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local ANIMATE_INSTANTLY = true
local ANY_ACTIVE_CARD = nil
local NO_CARD = 0
local NO_PATRON = nil
local NO_RESOURCE = nil
-------------
-- Tribute --
-------------
ZO_TRIBUTE_CARD_POPUP_TYPE =
{
CARD = 1 ,
MECHANIC = 2 ,
}
ZO_TRIBUTE_SHOW_CARD_POPUP_DELAY_SECONDS = 0
ZO_TRIBUTE_SHOW_CARD_TOOLTIP_DELAY_SECONDS = 0.35
ZO_TRIBUTE_SHOW_RESOURCE_TOOLTIP_DELAY_SECONDS = 0.5
ZO_TRIBUTE_SHOW_PATRON_USAGE_TOOLTIP_DELAY_SECONDS = 0.5
ZO_TRIBUTE_PATRON_TOOLTIP_OFFSET_X = - 40
ZO_TRIBUTE_PATRON_TOOLTIP_OFFSET_Y = 0
ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_HEIGHT = 35
ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_OFFSET_Y = 20
-- We want to cover 2 meters of board, but also the orient is scaled down since it houses labels.
-- So for the final result to cover the world area we want, we need to set its actual meters to 2 meters inversed by the scale we're going to apply
ZO_TRIBUTE_BOARD_ORIENT_DIMENSIONS = 2 / ZO_TRIBUTE_CARD_WORLD_SCALE
if newState == SCENE_FRAGMENT_HIDING then
-- Due to the nature of UI controls plastered on models, a timing issue can occur where the UI can hide several frames
-- before the game cleans up the models resulting in ESO-771856. So if the UI hides, just make sure the TributeState immediately gets us back to viewing the world.
-- We also don't want to wait for the summary fragment to go away naturally, we want it gone immediately
end
end )
if newState == SCENE_SHOWING then
--The UI cannot be toggled while a tribute match is ongoing, so make sure it isn't hidden when we start
end
elseif newState == SCENE_HIDING then
end
elseif newState == SCENE_HIDDEN then
end
end
end )
if gameFlowState ~= TRIBUTE_GAME_FLOW_STATE_INACTIVE then
if previousState == TRIBUTE_GAME_FLOW_STATE_INACTIVE then
elseif previousState == TRIBUTE_GAME_FLOW_STATE_PLAYING then
elseif previousState == TRIBUTE_GAME_FLOW_STATE_PATRON_DRAFT then
--If we still have patronSelectionShowTime set, that means we are ending the drafting state before we actually began showing the selection screen.
end
if gameFlowState == TRIBUTE_GAME_FLOW_STATE_INTRO then
elseif gameFlowState == TRIBUTE_GAME_FLOW_STATE_PATRON_DRAFT then
elseif gameFlowState == TRIBUTE_GAME_FLOW_STATE_PLAYING then
elseif gameFlowState == TRIBUTE_GAME_FLOW_STATE_GAME_OVER then
end
end
end )
end
end
end
for perspective = TRIBUTE_PLAYER_PERSPECTIVE_ITERATION_BEGIN , TRIBUTE_PLAYER_PERSPECTIVE_ITERATION_END do
local discardCounter = CreateControlFromVirtual ( "$(parent)DiscardCountDisplay" , self . boardOrientControl , "ZO_TributeDiscardCountDisplay_Control" , perspective )
self . patronUsageDisplayControls [ perspective ] = CreateControlFromVirtual ( "$(parent)PatronUsageDisplay" , self . boardOrientControl , "ZO_TributePatronUsageDisplay_Control" , perspective )
local perspectiveResourceDisplayControls = { }
for resource = TRIBUTE_RESOURCE_ITERATION_BEGIN , TRIBUTE_RESOURCE_ITERATION_END do
local resourceDisplayControl = CreateControlFromVirtual ( "$(parent)ResourceDisplay" , self . boardOrientControl , "ZO_TributeResourceDisplay_Control" , suffix )
perspectiveResourceDisplayControls [ resource ] = resourceDisplayControl
end
end
local confirmButtonDescriptor =
{
if canConfirm then
end
end ,
}
--TODO Tribute: This is done to force the keybind button to be underneath the card popups visually. This should be revisited if we decide we want to move the keybind to world space
local confinedCardsButtonDescriptor =
{
--This descriptor is just used for visual purposes, so we do not need to specify a callback. The actual logic is handled elsewhere
}
local lastConfinedCardControl = nil
local confinedCardTiles = { }
local MAX_VISIBLE_CONFINED_CARDS = 5
--Populate and anchor the children for the confined card container
for index = 1 , MAX_VISIBLE_CONFINED_CARDS do
local confinedCardTile = CreateControlFromVirtual ( "$(parent)Card" , self . confinedCardsContainer , "ZO_TributeConfinedCardTile" , index )
if lastConfinedCardControl then
else
end
lastConfinedCardControl = confinedCardTile
end
-- ZoFontTributeAntique40 is a rarely used font, so defer loading it until it's actually becomes necessary
