Back to Home

ESO Lua File v101042

ingame/inventory/gamepad/inventorylist_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
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
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
local DEFAULT_TEMPLATE = "ZO_GamepadItemSubEntryTemplate"
local DEFAULT_HEADER_TEMPLATE = "ZO_GamepadMenuEntryHeaderTemplate"
ZO_GamepadInventoryList = ZO_InitializingCallbackObject:Subclass()
--[[
Initializes the ZO_GamepadInventoryList. This should not be called directly, as it will be called by New().
control must be an XML control for intializing a parameteric list.
inventoryType must be one of the Bag enum values, or a table containing multiple bag enum values.
selectedDataCallback may be a function to call when the selected item has changed. May be nil.
entryEditCallback may be a function to call when initializing the ZO_GamepadEntryData for display.
If specified, it should take a single argument which will be the ZO_GamepadEntryData, and will
be called after entry:InitializeInventoryVisualData() and entry.itemData is set. May be nil.
categorizationFunction may be a function to call to retrieve the category string for an inventory
item. If specified, should take a inventoryData (as returned by SHARED_INVENTORY:GenerateSingleSlotData)
and return a string category. If nil, defaults to ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription().
sortFunction may be a function that is passed to table.sort to sort the entries for display. If nil, a default
will be used tgat will sort alphabetically by category than by name.
useTriggers: Should the control bind the triggers to jump categories when activated? If nil, defaults to true.
]]
function ZO_GamepadInventoryList:Initialize(control, inventoryType, slotType, selectedDataCallback, entrySetupCallback, categorizationFunction, sortFunction, useTriggers, template, templateSetupFunction)
    self.control = control
    self.dataByBagAndSlotIndex = {}
    self.useTriggers = useTriggers ~= false -- nil => true
    self.template = template or DEFAULT_TEMPLATE
    self.currentSortType = ITEM_LIST_SORT_TYPE_CATEGORY
    if type(inventoryType) == "table" then
        self.inventoryTypes = inventoryType
    else
        self.inventoryTypes = { inventoryType }
    end
    for _, bagId in ipairs(self.inventoryTypes) do
        self.dataByBagAndSlotIndex[bagId] = {}
    end
    local function VendorEntryTemplateSetup(entryControl, data, selected, selectedDuringRebuild, enabled, activated)
        ZO_Inventory_BindSlot(data, slotType, data.slotIndex, data.bagId)
        ZO_SharedGamepadEntry_OnSetup(entryControl, data, selected, selectedDuringRebuild, enabled, activated)
    end
    self.list = ZO_GamepadVerticalParametricScrollList:New(self.control)
    self.list:AddDataTemplateWithHeader(self.template, templateSetupFunction or VendorEntryTemplateSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, DEFAULT_HEADER_TEMPLATE)
    -- generate the trigger keybinds so we can add/remove them later when necessary
    self.triggerKeybinds = {}
    local function SelectionChangedCallback(list, selectedData, oldSelectedData)
        if self.selectedDataCallback then
            self.selectedDataCallback(list, selectedData, oldSelectedData)
        end
        if selectedData then
            GAMEPAD_INVENTORY:PrepareNextClearNewStatus(selectedData)
            self:GetParametricList():RefreshVisible()
        end
    end
    local function OnEffectivelyShown()
        if self.selectedDataCallback then
            self.selectedDataCallback(self.list, self.list:GetTargetData())
        end
        -- Don't activate on show in case there is another element that is intended to be active (ie. when the list is empty and the header should be selected instead)
    end
    local function OnEffectivelyHidden()
        GAMEPAD_INVENTORY:TryClearNewStatusOnHidden()
        -- To ensure the list isn't left greyed-out once we've entered due to factors such as pending animations that would
        -- cause an effective hidden state, no longer calling self:Deactivate() here. Expecting managing classes to handle this.
