Back to Home

ESO Lua File v101042

ingame/leveluprewards/gamepad/leveluprewardsupcoming_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
ZO_LevelUpRewardsUpcoming_Gamepad = ZO_LevelUpRewardsUpcoming_Base:Subclass()
function ZO_LevelUpRewardsUpcoming_Gamepad:New(...)
    return ZO_LevelUpRewardsUpcoming_Base.New(self, ...)
end
function ZO_LevelUpRewardsUpcoming_Gamepad:Initialize(control)
    ZO_LevelUpRewardsUpcoming_Base.Initialize(self, control, "ZO_UpcomingLevelUpRewards_GamepadRewardEntry")
    ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT = ZO_SimpleSceneFragment:New(control)
    ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT:RegisterCallback("StateChange",
                                                function(oldState, newState)
                                                    if newState == SCENE_FRAGMENT_SHOWING then
                                                        self:OnShowing()
                                                    end
                                                end)
end
function ZO_LevelUpRewardsUpcoming_Gamepad:OnShowing()
end
function ZO_LevelUpRewardsUpcoming_Gamepad:LayoutReward(data, rewardContainer, previousControl)
    local rewardControl = self:AcquireRewardControl()
    local icon = data:GetGamepadLootIcon()
    if icon then
        rewardControl.iconControl:SetTexture(icon)
        rewardControl.iconControl:SetHidden(false)
    else
        rewardControl.iconControl:SetHidden(true)
    end
    local name = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingRewardNameFromRewardData(data)
    rewardControl.nameControl:SetText(name)
    rewardControl.narrationText = name
    local rewardType = data:GetRewardType()
    if rewardType then
        local r, g, b = GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, data:GetItemDisplayQuality())
        rewardControl.nameControl:SetColor(r, g, b, 1)
    else
        local r, g, b = ZO_NORMAL_TEXT:UnpackRGB()
        rewardControl.nameControl:SetColor(r, g, b, 1)
    end
    rewardControl:SetParent(rewardContainer.rewardsContainer)
    if previousControl then
        rewardControl:SetAnchor(TOPLEFT, previousControl, BOTTOMLEFT, 0, 5)
    else
        rewardControl:SetAnchor(TOPLEFT, rewardContainer.rewardsContainer, TOPLEFT, 0, 10)
    end
    return rewardControl
end
function ZO_LevelUpRewardsUpcoming_Gamepad:LayoutRewardsForLevel(level, levelRewards, rewardContainer)
    ZO_LevelUpRewardsUpcoming_Base.LayoutRewardsForLevel(self, level, levelRewards, rewardContainer)
    local previousControl = nil
    local attributePoints = GetAttributePointsAwardedForLevel(level)
    if attributePoints > 0 then
        local attributeData = ZO_LEVEL_UP_REWARDS_MANAGER:GetAttributePointEntryInfo(attributePoints)
        local attributeControl = self:LayoutReward(attributeData, rewardContainer, previousControl)
        previousControl = attributeControl
    end
    local skillPoints = GetSkillPointsAwardedForLevel(level)
    if skillPoints > 0 then
        local skillPointData = ZO_LEVEL_UP_REWARDS_MANAGER:GetSkillPointEntryInfo(skillPoints)
        local skillControl = self:LayoutReward(skillPointData, rewardContainer, previousControl)
        previousControl = skillControl
    end
    for i, reward in ipairs(levelRewards) do
        if reward:IsValidReward() then
            local rewardControl = self:LayoutReward(reward, rewardContainer, previousControl)
            previousControl = rewardControl
        end
    end
end
function ZO_LevelUpRewardsUpcoming_Gamepad:Show()
    if not self:IsShowing() then
        SCENE_MANAGER:AddFragment(ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT)
        SCENE_MANAGER:AddFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
    end
end
function ZO_LevelUpRewardsUpcoming_Gamepad:Hide()
    if self:IsShowing() then
        SCENE_MANAGER:RemoveFragment(ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT)
        SCENE_MANAGER:RemoveFragment(GAMEPAD_NAV_QUADRANT_2_BACKGROUND_FRAGMENT)
        self:ReleaseAllRewardControls()
    end
end
function ZO_LevelUpRewardsUpcoming_Gamepad:IsShowing()
    return ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS_FRAGMENT:IsShowing()
end
function ZO_LevelUpRewardsUpcoming_Gamepad:GetNarrationText()
    local narrations = {}
    -- Header
    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_LEVEL_UP_REWARDS_UPCOMING_REWARDS_HEADER)))
    -- Next level rewards
    local nextRewardLevel = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingRewardLevel()
    local isNextRewardLevelMilestone = IsLevelUpRewardMilestoneForLevel(nextRewardLevel)
    if isNextRewardLevelMilestone then
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER, nextRewardLevel)))
    else
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(GetString(SI_LEVEL_UP_REWARDS_NEXT_LEVEL_REWARD_HEADER)))
    end
    ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(nextLevelTitle))
    local milestoneRewards = {}
    for _, reward in self.rewardPool:ActiveObjectIterator() do
        if reward:GetParent() == self.nextLevelContainer.rewardsContainer then
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(reward.narrationText))
        else
            table.insert(milestoneRewards, reward)
        end
    end
    if not isNextRewardLevelMilestone then
        -- Next milestone rewards; if the next level is the next milestone, we skip this
        local nextMilestoneRewardLevel = ZO_LEVEL_UP_REWARDS_MANAGER:GetUpcomingMilestoneRewardLevel()
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(zo_strformat(SI_LEVEL_UP_REWARDS_NEXT_MILESTONE_REWARD_HEADER, nextMilestoneRewardLevel)))
        for _, reward in ipairs(milestoneRewards) do
            ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(reward.narrationText))
        end
    end
    return narrations
end
--
--[[ XML Handlers ]]--
--
    ZO_GAMEPAD_UPCOMING_LEVEL_UP_REWARDS = ZO_LevelUpRewardsUpcoming_Gamepad:New(control)
end