local patronStalls = { }
for draftId = TRIBUTE_PATRON_DRAFT_ID_ITERATION_BEGIN , TRIBUTE_PATRON_DRAFT_ID_ITERATION_END do
local patronStallControl = CreateControlFromVirtual ( "$(parent)PatronStall" , self . boardOrientControl , "ZO_TributePatronStall_Control" , draftId )
patronStalls [ draftId ] = patronStallControl . object
end
-- ZoFontTributeAntique40 is a rarely used font, so defer loading it until it's actually becomes necessary
self . turnTimerTextLabelTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_Tribute_HUDFade" , self . turnTimerTextLabel )
-- ZoFontTributeAntique40 is a rarely used font, so defer loading it until it actually becomes necessary
end
{
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end ,
if objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . CARD then
else
end
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
if canConfirm then
else
end
end
end ,
end ,
} ,
{
else
end
end ,
--Treat this keybind as ethereal if we aren't in a tutorial
end ,
else
--This only works properly because we can assume this keybind is ethereal if we get here
--Otherwise we'd have to add additional logic to enabled or visible
if popupObject then
end
end
end ,
else
--We wait until we fire the callback until we actually check the number of confined cards, as the keybinds are not refreshed often enough to do it here
end
end ,
} ,
{
--Ethereal binds show no text, the name field is used to help identify the keybind when debugging. This text does not have to be localized.
end ,
-- Check whether the current move can be cancelled here rather than in enabled()
-- because we may not update the descriptor with every relevant action.
else
local NO_EVENT = nil
local NOT_INTERCEPTING_CLOSE_ACTION = false
end
end ,
} ,
}
end
end
local defaults =
{
autoPlayChecked = false ,
}
self . savedVars = ZO_SavedVars : NewAccountWide ( "ZO_InternalIngame_SavedVariables" , 1 , "Tribute" , defaults )
end
local GAMEPAD_TRIBUTE_AUTO_PLAY_ENTRY =
{
template = "ZO_CheckBoxTemplate_WithoutIndent_Gamepad" ,
templateData =
{
-- Called when the checkbox is toggled
end ,
--Used during setup to determine if the data should be setup checked or unchecked
end ,
ZO_GamepadCheckBoxTemplate_Setup ( control , data , selected , reselectingDuringRebuild , enabled , active )
end ,
end ,
} ,
}
local GAMEPAD_TRIBUTE_CONCEDE_ENTRY =
{
template = "ZO_GamepadFullWidthLeftLabelEntryTemplate" ,
templateData =
{
end ,
end ,
local formattedTimeText = ZO_FormatTimeMilliseconds ( forfeitPenaltyMs , TIME_FORMAT_STYLE_COLONS , TIME_FORMAT_PRECISION_TWELVE_HOUR )
local concedeWarningText = zo_strformat ( SI_TRIBUTE_SETTINGS_DIALOG_CONCEDE_WARNING , formattedTimeText )
else
end
end ,
} ,
}
local GAMEPAD_TRIBUTE_SHOW_GAMER_CARD_ENTRY =
{
template = "ZO_GamepadFullWidthLeftLabelEntryTemplate" ,
templateData =
{
end ,
} ,
}
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
dialogFragmentGroup = ZO_GAMEPAD_KEYBINDS_FRAGMENT_GROUP ,
} ,
local parametricList = dialog . info . parametricList
if IsConsoleUI ( ) and ( data . opponentPlayerType == TRIBUTE_PLAYER_TYPE_REMOTE_PLAYER or data . opponentPlayerType == TRIBUTE_PLAYER_TYPE_PLAYER ) then
end
end ,
end
end ,
parametricList = { } , -- Added Dynamically
blockDialogReleaseOnPress = true ,
end ,
buttons =
{
{
end
end ,
} ,
{
end
} ,
} ,
} )
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
dialogFragmentGroup = ZO_GAMEPAD_KEYBINDS_FRAGMENT_GROUP ,
} ,
title =
{
} ,
{
} ,
end ,
canQueue = true ,
buttons =
{
{
end
} ,
{
-- Nothing to do but close the dialog, since we've already rejected the exit request
} ,
}
} )
end
do
local ACCEPT = true
local REJECT = false
-- The game over display is up and we got here, just leave immediately
-- Typically ingame already knows if we're in GAME_OVER, so this should only happen if we manually brought up the summary with dev tools
return
end
-- The game isn't over, so either close whatever is open, or attempt to concede the match
local intercepted = false
if isInterceptingCloseAction then
-- Only close whatever is up, and don't concede if something was up
if activeViewer then
