointLimitedSpinner then
end
end
{
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
end ,
title =
{
} ,
blockDirectionalInput = true ,
parametricList =
{
-- magicka
{
template = "ZO_GamepadStatAttributeRow" ,
templateData =
{
attributeType = ATTRIBUTE_MAGICKA ,
} ,
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds" ,
} ,
-- health
{
template = "ZO_GamepadStatAttributeRow" ,
templateData =
{
attributeType = ATTRIBUTE_HEALTH ,
} ,
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds" ,
} ,
-- stamina
{
template = "ZO_GamepadStatAttributeRow" ,
templateData =
{
attributeType = ATTRIBUTE_STAMINA ,
} ,
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds" ,
} ,
} ,
buttons =
{
{
if pendingHealth + pendingMagicka + pendingStamina > 0 then
end
end ,
} ,
{
end ,
} ,
} ,
--Setup Skills Scene
end ,
} )
end
end
local TIME_NEW_PERSISTS_WHILE_SELECTED = 1000
local skillData = skillEntry . skillData
self . clearSkillUpdatedStatusCallId = zo_callLater ( self . trySetClearUpdatedAbilityFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED )
else
end
else
end
end
local skillLineData = selectedData . skillLineData
self . clearSkillLineNewStatusCallId = zo_callLater ( self . trySetClearNewSkillLineFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED )
else
end
else
end
end
--don't setup tooltip til dialog is gone.
if self . showAttributeDialog or ( not GAMEPAD_SKILLS_ROOT_SCENE : IsShowing ( ) and not GAMEPAD_SKILLS_LINE_FILTER_SCENE : IsShowing ( ) ) then
return
end
elseif selectedData and selectedData . isSkillsAdvisor then
if not ( ZO_SKILLS_ADVISOR_SINGLETON : GetSelectedSkillBuildId ( ) or ZO_SKILLS_ADVISOR_SINGLETON : IsAdvancedModeSelected ( ) ) then
-- No Skill Build yet selected
GAMEPAD_TOOLTIPS : LayoutTitleAndMultiSectionDescriptionTooltip ( GAMEPAD_LEFT_TOOLTIP , selectedData . text , GetString ( SI_SKILLS_ADVISOR_GAMEPAD_DESCRIPTION ) )
-- Advanced Player selected
GAMEPAD_TOOLTIPS : LayoutTitleAndMultiSectionDescriptionTooltip ( GAMEPAD_LEFT_TOOLTIP , GetString ( SI_SKILLS_ADVISOR_ADVANCED_PLAYER_NAME ) , GetString ( SI_SKILLS_ADVISOR_GAMEPAD_ADVANCED_SELECTED_DESCRIPTION ) )
-- Skill Build selected
end
elseif selectedData then
local skillLineData = selectedData . skillLineData
GAMEPAD_TOOLTIPS : LayoutTitleAndMultiSectionDescriptionTooltip ( GAMEPAD_LEFT_TOOLTIP , skillLineData : GetFormattedName ( ) , skillLineData : GetUnlockText ( ) )
end
end
if skillEntry then
self . assignableActionBar : LayoutAssignableSkillLineAbilityTooltip ( GAMEPAD_LEFT_TOOLTIP , skillEntry . skillData )
else
end
else
local skillData = skillEntry . skillData
local SHOW_RANK_NEEDED_LINE = true
local SHOW_POINT_SPEND_LINE = true
local SHOW_ADVISED_LINE = true
local SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE = true
--Morphs (the only actives with upgrade info) only show that info in the morph dialog tooltip. Passives show it all the time.
GAMEPAD_TOOLTIPS : LayoutSkillProgression ( GAMEPAD_LEFT_TOOLTIP , skillData : GetPointAllocatorProgressionData ( ) , SHOW_RANK_NEEDED_LINE , SHOW_POINT_SPEND_LINE , SHOW_ADVISED_LINE , SHOW_RESPEC_TO_FIX_BAD_MORPH_LINE , showUpgradeInfoBlock )
end
end
end
end
end
else
end
end
else
end
self . lineFilterListRefreshGroup : MarkDirty ( "Visible" ) -- The action bar reuses line filter list keybinds, so refresh those
end
end
if skillEntry then
end
end
end
end
--[[ Skill Templates ]] --
if advised then
local RANK_NOT_SHOWN = 1
local CURRENT_XP_NOT_SHOWN = 0
else
end
if nameControl then
end
end
local skillLineData = skillLineEntry . skillLineData
if not isTheSame then
end
end
end
--Some skill entries want to target a specific progression data (such as the morph dialog showing two specific morphs). Otherwise they use the skill progression that matches the current point spending.
