Back to Home

ESO Lua File v101042

ingame/crafting/gamepad/gamepadcraftinginventory.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
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
ZO_GamepadCraftingInventory = ZO_SharedCraftingInventory:Subclass()
local SCROLL_TYPE_ITEM = 1
function ZO_GamepadCraftingInventory:Initialize(control, slotType, connectInfoFn, connectInfoControl)
    ZO_SharedCraftingInventory.Initialize(self, control, slotType, connectInfoFn, connectInfoControl)
end
function ZO_GamepadCraftingInventory:InitializeList()
    self.list = ZO_GamepadVerticalItemParametricScrollList:New(self.control)
end
function ZO_GamepadCraftingInventory:SetNoItemLabelText(text)
end
function ZO_GamepadCraftingInventory:AddListDataTypes()
    -- intended to be overridden for custom data types
    self:AddVerticalScrollDataTypes("ZO_GamepadItemSubEntry")
end
function ZO_GamepadCraftingInventory:AddVerticalScrollDataTypes(verticalScrollCraftEntryType, setupTemplate, setupHeaderTemplate)
    self:SetVerticalScrollCraftEntryType(verticalScrollCraftEntryType)
    self.list:AddDataTemplate(self.verticalScrollCraftEntryTypeTemplate, setupTemplate or ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "Item")
    self.list:AddDataTemplateWithHeader(self.verticalScrollCraftEntryTypeTemplate, setupTemplate or ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate", setupHeaderTemplate, "Item")
end
function ZO_GamepadCraftingInventory:SetVerticalScrollDataTypes(verticalScrollCraftEntryType)
    self.verticalScrollCraftEntryType = verticalScrollCraftEntryType
end
function ZO_GamepadCraftingInventory:Activate()
    self.list:Activate()
end
function ZO_GamepadCraftingInventory:Deactivate()
    self.list:Deactivate()
end
function ZO_GamepadCraftingInventory:HandleVisibleDirtyEvent()
    if self.control:IsHidden() then
        self.dirty = true
    else
        if self.dirty then
            self:PerformFullRefresh()
        end
    end
end
function ZO_GamepadCraftingInventory:PerformFullRefresh()
    self.dirty = false
    if not self.performingFullRefresh then
        self.performingFullRefresh = true
        self.list:Clear()
        self:Refresh(self.list.dataList)
        self.list:Commit()
        self.performingFullRefresh = false
    end
end
-- This sort is appropriate for gear, like armor and weapons
local DEFAULT_GAMEPAD_CRAFTING_ITEM_SORT =
{
    customSortData = { tiebreaker = "bestItemCategoryName" },
    bestItemCategoryName = { tiebreaker = "text" },
    text = { tiebreaker = "requiredLevel" },
    requiredLevel = { tiebreaker = "requiredChampionPoints", isNumeric = true },
    requiredChampionPoints = { tiebreaker = "iconFile", isNumeric = true },
    iconFile = { tiebreaker = "uniqueId" },
    uniqueId = { isId64 = true },
}
    return ZO_TableOrderingFunction(left, right, "customSortData", DEFAULT_GAMEPAD_CRAFTING_ITEM_SORT, ZO_SORT_ORDER_UP)
end
function ZO_GamepadCraftingInventory:SetCustomExtraData(customExtraDataFunction)
end
function ZO_GamepadCraftingInventory:SetCustomSort(customDataSortFunction)
end
end
function ZO_GamepadCraftingInventory:SetVerticalScrollCraftEntryType(type)
    self.verticalScrollCraftEntryType = type
    self.verticalScrollCraftEntryTypeTemplate = type .. "Template"
    self.verticalScrollCraftEntryTypeWithHeaderTemplate = type .. "TemplateWithHeader"
end
function ZO_GamepadCraftingInventory:GenerateCraftingInventoryEntryData(bagId, slotIndex, stackCount, slotData)
    local itemName = GetItemName(bagId, slotIndex)
    local icon = GetItemInfo(bagId, slotIndex)
    local name = zo_strformat(SI_TOOLTIP_ITEM_NAME, itemName)
    local customSortData = self.customDataSortFunction and self.customDataSortFunction(bagId, slotIndex) or 0