local INTERCEPTING_CLOSE_ACTION = true
intercepted = true
end
end
if not intercepted then
local dialogData =
{
opponentName = opponentName ,
opponentPlayerType = opponentPlayerType ,
}
else
end
end
end
local cardObject = TRIBUTE_POOL_MANAGER : AcquireCardByInstanceId ( cardInstanceId , cardsContainer , SPACE_WORLD )
end )
if cardObject then
end
end )
end
end )
control : RegisterForEvent ( EVENT_TRIBUTE_RESOURCE_CHANGED , function ( _ , perspective , resource , newAmount , delta )
if perspectiveResourceDisplayControls then
local resourceDisplayControl = perspectiveResourceDisplayControls [ resource ]
if resourceDisplayControl then
end
end
end )
control : RegisterForEvent ( EVENT_TRIBUTE_PATRON_USAGE_COUNT_CHANGED , function ( _ , perspective , newAmount )
if perspectivePatronUsageDisplayControl then
end
end )
control : RegisterForEvent ( EVENT_TRIBUTE_RESOURCE_TOKEN_HIGHLIGHTED , function ( _ , perspective , resource )
if perspective and resource then
self . gamepadCursor : SetObjectUnderCursor ( resource , ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . RESOURCE_TOKEN , true )
else
end
end )
if perspective then
self . gamepadCursor : SetObjectUnderCursor ( perspective , ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . PATRON_USAGE_COUNTER , true )
else
end
end )
if not needsTargetViewer then
--Anchor to the right of the resources area
local powerResourceDisplayControl = self . resourceDisplayControls [ TRIBUTE_PLAYER_PERSPECTIVE_SELF ] [ TRIBUTE_RESOURCE_POWER ]
local CONFIRM_OFFSET_X = 150
--Only show the confirm button if we actually need one
end
local SHOW_INSTRUCTION = true
end
end )
local HIDE_INSTRUCTION = false
end )
control : RegisterForEvent ( EVENT_TRIBUTE_CARD_STATE_FLAGS_CHANGED , function ( _ , cardInstanceId , stateFlags )
if cardObject then
if wasHighlighted ~= isHighlighted then
if isHighlighted then
else
end
elseif isHighlighted then
-- A popup instance of this card is currently showing; notify that instance as well.
end
end
if wasTargeted ~= isTargeted then
if isTargeted then
else
end
end
end
end )
control : RegisterForEvent ( EVENT_TRIBUTE_AGENT_DEFEAT_COST_CHANGED , function ( _ , cardInstanceId , delta , newDefeatCost , shouldPlayFx , shouldSuppressSounds )
if cardObject then
if shouldPlayFx then
else
end
end
end )
control : RegisterForEvent ( EVENT_TRIBUTE_PATRON_STATE_FLAGS_CHANGED , function ( _ , patronDraftId , stateFlags )
local isUnderCursor = ZO_FlagHelpers . MaskHasFlag ( stateFlags , TRIBUTE_PATRON_STATE_FLAGS_HIGHLIGHTED )
self . gamepadCursor : SetObjectUnderCursor ( patronStallObject , ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . PATRON_STALL , isUnderCursor )
end )
{
}
{
[ TRIBUTE_BOARD_LOCATION_PLAYER_COOLDOWN ] = ZO_TributePileData : New ( TRIBUTE_BOARD_LOCATION_PLAYER_COOLDOWN ) ,
}
if pileData then
end
if pileData then
end
end )
if isLocalPlayer then
else
end
end )
control : RegisterForEvent ( EVENT_TRIBUTE_CARD_MECHANIC_RESOLUTION_STATE_CHANGED , function ( _ , cardInstanceId , mechanicActivationSource ,
mechanicIndex , quantity , isResolved )
if ( not isResolved ) or mechanicActivationSource ~= TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ACTIVATION then
return
end
return
end
local triggerId = select ( 7 , GetTributeCardMechanicInfo ( cardObject : GetCardDefId ( ) , mechanicActivationSource , mechanicIndex ) )
if triggerId == 0 then
return
end
if isStacked and not isTopOfStack then
return
end
end )
end
end
if isActive then
else
--Only try to clear the active viewer if the one we are trying to clear matches
if viewer == activeViewer then
end
end
end
--Register the pile viewer callbacks
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
TRIBUTE_PILE_VIEWER_KEYBOARD_FRAGMENT : RegisterCallback ( "StateChange" , PileViewerFragmentStateChanged )
end
TRIBUTE_PILE_VIEWER_GAMEPAD_FRAGMENT : RegisterCallback ( "StateChange" , PileViewerFragmentStateChanged )
ZO_TRIBUTE_PILE_VIEWER_MANAGER : RegisterCallback ( "ActivationStateChanged" , ViewerActivationStateChanged )
--Register the target viewer callbacks
--In some situations, we will get here before the activation state change fires.