    end
    local function OnInventoryUpdated(bagId)
        for _, currentInventoryType in ipairs(self.inventoryTypes) do
            if bagId == currentInventoryType then
                self:RefreshList()
                break
            end
        end
    end
    local function OnSingleSlotInventoryUpdate(bagId, slotIndex)
        if not self.control:IsHidden() then
            for _, currentInventoryType in ipairs(self.inventoryTypes) do
                if bagId == currentInventoryType then
                    local bag = self.dataByBagAndSlotIndex[bagId]
                    --we should always have a bag table to match all entries in self.inventoryTypes but this will catch any issue with that
                    internalassert(bag ~= nil)
                    if bag then
                        local entry = bag[slotIndex]
                        if entry then
                            local itemData = SHARED_INVENTORY:GenerateSingleSlotData(currentInventoryType, slotIndex)
                            if itemData then
                                itemData.bestGamepadItemCategoryName = ZO_InventoryUtils_Gamepad_GetBestItemCategoryDescription(itemData)
                                self:SetupItemEntry(entry, itemData)
                                self.list:RefreshVisible()
                            else -- The item was removed.
                                self:RefreshList()
                            end
                        else -- The item is new.
                            self:RefreshList()
                        end
                        -- don't loop over any more inventoryTypes, we've handled the slot update
                        break
                    end
                end
            end
        end
    end
    self.refresh = ZO_Refresh:New()
    self.refresh:AddRefreshGroup("list",
    {
        RefreshAll = function()
            self:OnRefreshList(self.shouldTriggerRefreshCallback)
            self.shouldTriggerRefreshCallback = nil
        end,
    })
    local function OnUpdate()
        self.list:OnUpdate()
        self.refresh:UpdateRefreshGroups()
    end
    
    self.control:SetHandler("OnUpdate", OnUpdate)
    self.control:SetHandler("OnEffectivelyShown", OnEffectivelyShown)
    self.control:SetHandler("OnEffectivelyHidden", OnEffectivelyHidden)
    SHARED_INVENTORY:RegisterCallback("FullInventoryUpdate", OnInventoryUpdated)
    SHARED_INVENTORY:RegisterCallback("SingleSlotInventoryUpdate", OnSingleSlotInventoryUpdate)
end
function ZO_GamepadInventoryList:ClearInventoryTypes()
    self.inventoryTypes = {}
    self:RefreshList()
end
function ZO_GamepadInventoryList:SetInventoryTypes(inventoryTypes)
    local newInventoryTypes
    if type(inventoryTypes) == "table" then
        newInventoryTypes = inventoryTypes
    else
        newInventoryTypes = { inventoryTypes }
    end
    if newInventoryTypes then
        local sameBags = true
        for i, newBag in ipairs(newInventoryTypes) do
             if self.inventoryTypes[i] ~= newBag then
                sameBags = false
                break
             end
        end
        if not sameBags then
            self.inventoryTypes = newInventoryTypes
            --Refresh list will also regenerate these tables for each bag, but if the inventory list is hidden it will set a dirty flag instead and do it when it is effectively shown. This is a problem
            --when a single slot update occurs because it checks self.inventoryTypes to know if we have a bag table in dataByBagAndSlotIndex to work with but we haven't rebuilt dataByBagAndSlotIndex yet
            -- so we end up with an index on a bag table that doesn't exist. So we rebuild dataByBagAndSlotIndex immediately here.
            self.dataByBagAndSlotIndex = {}
            for _, bagId in ipairs(self.inventoryTypes) do
                self.dataByBagAndSlotIndex[bagId] = {}
            end
            self:RefreshList()
            return true
        end
    end
    return false
end
function ZO_GamepadInventoryList:AddInventoryType(inventoryType)
    if self.inventoryTypes then
        table.insert(self.inventoryTypes, inventoryType)
    else
        self.inventoryTypes = {inventoryType}
    end
    self:RefreshList()
end
function ZO_GamepadInventoryList:RegisterForScreenNarration(listScreen)
    SCREEN_NARRATION_MANAGER:RegisterParametricListScreen(self.list, listScreen)
end
function ZO_GamepadInventoryList:UnregisterForScreenNarration()
    SCREEN_NARRATION_MANAGER:UnregisterParametricList(self.list)
end
--[[
Add a function called when the selected item is changed.
