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local GAMEPAD_UNKNOWN_TRAIT_TEXTURE = "EsoUI/Art/Crafting/Gamepad/crafting_alchemy_trait_unknown.dds"
local INGREDIENT_SORT_ORDER_POTION = 0
local INGREDIENT_SORT_ORDER_POISON = 1000000
local INGREDIENT_SORT_ORDER_OTHER = 2000000
return GAMEPAD_UNKNOWN_TRAIT_TEXTURE
end
end
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
GAMEPAD_CRAFTING_RESULTS : SetTooltipAnimationSounds ( SOUNDS . ALCHEMY_CREATE_TOOLTIP_GLOW_SUCCESS , SOUNDS . ALCHEMY_CREATE_TOOLTIP_GLOW_FAIL )
elseif newState == SCENE_HIDDEN then
end
end )
end
end )
end
data . slot = ZO_GamepadAlchemySlot : New ( data . owner , control , data . icon , data . placedSound , data . removedSound , nil , data . inventory , data . emptySlotIcon )
end
data . slot = ZO_GamepadAlchemySlot : New ( data . owner , control , data . icon , data . placedSound , data . removedSound , nil , data . inventory , data . emptySlotIcon )
end
self . craftingBar : AddDataTemplate ( "ZO_GamepadAlchemyCraftingSlotWithTraits" , ZO_AlchemyCraftingBarSlotTemplateSetup )
self . craftingBar : AddDataTemplate ( "ZO_AlchemySolventSlot_Gamepad" , ZO_AlchemyCraftingBarSolventSlotTemplateSetup )
self . control : RegisterForEvent ( EVENT_NON_COMBAT_BONUS_CHANGED , function ( eventCode , nonCombatBonusType )
if nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_THIRD_SLOT then
elseif nonCombatBonusType == NON_COMBAT_BONUS_ALCHEMY_LEVEL then
end
end )
end
local newData =
{
placedSound = SOUNDS . ALCHEMY_SOLVENT_PLACED ,
removedSound = SOUNDS . ALCHEMY_SOLVENT_REMOVED ,
emptySlotIcon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_solvent.dds" ,
}
end )
end )
for i = 1 , reagents do
local newReagentData =
{
placedSound = SOUNDS . ALCHEMY_REAGENT_PLACED ,
removedSound = SOUNDS . ALCHEMY_REAGENT_REMOVED ,
emptySlotIcon = "EsoUI/Art/Crafting/Gamepad/gp_alchemy_emptySlot_reagent.dds" ,
}
end )
end
end
self . modeList = ZO_GamepadVerticalItemParametricScrollList : New ( self . control : GetNamedChild ( "ContainerMode" ) )
self . modeList : AddDataTemplate ( "ZO_GamepadItemEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction )
local data = ZO_GamepadEntryData : New ( GetString ( SI_ENCHANTING_CREATION ) , "EsoUI/Art/Crafting/Gamepad/gp_crafting_menuIcon_create.dds" )
data = ZO_GamepadEntryData : New ( recipeCraftingSystemName , ZO_GetGamepadRecipeCraftingSystemMenuTextures ( CRAFTING_TYPE_ALCHEMY ) )
--Narrates the mode list
local narrationInfo =
{
end ,
end ,
end ,
}
end
local narrations = { }
return narrations
end
self . inventory = ZO_GamepadAlchemyInventory : New ( self . control : GetNamedChild ( "ContainerInventory" ) , self )
end )
-- Override the default parametric offset calculation
self . inventory : GetList ( ) . CalculateParametricOffset = function ( list , startAdditionalPadding , endAdditionalPadding , distanceFromCenter , continuousParametricOffset )
-- Use linear easing during transition between rows with small and large padding.
-- This helps minimize the perceived "bounce" effect during the transition as the extra space collapses.
