Back to Home

ESO Lua File v100027

ingame/stable/gamepad/stable_gamepad.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
------------------
--Initialization--
------------------
ZO_Stable_Gamepad = ZO_Object.MultiSubclass(ZO_Stable_Base, ZO_GamepadStoreListComponent)
function ZO_Stable_Gamepad:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_Stable_Gamepad:Initialize(control)
    ZO_GamepadStoreListComponent.Initialize(self, STORE_WINDOW_GAMEPAD, ZO_MODE_STORE_STABLE, GetString(SI_STABLE_STABLES_TAB), "ZO_StableTrainingRow_Gamepad", ZO_ParametricScrollList_DefaultMenuEntryWithHeaderSetup)
    ZO_Stable_Base.Initialize(self, control, GAMEPAD_STORE_SCENE_NAME)
    self.fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:RegisterUpdateEvents()
            self:UpdateMountInfo()
            self.stableControl:SetHidden(false)
            TriggerTutorial(TUTORIAL_TRIGGER_RIDING_SKILL_MANAGEMENT_OPENED)
        elseif newState == SCENE_HIDING then
            self:UnregisterUpdateEvents()
            self.stableControl:SetHidden(true)
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
        end
    end)
    self:CreateModeData(SI_STABLE_STABLES_TAB, ZO_MODE_STORE_STABLE, "EsoUI/Art/Vendor/tabIcon_mounts_up.dds", fragment, self.keybindStripDescriptor)
end
function ZO_Stable_Gamepad:InitializeControls()
    ZO_Stable_Base.InitializeControls(self)
    self.notifications = self.stableControl:GetNamedChild("Notifications")
    self.trainableHeader = self.notifications:GetNamedChild("TrainableHeader")
    self.trainableReady = self.notifications:GetNamedChild("TrainableReady")
    self.timerText = self.notifications:GetNamedChild("TrainableTimer")
    self.warning = self.notifications:GetNamedChild("NoSkinWarning")
    local listControl = self.list:GetControl()
    listControl:SetAnchor(TOPLEFT, self.notifications, BOTTOMLEFT)
    local function OnTimerUpdate()
        local timeUntilCanBeTrained = GetTimeUntilCanBeTrained()
        if timeUntilCanBeTrained == 0 then
            self:UpdateMountInfo()
        else
            self.timerText:SetText(ZO_FormatTimeMilliseconds(timeUntilCanBeTrained, TIME_FORMAT_STYLE_COLONS, TIME_FORMAT_PRECISION_TWELVE_HOUR))
        end
    end
    self.timerText:SetHandler("OnUpdate", OnTimerUpdate)
end
function ZO_Stable_Gamepad:InitializeKeybindStrip()
    -- Riding skill train screen keybind
    self.keybindStripDescriptor = {}
                                                    GAME_NAVIGATION_TYPE_BUTTON,
                                                    function() self:TrainSelected() end, --callback
                                                    GetString(SI_GAMEPAD_STABLE_TRAIN), --name
                                                    function() return self:CanTrainSelected() end) --visible
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
-----------------
--Class Functions
-----------------
function ZO_Stable_Gamepad:UpdateMountInfo()
    local ridingSkillMaxedOut = STABLE_MANAGER:IsRidingSkillMaxedOut()
    local hideTimer = GetTimeUntilCanBeTrained() == 0
    self.trainableHeader:SetHidden(ridingSkillMaxedOut)
    self.timerText:SetHidden(ridingSkillMaxedOut or hideTimer)
    self.trainableReady:SetHidden(ridingSkillMaxedOut or not hideTimer)
    self.list:UpdateList()
    KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end
function ZO_Stable_Gamepad:RefreshActiveMount()
    self.warning:SetHidden(HasMountSkin())
end
function ZO_Stable_Gamepad:CanTrainSelected()
    local selectedData = self.list:GetTargetData()
    return selectedData and selectedData.trainingData.isSkillTrainable
end
function ZO_Stable_Gamepad:TrainSelected()
    local targetControl = self.list:GetTargetControl()
    if targetControl then
        ZO_Stable_TrainButtonClicked(targetControl)
    end
end
local FORCE_VALUE = true
function ZO_Stable_Gamepad:SetupEntry(control, data, selected, selectedDuringRebuild, enabled, activated)
    local trainingData = data.trainingData
    data.isSkillTrainable = trainingData.isSkillTrainable
    ZO_SharedGamepadEntry_OnSetup(control, data, selected, selectedDuringRebuild, enabled, activated)
    
    self:SetupRow(control, trainingData.trainingType)
    local bonusLabelFormat = SI_MOUNT_ATTRIBUTE_SIMPLE_FORMAT
    if trainingData.trainingType == RIDING_TRAIN_SPEED then
        bonusLabelFormat = SI_MOUNT_ATTRIBUTE_SPEED_FORMAT
    end
    control.value:SetText(zo_strformat(bonusLabelFormat, trainingData.bonus))
end
function ZO_Stable_Gamepad:OnSelectedItemChanged(data)
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
    if data then
        local trainingData = data.trainingData
        GAMEPAD_TOOLTIPS:LayoutRidingSkill(GAMEPAD_LEFT_TOOLTIP, trainingData.trainingType, trainingData.bonus, trainingData.maxBonus)
    end
    KEYBIND_STRIP:UpdateCurrentKeybindButtonGroups()
end
function ZO_Stable_Gamepad:IsPreferredScreen()
    return IsInGamepadPreferredMode()
end
function ZO_Stable_Gamepad:SetHidden(hidden)
    if not hidden and STABLE_GAMEPAD then
        local componentTable = {ZO_MODE_STORE_BUY, ZO_MODE_STORE_STABLE}
        STORE_WINDOW_GAMEPAD:SetActiveComponents(componentTable)
        if HasMountSkin() then
            STORE_WINDOW_GAMEPAD:SetDeferredStartingMode(ZO_MODE_STORE_STABLE)
        end
    end
    ZO_Stable_Base.SetHidden(self, hidden)
end
function ZO_Stable_Gamepad:SetupRow(control, trainingType)
    ZO_Stable_Base.SetupRow(self, control, trainingType)
    if control.trainButton then
        local texture = STABLE_TRAINING_TEXTURES_GAMEPAD[trainingType]
        control.icon:SetTexture(texture)
    end
end
------------------
--Global Functions
------------------
    STABLE_GAMEPAD = ZO_Stable_Gamepad:New(control)
    STORE_WINDOW_GAMEPAD:AddComponent(STABLE_GAMEPAD)
end