    local newData = ZO_GamepadEntryData:New(name)
    newData:InitializeCraftingInventoryVisualData(bagId, slotIndex, stackCount, customSortData, self.customBestItemCategoryNameFunction, slotData)
    ZO_InventorySlot_SetType(newData, self.baseSlotType)
    if self.customExtraDataFunction then
        self.customExtraDataFunction(bagId, slotIndex, newData)
    end
    return newData
end
function ZO_GamepadCraftingInventory:AddFilteredDataToList(filteredDataTable)
    table.sort(filteredDataTable, sortFunction)
    local lastBestItemCategoryName
    for i, itemData in ipairs(filteredDataTable) do
        if itemData.bestItemCategoryName ~= lastBestItemCategoryName then
            lastBestItemCategoryName = itemData.bestItemCategoryName
            itemData:SetHeader(zo_strformat(SI_GAMEPAD_CRAFTING_INVENTORY_HEADER, lastBestItemCategoryName))
        end
        local template = self:GetListEntryTemplate(itemData)
        self.list:AddEntry(template, itemData)
    end
end
    local list = PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_BACKPACK, predicate)
    PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_BANK, predicate, list)
    PLAYER_INVENTORY:GenerateListOfVirtualStackedItems(INVENTORY_CRAFT_BAG, predicate, list)
    ZO_ClearTable(self.itemCounts)
    local filteredDataTable = {}
    for itemId, itemInfo in pairs(list) do
        if not filterFunction or filterFunction(itemInfo.bag, itemInfo.index, filterType) then
            local filteredDataEntry = self:GenerateCraftingInventoryEntryData(itemInfo.bag, itemInfo.index, itemInfo.stack)
            table.insert(filteredDataTable, filteredDataEntry)
        end
        self.itemCounts[itemId] = itemInfo.stack
    end
    self:AddFilteredDataToList(filteredDataTable)
    return list
end
function ZO_GamepadCraftingInventory:GetIndividualInventorySlotsAndAddToScrollData(predicate, filterFunction, filterType, data, useWornBag, excludeBankedItems)
     local bagsToUse = { BAG_BACKPACK }
     if useWornBag then
          table.insert(bagsToUse, BAG_WORN)
     end 
     -- Expressly using double-negative here to maintain compatibility
     if not excludeBankedItems then
          table.insert(bagsToUse, BAG_BANK)
          table.insert(bagsToUse, BAG_SUBSCRIBER_BANK)
     end
    local list = SHARED_INVENTORY:GenerateFullSlotData(predicate, unpack(bagsToUse))
    ZO_ClearTable(self.itemCounts)
    local filteredDataTable = {}
    for i, slotData in ipairs(list) do
        local bagId = slotData.bagId
        local slotIndex = slotData.slotIndex
        if not filterFunction or filterFunction(bagId, slotIndex, filterType) then
            local filteredDataEntry = self:GenerateCraftingInventoryEntryData(bagId, slotIndex, slotData.stackCount, slotData)
            table.insert(filteredDataTable, filteredDataEntry)
        end
        self.itemCounts[i] = slotData.stackCount
    end
    self:AddFilteredDataToList(filteredDataTable)
    return list
end
-- Returns the name of a template to use for a list entry.
-- Intended to be overridden if subclass wants to specify a custom template per entry.
function ZO_GamepadCraftingInventory:GetListEntryTemplate(data)
    if data.header then
        return self.verticalScrollCraftEntryTypeWithHeaderTemplate
    else
        return self.verticalScrollCraftEntryTypeTemplate
    end
end
function ZO_GamepadCraftingInventory:Show()
    self.control:SetHidden(false)
end
function ZO_GamepadCraftingInventory:Hide()
    self.control:SetHidden(true)
end
function ZO_GamepadCraftingInventory:CurrentSelection()
    return self.list:GetTargetData()
end
function ZO_GamepadCraftingInventory:CurrentSelectionBagAndSlot()
    local data = self.list:GetTargetData()
    if data then
        return data.bagId, data.slotIndex
    end
end