if startAdditionalPadding < endAdditionalPadding then
end
return ZO_ParametricScrollList . CalculateParametricOffset ( list , startAdditionalPadding , endAdditionalPadding , distanceFromCenter , continuousParametricOffset , additionalPaddingEasingFunc )
end
end )
end
-- Mode keybind strip
{
}
ZO_Gamepad_AddForwardNavigationKeybindDescriptors ( self . modeKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : SelectMode ( ) end )
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . modeKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
-- Main keybind strip
{
-- Add / remove
{
else
end
end ,
end ,
return self . inventory : GetTargetData ( ) ~= nil and self . inventory : GetTargetData ( ) . meetsUsageRequirement
end ,
if adding then
else
end
--Re-narrate when something is added or removed
end ,
} ,
-- Perform craft
{
end ,
gamepadOrder = 1000 ,
end ,
end ,
} ,
-- Multicraft
{
gamepadOrder = 1010 ,
end ,
end ,
} ,
-- Clear selections
{
gamepadOrder = 1020 ,
--Re-narrate when selections are cleared
end ,
end ,
} ,
-- Toggle quest filter
{
name = function ( ) return self . inventory : ShouldFilterQuests ( ) and GetString ( SI_SMITHING_IS_QUEST_ITEM ) or GetString ( SI_GAMEPAD_ALCHEMY_ALL_MATERIALS ) end ,
gamepadOrder = 1030 ,
--Re-narrate when the filter changes
end ,
end ,
} ,
}
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . mainKeybindStripDescriptor , self . inventory : GetList ( ) )
end
end
end
end
end
--Narrates the result tooltip/matching traits
local tooltipNarrationInfo =
{
end ,
local narrations = { }
--Narrate the result tooltip if it's visible
end
--Narrate any matching traits
local matchFound = false
if matching then
if not matchFound then
matchFound = true
end
end
end
end
return narrations
end ,
}
end
-- Checks whether the currently selected item has been added to the crafting workbench
end
-- Checks whether the specified item has been added to the crafting workbench
return true
end
end
return false
end
return true
end
end
end
end
end
if targetData then
local newActiveSlotIndex
-- Determine which slot should be active
newActiveSlotIndex = 1
elseif craftingSubItemType == ITEMTYPE_REAGENT or targetData . itemType == ITEMTYPE_REAGENT then
else
-- our target data is invalid...what happened? This will die soon - asserting here to track the issue more easily
end
-- Active slot has changed
if oldActiveSlot ~= newActiveSlot then
-- Remember which slot is active
end
if oldActiveSlot then
end
end
end
end
local solventBagId , solventSlotIndex , reagent1BagId , reagent1SlotIndex , reagent2BagId , reagent2SlotIndex , reagent3BagId , reagent3SlotIndex = self : GetAllCraftingBagAndSlots ( )
local itemLink , prospectiveAlchemyResult = GetAlchemyResultingItemLink ( solventBagId , solventSlotIndex , reagent1BagId , reagent1SlotIndex , reagent2BagId , reagent2SlotIndex , reagent3BagId , reagent3SlotIndex )
local itemTypeString = GetString ( solventType == ITEMTYPE_POTION_BASE and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON )
else
end
end
--Overridden from base
--Re-narrate when a craft completes
end
end
local SOLVENT_SLOT = 1
local FIRST_REAGENT_SLOT = 2
local SECOND_REAGENT_SLOT = 3
local THIRD_REAGENT_SLOT = 4
return self : GetSlot ( SOLVENT_SLOT ) , self : GetSlot ( FIRST_REAGENT_SLOT ) , self : GetSlot ( SECOND_REAGENT_SLOT ) , self : GetSlot ( THIRD_REAGENT_SLOT )
end
if index == 1 then
else
end
end
end
-- Used by ZO_Systems
return SCENE_MANAGER : IsShowing ( "gamepad_alchemy_mode" ) or SCENE_MANAGER : IsShowing ( "gamepad_alchemy_creation" )
end
end
local GAMEPAD_CRAFTING_ALCHEMY_ITEM_SORT =
{
customSortData = { tiebreaker = "bestItemCategoryName" } ,
bestItemCategoryName = { tiebreaker = "text" } ,
}
local NO_FILTER = nil
end
end
local _ , craftingSubItemType , _ , requiredLevel , requiredChampionPoints = GetItemCraftingInfo ( bagId , slotIndex )
local subSortOrder = ( requiredChampionPoints and requiredLevel + requiredChampionPoints or requiredLevel or 0 )
if craftingSubItemType == ITEMTYPE_POTION_BASE then
return INGREDIENT_SORT_ORDER_POTION + subSortOrder
elseif craftingSubItemType == ITEMTYPE_POISON_BASE then
return INGREDIENT_SORT_ORDER_POISON + subSortOrder
else
return INGREDIENT_SORT_ORDER_OTHER + subSortOrder
end
end )
return ZO_TableOrderingFunction ( left , right , "customSortData" , GAMEPAD_CRAFTING_ALCHEMY_ITEM_SORT , ZO_SORT_ORDER_UP )
end )
--Narrates the inventory list
local narrationInfo =
{
end ,
end ,
end ,
}
end
end )
end
local defaults =
{
shouldFilterQuests = false ,
}
self . savedVars = ZO_SavedVars : New ( "ZO_Ingame_SavedVariables" , 1 , "GamepadAlchemyCreation" , defaults )
end
end
end
end
return ZO_GamepadCraftingInventory . IsLocked ( self , bagId , slotIndex ) or self . owner : IsSlotted ( bagId , slotIndex )
end
local function SetupSolventListEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local pinState = self . owner : GetPinStateForItem ( itemId , self . alchemyQuestInfo , ZO_ALCHEMY_DATA_TYPE_SOLVENT )
if pinState == ZO_ALCHEMY_PIN_STATE_VALID then
elseif pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
else
end
--If there is an override status indicator icon, we need to explicitly add the quest pin here
if pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
data . overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE , ZO_DISABLED_TRACKED_PIN_STATUS_ICON_OVERRIDE }
elseif pinState == ZO_ALCHEMY_PIN_STATE_VALID then
data . overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE , ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
end
end
local descriptionText
if selected then
local usedInCraftingType , craftingSubItemType , tradeskillRankRequirement , resultingItemLevel , requiredChampionPoints = GetItemCraftingInfo ( data . bagId , data . slotIndex )
if not tradeskillRankRequirement or tradeskillRankRequirement <= GetNonCombatBonus ( NON_COMBAT_BONUS_ALCHEMY_LEVEL ) then
local itemTypeString = GetString ( ( craftingSubItemType == ITEMTYPE_POTION_BASE ) and SI_ITEM_FORMAT_STR_POTION or SI_ITEM_FORMAT_STR_POISON )
if requiredChampionPoints and requiredChampionPoints > 0 then
descriptionText = zo_strformat ( SI_ALCHEMY_CREATES_ITEM_OF_CHAMPION_POINTS , requiredChampionPoints , itemTypeString )
else
descriptionText = zo_strformat ( SI_ALCHEMY_CREATES_ITEM_OF_LEVEL , resultingItemLevel , itemTypeString )
end
else
end
else
end
end
local traitData = { }
local traitInfo = { }
if i > numTraits then
else
local label = traitControl . label
local iconControl = traitControl . icon or traitControl -- For unlabeled trait controls, the control is the icon
if traitName then
if label then
end
GAMEPAD_ALCHEMY : SetupTraitIcon ( iconControl , traitName , traitIcon , traitMatchIcon , traitConflictIcon , GAMEPAD_UNKNOWN_TRAIT_TEXTURE )
else
if label then
label : SetColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_ITEM_TOOLTIP , ITEM_TOOLTIP_COLOR_INACTIVE_BONUS ) )
end
--If the trait is unknown then it can't be a matching trait
traitInfo . hasTraitMatch = false
end
if label then
end
end
end
return traitData
end
local function SetupReagentListEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local pinState = self . owner : GetPinStateForItem ( itemId , self . alchemyQuestInfo , ZO_ALCHEMY_DATA_TYPE_REAGENT )
if pinState == ZO_ALCHEMY_PIN_STATE_VALID then
elseif pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
else
end
--If there is an override status indicator icon, we need to explicitly add the quest pin here
if pinState == ZO_ALCHEMY_PIN_STATE_INVALID then
data . overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE , ZO_DISABLED_TRACKED_PIN_STATUS_ICON_OVERRIDE }
elseif pinState == ZO_ALCHEMY_PIN_STATE_VALID then
data . overrideStatusIndicatorIcons = { ZO_IS_SLOTTED_STATUS_ICON_OVERRIDE , ZO_TRACKED_PIN_STATUS_ICON_OVERRIDE }
end
end
if selected then
data . traitInfo = SetupTrait ( control . selectedItems . traits , locked , isOnWorkbench , GetAlchemyItemTraits ( data . bagId , data . slotIndex ) )
end
SetupTrait ( control . unselectedItems . traits , locked , isOnWorkbench , GetAlchemyItemTraits ( data . bagId , data . slotIndex ) )
end
self . list : AddDataTemplate ( "ZO_GamepadAlchemyInventorySolventRow" , SetupSolventListEntry , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . list : AddDataTemplate ( "ZO_GamepadAlchemyInventoryReagentRow" , SetupReagentListEntry , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . list : AddDataTemplateWithHeader ( "ZO_GamepadAlchemyInventorySolventRow" , SetupSolventListEntry , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
self . list : AddDataTemplateWithHeader ( "ZO_GamepadAlchemyInventoryReagentRow" , SetupReagentListEntry , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadMenuEntryHeaderTemplate" )
end
return data . header and "ZO_GamepadAlchemyInventorySolventRowWithHeader" or "ZO_GamepadAlchemyInventorySolventRow"
elseif craftingSubItemType == ITEMTYPE_REAGENT then
return data . header and "ZO_GamepadAlchemyInventoryReagentRowWithHeader" or "ZO_GamepadAlchemyInventoryReagentRow"
end
end
local validItemIds = self : EnumerateInventorySlotsAndAddToScrollData ( ZO_Alchemy_IsAlchemyItem , ZO_Alchemy_DoesAlchemyItemPassFilter , self . filterType , data )
else
end
else
end
else
end
end
do
--Custom logic for narrating the sub labels
local narrations = { }
--entryData.descriptionText should only be populated for solvents
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( entryData . descriptionText ) )
--entryData.traitInfo should only be populated for reagents
if entryData . traitInfo then
--If the trait has a match, include that in the narration
if traitInfo . hasTraitMatch then
table . insert ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_GAMEPAD_ALCHEMY_MATCHING_TRAIT_NARRATION ) ) )
end
end
end
return narrations
end
function ZO_GamepadAlchemyInventory : EnumerateInventorySlotsAndAddToScrollData ( predicate , filterFunction , filterType , data )
local filteredDataTable = { }
if not filterFunction or filterFunction ( itemInfo . bag , itemInfo . index , filterType , self . savedVars . shouldFilterQuests , self . owner . questItems ) then
local entryData = self : GenerateCraftingInventoryEntryData ( itemInfo . bag , itemInfo . index , itemInfo . stack )
filteredDataTable [ # filteredDataTable + 1 ] = entryData
end
end
end
end
end
end
function ZO_GamepadAlchemyInventory : SetAlignToScreenCenter ( alignToScreenCenter , expectedEntryHeight )
end
end
end
end
end
end |