--As a result, we need to manually call the ViewerActivationStateChanged function before we refresh input to make sure it's still accurate
if newState == SCENE_FRAGMENT_SHOWING then
ViewerActivationStateChanged ( ZO_TRIBUTE_TARGET_VIEWER_MANAGER , ZO_TRIBUTE_TARGET_VIEWER_MANAGER : IsActive ( ) )
elseif newState == SCENE_FRAGMENT_HIDDEN then
ViewerActivationStateChanged ( ZO_TRIBUTE_TARGET_VIEWER_MANAGER , ZO_TRIBUTE_TARGET_VIEWER_MANAGER : IsActive ( ) )
end
end
TRIBUTE_TARGET_VIEWER_KEYBOARD_FRAGMENT : RegisterCallback ( "StateChange" , TargetViewerFragmentStateChanged )
end
TRIBUTE_TARGET_VIEWER_GAMEPAD_FRAGMENT : RegisterCallback ( "StateChange" , TargetViewerFragmentStateChanged )
ZO_TRIBUTE_TARGET_VIEWER_MANAGER : RegisterCallback ( "ActivationStateChanged" , function ( viewer , isActive )
--This is necessary specifically for the case where we cancel target selection while viewing the board.
--Since the target viewer fragment is already hidden in this case, we wont get the state change callback for it, so we need to refresh the input state manually here
if not isActive then
end
end )
--Register the mechanic selector callbacks
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
TRIBUTE_MECHANIC_SELECTOR_FRAGMENT : RegisterCallback ( "StateChange" , MechanicSelectorFragmentStateChanged )
--Register the confinement viewer callbacks
--In some situations, we will get here before the activation state change fires.
--As a result, we need to manually call the ViewerActivationStateChanged function before we refresh input to make sure it's still accurate
if newState == SCENE_FRAGMENT_SHOWING then
ViewerActivationStateChanged ( ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER , ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER : IsActive ( ) )
elseif newState == SCENE_FRAGMENT_HIDDEN then
ViewerActivationStateChanged ( ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER , ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER : IsActive ( ) )
end
end
TRIBUTE_CONFINEMENT_VIEWER_KEYBOARD_FRAGMENT : RegisterCallback ( "StateChange" , ConfinementViewerFragmentStateChanged )
end
TRIBUTE_CONFINEMENT_VIEWER_GAMEPAD_FRAGMENT : RegisterCallback ( "StateChange" , ConfinementViewerFragmentStateChanged )
ZO_TRIBUTE_CONFINEMENT_VIEWER_MANAGER : RegisterCallback ( "ActivationStateChanged" , ViewerActivationStateChanged )
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end
TRIBUTE_PATRON_SELECTION_KEYBOARD_FRAGMENT : RegisterCallback ( "StateChange" , PatronSelectionStateChanged )
end
TRIBUTE_PATRON_SELECTION_GAMEPAD_FRAGMENT : RegisterCallback ( "StateChange" , PatronSelectionStateChanged )
control : RegisterForEvent ( EVENT_REQUEST_TRIBUTE_EXIT , function ( ... ) self : RequestExitTribute ( ... ) end )
self . gamepadCursor : RegisterCallback ( "ObjectUnderCursorChanged" , function ( object , objectType , previousObject , previousObjectType )
if previousObjectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . CARD or previousObjectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . MECHANIC_TILE or previousObjectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . DISCARD_COUNTER then
end
if objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . CARD or objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . MECHANIC_TILE or objectType == ZO_TRIBUTE_GAMEPAD_CURSOR_TARGET_TYPES . DISCARD_COUNTER then
end
end )
end )
end )
end
end
end
--Reset the text here to handle the force uppercase on gamepad
local FORCE_UPDATE = true
end
-- Process and reset queued card popup.