]]
--
function ZO_GamepadInventoryList:SetOnSelectedDataChangedCallback(selectedDataCallback)
end
--[[
Remove a function called when the selected item is changed.
]]
--
function ZO_GamepadInventoryList:RemoveOnSelectedDataChangedCallback(selectedDataCallback)
end
--[[
Add a function called when the target data is changed.
]]
--
function ZO_GamepadInventoryList:SetOnTargetDataChangedCallback(selectedDataCallback)
end
--[[
Remove a function called when the target data is changed.
]]
--
function ZO_GamepadInventoryList:RemoveOnTargetDataChangedCallback(selectedDataCallback)
end
--[[
categorizationFunction function may be a function which takes a inventory data and returns
a category string.
]]
--
function ZO_GamepadInventoryList:SetCategorizationFunction(categorizationFunction)
    self:RefreshList()
end
--[[
Sets the function which is passed to table.sort() when sorting the inventory inventory items.
]]
--
function ZO_GamepadInventoryList:SetSortFunction(sortFunction)
    self:RefreshList()
end
--[[
entryEditCallback may be a function to call when initializing the ZO_GamepadEntryData for display.
If specified, it should take a single argument which will be the ZO_GamepadEntryData, and will
be called after entry:InitializeInventoryVisualData() and entry.itemData is set. May be nil.
]]
--
function ZO_GamepadInventoryList:SetEntrySetupCallback(entrySetupCallback)
    self:RefreshList()
end
--[[
itemFilterFunction function may be a function which takes an inventory data and returns whether to
include the item in the inventory list. If set to nil, all items will be included.
]]
--
function ZO_GamepadInventoryList:SetItemFilterFunction(itemFilterFunction)
    self:RefreshList()
end
--[[
SetOnRefreshListCallback sets a function that will be called whenever the list is refreshed.
]]
--
function ZO_GamepadInventoryList:SetOnRefreshListCallback(onRefreshListCallback)
end
--[[
Sets whether to bind the triggers to jump categories while the list is active.
If the list is currently active, this will add/remove the bindings immediately.
]]
--
function ZO_GamepadInventoryList:SetUseTriggers(useTriggers)
    if self.useTriggers == useTriggers then -- Exit out if no change, to simplify later logic.
        return
    end
    self.useTriggers = useTriggers
    if self.list:IsActive() then
        if useTriggers then
            KEYBIND_STRIP:AddKeybindButtonGroup(self.triggerKeybinds)
        else
            KEYBIND_STRIP:RemoveKeybindButtonGroup(self.triggerKeybinds)
        end
    end
end
--[[
Returns the currently selected entry's data.
]]
--
function ZO_GamepadInventoryList:GetTargetData()
    return self.list:GetTargetData()
end
--[[
Returns the currently selected entry's control.
]]
--
function ZO_GamepadInventoryList:GetTargetControl()
    return self.list:GetTargetControl()
end
--[[
Returns the underlying parameteric list.
]]
--
function ZO_GamepadInventoryList:GetParametricList()
    return self.list
end
--[[
Moves the selection to the next item.
]]
--
function ZO_GamepadInventoryList:MoveNext()
    return self.list:MoveNext()
end
--[[
Moves the selection to the previous item.