local skillProgressionData = skillEntry . skillProgressionData or skillData : GetPointAllocatorProgressionData ( )
--Icon
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
if isPurchased then
else
end
end
local DOUBLE_FRAME_THICKNESS = 9
local SINGLE_FRAME_THICKNESS = 5
--Circle Frame (Passive)
if circleFrameTexture then
local frameOffsetFromIcon
if isInSkillBuild then
frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
else
frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
end
circleFrameTexture : SetAnchor ( TOPLEFT , iconTexture , TOPLEFT , - frameOffsetFromIcon , - frameOffsetFromIcon )
circleFrameTexture : SetAnchor ( BOTTOMRIGHT , iconTexture , BOTTOMRIGHT , frameOffsetFromIcon , frameOffsetFromIcon )
else
end
end
--Edge Frame (Active)
local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH = 128
local SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT = 16
local frameOffsetFromIcon
if isInSkillBuild then
frameOffsetFromIcon = DOUBLE_FRAME_THICKNESS
edgeFrameBackdrop : SetEdgeTexture ( "EsoUI/Art/SkillsAdvisor/gamepad/edgeDoubleframeGamepadBorder.dds" , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT )
else
frameOffsetFromIcon = SINGLE_FRAME_THICKNESS
edgeFrameBackdrop : SetEdgeTexture ( "EsoUI/Art/Miscellaneous/Gamepad/edgeframeGamepadBorder.dds" , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_WIDTH , SKILLS_ADVISOR_ACTIVE_DOUBLE_FRAME_HEIGHT )
end
edgeFrameBackdrop : SetAnchor ( TOPLEFT , iconTexture , TOPLEFT , - frameOffsetFromIcon , - frameOffsetFromIcon )
edgeFrameBackdrop : SetAnchor ( BOTTOMRIGHT , iconTexture , BOTTOMRIGHT , frameOffsetFromIcon , frameOffsetFromIcon )
else
end
--Label Color
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
if not skillEntry . isPreview and isPurchased then
end
else
end
--Lock Icon
end
local increaseMultiIcon
local decreaseMultiIcon
local hasIndicators = leftIndicator ~= nil
if hasIndicators then
increaseMultiIcon = SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( ) and rightIndicator or leftIndicator
decreaseMultiIcon = increaseMultiIcon == rightIndicator and leftIndicator or rightIndicator
--Increase (Morph, Purchase, Increase Rank) Icon
if displayView == ZO_SKILL_ABILITY_DISPLAY_VIEW then
if isMorph then
end
else
if isMorph then
else
end
end
end
--New Indicator
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
end
end
end
local labelWidth = 289
if displayView == ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE then
--Decrease (Unmorph, Sell, Decrease Rank)
if hasIndicators then
local decreaseTextureFile
decreaseTextureFile = POINT_ACTION_TEXTURES [ ACTION_SELL ]
decreaseTextureFile = POINT_ACTION_TEXTURES [ ACTION_UNMORPH ]
decreaseTextureFile = POINT_ACTION_TEXTURES [ ACTION_DECREASE_RANK ]
end
--Always carve out space for the decrease icon even if it isn't active so the name doesn't dance around as it appears and disappears
labelWidth = labelWidth - 40
end
if decreaseTextureFile then
end
end
--Current Binding Text
local hasBinding = false
--The spot where the keybind goes is occupied by the decrease button in the respec modes
if SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillData : IsActive ( ) then
if slot then
hasBinding = true
local bindingText = ZO_Keybindings_GetHighestPriorityBindingStringFromAction ( "GAMEPAD_ACTION_BUTTON_" .. slot , KEYBIND_TEXT_OPTIONS_FULL_NAME , KEYBIND_TEXTURE_OPTIONS_EMBED_MARKUP , true )
local layerIndex , categoryIndex , actionIndex = GetActionIndicesFromName ( "GAMEPAD_ACTION_BUTTON_" .. slot )
if layerIndex then
labelWidth = labelWidth - 90 --width minus double keybind width (RB+LB)
else
labelWidth = labelWidth - 50 --width minus single keybind
end
end
end
end
if hasBinding then
else
control . keybind : SetText ( "" ) --resizes rect for when control is reused and hidden since other controls depend on it's width
end
end
end
if hasIndicators then
end
--Size the label to allow space for the keybind and decrease icon
end
local DONT_SHOW_UNBOUND = false
local PREFER_GAMEPAD = true
end |