end
-- Process and reset queued card tooltip.
--Once the card tooltip is showing, refresh the confine keybind and card controls
end
if self . queuedResourceTooltip . showTimeSeconds and self . queuedResourceTooltip . showTimeSeconds <= frameTimeSeconds then
end
if self . queuedPatronUsageTooltip . showTimeSeconds and self . queuedPatronUsageTooltip . showTimeSeconds <= frameTimeSeconds then
end
end
local showTurnTimeRemaining = false
local formattedTimeLeft = ZO_FormatTimeMilliseconds ( timeLeftMs , TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL_HIDE_ZEROES , TIME_FORMAT_PRECISION_SECONDS )
showTurnTimeRemaining = true
end
end
-- This check is very fast, and will early out if we're not in a tutorial match
-- This makes it so we don't have to refresh the entire descriptor every update just to check this, though
end
end
end
-- TODO Tribute: Add tutorials
end
do
internalassert ( TRIBUTE_GAME_FLOW_STATE_ITERATION_END == 5 , "New Tribute game flow state, check INPUT_ENABLED_GAME_FLOW_STATES" )
local INPUT_ENABLED_GAME_FLOW_STATES =
{
[ TRIBUTE_GAME_FLOW_STATE_PLAYING ] = true ,
}
else
end
end
local allowPlayerInput = TRIBUTE_SCENE : IsShowing ( ) and INPUT_ENABLED_GAME_FLOW_STATES [ self . gameFlowState ]
local resetTargetObjects = true
local refreshEffectiveCardStates = false
local isUsingViewer = activeViewer ~= nil
allowPlayerInput = false
resetTargetObjects = false
end
if allowPlayerInput then
else
end
refreshEffectiveCardStates = true
end
local inputStyle = TRIBUTE_INPUT_STYLE_NONE
inputStyle = IsInGamepadPreferredMode ( ) and TRIBUTE_INPUT_STYLE_GAMEPAD or TRIBUTE_INPUT_STYLE_MOUSE
end
end
refreshEffectiveCardStates = true
resetTargetObjects = false
local wasMouseStyle = oldInputStyle == TRIBUTE_INPUT_STYLE_MOUSE
local isMouseStyle = inputStyle == TRIBUTE_INPUT_STYLE_MOUSE
if wasMouseStyle or isMouseStyle then
end
local wasGamepadStyle = oldInputStyle == TRIBUTE_INPUT_STYLE_GAMEPAD
local isGamepadStyle = inputStyle == TRIBUTE_INPUT_STYLE_GAMEPAD
if wasGamepadStyle or isGamepadStyle then
end
end
-- Perform the update after any potential change to the input style.
end
if refreshEffectiveCardStates then
end
if not resetTargetObjects then
end
end
end
if showTargetInstructions then
local OFFSET_Y = - 20
else
end
local NOT_USED = nil
end
end
end
end
end
end
end
end
end
if activeViewer then
else
return true
end
end
end
end
end
--Disallow interacting with the board while a viewer is up
return
end
end
end
end
end
--This value can change depending on the arena def, so regrab this value any time we start a match
end
end
end
end
end
end
-- Give a bit of time for any other animations to play out a bit before going straight to the summary
local FANFARE_DELAY_MS = 500
end
end , FANFARE_DELAY_MS )
end
--Don't layout the board if we haven't initialized yet
return
end
local renderPositionX , renderPositionY , renderPositionZ , rotationXRadians , rotationYRadians , rotationZRadians = GetTributeBoardSurfaceTransform ( )
renderPositionX , renderPositionY , renderPositionZ , rotationXRadians , rotationYRadians , rotationZRadians = GetTributeResourceDisplayTransformInfo ( perspective , resource )
end
end
renderPositionX , renderPositionY , renderPositionZ , rotationXRadians , rotationYRadians , rotationZRadians = GetTributePatronUsageCountDisplayTransformInfo ( perspective )
perspectivePatronUsageDisplayControl : SetTransformOffset ( renderPositionX , renderPositionY , renderPositionZ )
perspectivePatronUsageDisplayControl : SetTransformRotation ( rotationXRadians , rotationYRadians , rotationZRadians )
end
renderPositionX , renderPositionY , renderPositionZ , rotationXRadians , rotationYRadians , rotationZRadians = GetTributeTurnTimerLabelTransformInfo ( )
end
end
end
end
end
-- Refresh all card instances' effective card states in order to reflect the new pile viewer state.