]]
--
function ZO_GamepadInventoryList:MovePrevious()
    return self.list:MovePrevious()
end
--[[
Query if the inventory list is empty
]]
--
do
    local function HasSlotData(inventoryType, slotIndex, filterFunction)
        local slotData = SHARED_INVENTORY:GenerateSingleSlotData(inventoryType, slotIndex)
        if slotData then
            if (not filterFunction) or filterFunction(slotData) then
                return true
            end
        end
        return false
    end
    function ZO_GamepadInventoryList:IsEmpty()
        for _, bagId in ipairs(self.inventoryTypes) do
            local filterFunction = self.itemFilterFunction
            for slotIndex in ZO_IterateBagSlots(bagId) do
                if HasSlotData(bagId, slotIndex, filterFunction) then
                    return false
                end
            end
        end
        return true
    end
end
--[[
Passthrough functions for operating on the parametric list itself
]]
--
function ZO_GamepadInventoryList:SetFirstIndexSelected(...)
end
function ZO_GamepadInventoryList:SetLastIndexSelected(...)
end
function ZO_GamepadInventoryList:SetPreviousSelectedDataByEval(...)
end
function ZO_GamepadInventoryList:SetNextSelectedDataByEval(...)
    return self.list:SetNextSelectedDataByEval(...)
end
--[[
Moves the selection to the specified item.
The same arguments can be provided as ZO_ParametricScrollList.SetSelectedIndex() accepts.
]]
--
function ZO_GamepadInventoryList:SetSelectedIndex(...)
    self.list:SetSelectedIndex(...)
end
--[[
Activates the inventory list.
]]
--
function ZO_GamepadInventoryList:Activate()
    self.list:Activate()
    if self.useTriggers then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.triggerKeybinds)
    end
end
--[[
Deactivates the inventory list.
]]
--
function ZO_GamepadInventoryList:Deactivate()
    if self.useTriggers then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.triggerKeybinds)
    end
    self.list:Deactivate()
end
--[[
GetNumItems the inventory list.
]]
--
function ZO_GamepadInventoryList:GetNumItems()
    return self.list:GetNumItems()
end
--[[
GetSelectedIndex the inventory list.
]]
--
function ZO_GamepadInventoryList:GetSelectedIndex()
    return self.list:GetSelectedIndex()
end
--[[
An internal helper function used to initialize or update a ZO_GamepadEntryData
with itemData.
]]
--
function ZO_GamepadInventoryList:SetupItemEntry(entry, itemData)
    entry:InitializeInventoryVisualData(itemData)
    entry.itemData = itemData
    if self.entrySetupCallback then
        self.entrySetupCallback(entry)
    end
end
local DEFAULT_GAMEPAD_ITEM_SORT =
{
    bestGamepadItemCategoryName = { tiebreaker = "name" },
    name = { tiebreaker = "requiredLevel" },
    requiredLevel = { tiebreaker = "requiredChampionPoints", isNumeric = true },
    requiredChampionPoints = { tiebreaker = "iconFile", isNumeric = true },
    iconFile = { tiebreaker = "uniqueId" },
    uniqueId = { isId64 = true },
}
local function ItemSortFunc(data1, data2)
     return ZO_TableOrderingFunction(data1, data2, "bestGamepadItemCategoryName", DEFAULT_GAMEPAD_ITEM_SORT, ZO_SORT_ORDER_UP)
end
function ZO_GamepadInventoryList:AddSlotDataToTable(slotsTable, inventoryType, slotIndex)
    local slotData = SHARED_INVENTORY:GenerateSingleSlotData(inventoryType, slotIndex)
    if slotData then
        if (not itemFilterFunction) or itemFilterFunction(slotData) then
            -- itemData is shared in several places and can write their own value of bestItemCategoryName.
