ZO_UiInfoBoxTutorial = ZO_TutorialHandlerBase:Subclass() local TUTORIAL_SEEN = true local TUTORIAL_NOT_SEEN = false --Allow extra space for icons and keybind backgrounds that can extend above and below the top and bottom lines. ZO_TUTORIAL_DIALOG_DESCRIPTION_EDGE_PADDING_Y = 6 ZO_TUTORIAL_DIALOG_DESCRIPTION_TOTAL_PADDING_Y = ZO_TUTORIAL_DIALOG_DESCRIPTION_EDGE_PADDING_Y * 2 ZO_TUTORIAL_DIALOG_SOFT_MAX_HEIGHT = 350 ZO_TUTORIAL_DIALOG_HARD_MAX_HEIGHT = 360 function ZO_UiInfoBoxTutorial:Initialize() self:ClearAll() local dialogControl = ZO_TutorialDialog self.dialogPane = dialogControl:GetNamedChild("Pane") self.dialogScrollChild = self.dialogPane:GetNamedChild("ScrollChild") self.dialogDescription = self.dialogScrollChild:GetNamedChild("Description") self.dialogInfo = { canQueue = true, title = {}, customControl = dialogControl, noChoiceCallback = function(dialog) dialog.data.owner:RemoveTutorial(dialog.data.tutorialIndex, TUTORIAL_SEEN) end, buttons = { { control = dialogControl:GetNamedChild("Cancel"), text = SI_EXIT_BUTTON, keybind = "DIALOG_NEGATIVE", clickSound = SOUNDS.DIALOG_ACCEPT, callback = function(dialog) dialog.data.owner:RemoveTutorial(dialog.data.tutorialIndex, TUTORIAL_SEEN) end, }, }, } ZO_Dialogs_RegisterCustomDialog("UI_TUTORIAL", self.dialogInfo) ZO_Dialogs_RegisterCustomDialog("UI_TUTORIAL_GAMEPAD", { canQueue = true, setup = function(dialog) dialog:setupFunc() end, gamepadInfo = { dialogType = GAMEPAD_DIALOGS.CENTERED, }, title = { text = function() return self.title end, }, mainText = { text = function() return self.description end, }, buttons = { { -- Even though this is an ethereal keybind, the name will still be shown as the centered dialogs interact keybind and read during screen narration name = GetString(SI_TUTORIAL_CONTINUE), ethereal = true, narrateEthereal = true, keybind = "DIALOG_PRIMARY", clickSound = SOUNDS.DIALOG_ACCEPT, callback = function(dialog) dialog.data.owner:RemoveTutorial(dialog.data.tutorialIndex, TUTORIAL_SEEN) end, } }, noChoiceCallback = function(dialog) if dialog.data then dialog.data.owner:RemoveTutorial(dialog.data.tutorialIndex, TUTORIAL_SEEN) end end, removedFromQueueCallback = function(data) if data then data.owner:RemoveTutorial(data.tutorialIndex, TUTORIAL_NOT_SEEN) end end, } ) self.gamepadMode = false end function ZO_UiInfoBoxTutorial:GetDialog() return self.dialogs[self.gamepadMode] end function ZO_UiInfoBoxTutorial:SuppressTutorials(suppress, reason) -- Suppression is disabled in ZO_UiInfoBoxTutorial end function ZO_UiInfoBoxTutorial:GetTutorialType() return TUTORIAL_TYPE_UI_INFO_BOX end --Additional spacing to account for the backdrop behind a key label if there's one in the last line or the first line function ZO_UiInfoBoxTutorial:DisplayTutorial(tutorialIndex) self.title, self.description = GetTutorialInfo(tutorialIndex) self:SetCurrentlyDisplayedTutorialIndex(tutorialIndex) self.gamepadMode = IsInGamepadPreferredMode() if self.gamepadMode then ZO_Dialogs_ShowGamepadDialog("UI_TUTORIAL_GAMEPAD", { tutorialIndex = tutorialIndex, owner = self }) else self.dialogInfo.title.text = self.title self.dialogDescription:SetText(self.description) local descriptionHeight = self.dialogDescription:GetTextHeight() + ZO_TUTORIAL_DIALOG_DESCRIPTION_TOTAL_PADDING_Y self.dialogScrollChild:SetHeight(descriptionHeight) --To prevent having this pane scroll over a tiny amount of space we only force it to scroll if it hits the hard max height. This guarentees that it will scroll at least (hard - soft UI units). local paneHeight = descriptionHeight if paneHeight > ZO_TUTORIAL_DIALOG_HARD_MAX_HEIGHT then paneHeight = ZO_TUTORIAL_DIALOG_SOFT_MAX_HEIGHT end self.dialogPane:SetHeight(paneHeight) ZO_Scroll_ResetToTop(self.dialogPane) ZO_Dialogs_ShowDialog("UI_TUTORIAL", { tutorialIndex = tutorialIndex, owner = self }) end end function ZO_UiInfoBoxTutorial:OnDisplayTutorial(tutorialIndex, priority) if SCENE_MANAGER:IsInUIMode() then if not self:IsTutorialDisplayedOrQueued(tutorialIndex) then if self:CanShowTutorial() then self:DisplayTutorial(tutorialIndex) end end end end function ZO_UiInfoBoxTutorial:OnRemoveTutorial(tutorialIndex) self:RemoveTutorial(tutorialIndex, TUTORIAL_SEEN) end function ZO_UiInfoBoxTutorial:RemoveTutorial(tutorialIndex, seen) if self:GetCurrentlyDisplayedTutorialIndex() == tutorialIndex then if seen then SetTutorialSeen(tutorialIndex) end self:SetCurrentlyDisplayedTutorialIndex(nil) ZO_Dialogs_ReleaseDialog("UI_TUTORIAL") ZO_Dialogs_ReleaseDialog("UI_TUTORIAL_GAMEPAD") else self:RemoveFromQueue(self.queue, tutorialIndex) end end function ZO_UiInfoBoxTutorial:ClearAll() self:SetCurrentlyDisplayedTutorialIndex(nil) self.queue = {} end