            -- We'll use bestGamepadItemCategoryName instead so there are no conflicts.
            slotData.bestGamepadItemCategoryName = categorizationFunction(slotData)
            table.insert(slotsTable, slotData)
        end
    end
end
function ZO_GamepadInventoryList:GenerateSlotTable()
    local slots = {}
    for _, bagId in ipairs(self.inventoryTypes) do
        for slotIndex in ZO_IterateBagSlots(bagId) do
            self:AddSlotDataToTable(slots, bagId, slotIndex)
        end
    end
    table.sort(slots, self.sortFunction or ItemSortFunc)
    return slots
end
do
    local function IsInFilteredCategories(filterCategories, itemData)
        -- No category selected, don't filter out anything.
        if ZO_IsTableEmpty(filterCategories) then
            return true
        end
        for _, filterData in ipairs(itemData.filterData) do
            if filterCategories[filterData] then
                return true
            end
        end
        return false
    end
    --[[
If the list is hidden, queues a refresh for the next time the list is shown.
Otherwise, clears and fully refreshes the list.
]]
--
    function ZO_GamepadInventoryList:RefreshList(shouldTriggerRefreshListCallback)
        self.shouldTriggerRefreshCallback = self.shouldTriggerRefreshCallback or shouldTriggerRefreshListCallback
        self.refresh:RefreshAll("list")
    end
    function ZO_GamepadInventoryList:OnRefreshList(shouldTriggerRefreshListCallback)
        self.list:Clear()
        for _, bagId in ipairs(self.inventoryTypes) do
            self.dataByBagAndSlotIndex[bagId] = {}
        end
        local slots = self:GenerateSlotTable()
        local currentBestCategoryName = nil
        for _, itemData in ipairs(slots) do
            local passesTextFilter = TEXT_SEARCH_MANAGER:IsDataInSearchTextResults(self.searchContext, BACKGROUND_LIST_FILTER_TARGET_BAG_SLOT, itemData.bagId, itemData.slotIndex)
            local passesCategoryFilter = IsInFilteredCategories(self.filterCategories, itemData)
            if passesTextFilter and passesCategoryFilter then
                local entry = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
                self:SetupItemEntry(entry, itemData)
                if self.currentSortType == ITEM_LIST_SORT_TYPE_CATEGORY and itemData.bestGamepadItemCategoryName ~= currentBestCategoryName then
                    currentBestCategoryName = itemData.bestGamepadItemCategoryName
                    entry:SetHeader(currentBestCategoryName)
                    self.list:AddEntryWithHeader(self.template, entry)
                else
                    self.list:AddEntry(self.template, entry)
                end
                self.dataByBagAndSlotIndex[itemData.bagId][itemData.slotIndex] = entry
            end
        end
        self.list:Commit()
        if shouldTriggerRefreshListCallback and self.onRefreshListCallback then
            self.onRefreshListCallback(self.list)
        end
    end
end
function ZO_GamepadInventoryList:SetSearchContext(context)
    self.searchContext = context
end
function ZO_GamepadInventoryList:GetSearchContext()
    return self.searchContext
end
--[[
Refreshes the appearance of the list without clearing and fully refreshing the list
]]
--
function ZO_GamepadInventoryList:RefreshVisible()
end
--[[
Enables or disables direcitonal input to the list.
enable must be a boolean.
]]
--
function ZO_GamepadInventoryList:SetDirectionalInputEnabled(enable)
end
--[[
Sets if the inventory list is aligned to the screen center.
Does not need an expectedEntryHeight
]]
--
function ZO_GamepadInventoryList:SetAlignToScreenCenter(alignToScreenCenter, expectedEntryHeight)
    self.list:SetAlignToScreenCenter(alignToScreenCenter, expectedEntryHeight)
end
--[[
Gets the control of the list
]]
--
function ZO_GamepadInventoryList:GetControl()
    return self.list:GetControl()
end
--[[
Returns true if the list is active
]]
--
function ZO_GamepadInventoryList:IsActive()
    return self.list:IsActive()
end
function ZO_GamepadInventoryList:SetNoItemText(noItemText)
    self.list:SetNoItemText(noItemText)
end
function ZO_GamepadInventoryList:ClearList()
    self.list:Clear()
end