end
end
-- Reset a popup queued for the specified card.
end
-- Reset a tooltip queued for the specified card.
end
end
if cardObject and cardObject ~= activeCardPopup . cardObject then
return
end
local activeCardObject = activeCardPopup . cardObject
local popupObject = activeCardPopup . popupObject
activeCardPopup . cardObject = nil
activeCardPopup . popupObject = nil
if popupObject then
local PLAY_FORWARD = true
end
end
local activeBoardLocationPatronsTooltipCardObject = self . activeBoardLocationPatronsTooltipCardObject
if activeBoardLocationPatronsTooltipCardObject and ( not cardObject or activeBoardLocationPatronsTooltipCardObject == cardObject ) then
end
if cardObject and cardObject ~= activeCardTooltip . cardObject then
return
end
local keyboardControl = activeCardTooltip . keyboardControl
local gamepadControl = activeCardTooltip . gamepadControl
activeCardTooltip . cardObject = nil
activeCardTooltip . keyboardControl = nil
activeCardTooltip . gamepadControl = nil
if keyboardControl then
end
if gamepadControl then
end
end
return
end
end
return
end
self . queuedCardPopup . showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_CARD_POPUP_DELAY_SECONDS
self . queuedCardTooltip . showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_CARD_TOOLTIP_DELAY_SECONDS
end
-- Anchors popup to the center of the cardObject if centerX/Y is omitted.
return
end
return
end
local popupCardObject = TRIBUTE_POOL_MANAGER : AcquireCardByInstanceId ( cardObject : GetCardInstanceId ( ) , self . control , SPACE_INTERFACE )
if not popupCardObject then
return
end
if not ( centerX and centerY ) then
-- Fallback to the Screen space center of the World space version of this card.
end
local PLAY_BACKWARD = false
end
-- Anchors tooltip to the active card popup if anchor details are omitted.
function ZO_Tribute : ShowCardTooltip ( cardObject , anchorPoint , anchorControl , anchorRelativePoint , anchorOffsetX , anchorOffsetY )
return
end
return
end
if not ( anchorPoint and anchorControl and anchorRelativePoint ) then
-- Fall back to anchoring to the right of the active card popup,
-- if a popup is active and associated with the same card.
if activeCardPopup . cardObject ~= cardObject or not activeCardPopup . popupObject then
return
end
if not anchorControl then
return
end
anchorPoint , anchorRelativePoint = LEFT , RIGHT
anchorOffsetX , anchorOffsetY = 20 , 0
end
local tooltipControl = ItemTooltip
InitializeTooltip ( tooltipControl , anchorControl , anchorPoint , anchorOffsetX , anchorOffsetY , anchorRelativePoint )
ZO_TributeCardTooltip_Gamepad_Show ( cardObject , anchorPoint , anchorControl , anchorRelativePoint , anchorOffsetX , anchorOffsetY )
end
end
--If we shouldn't be showing the confine keybind, early out
return
end
if not anchorControl then
return
end
--Anchor the the button underneath the card popup
local anchorPoint , anchorRelativePoint = TOP , BOTTOM
local anchorOffsetX , anchorOffsetY = 0 , ZO_TRIBUTE_CONFINED_CARDS_KEYBIND_OFFSET_Y
self . confinedCardsButton : SetAnchor ( anchorPoint , anchorControl , anchorRelativePoint , anchorOffsetX , anchorOffsetY )
end
end
if popupObject then
if not anchorControl then
return
end
--Tell the popup to set the visuals for the confined cards
--Anchor the container left of the card popup
end
end
self . queuedPatronUsageTooltip . showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_PATRON_USAGE_TOOLTIP_DELAY_SECONDS
end
end
end
if perspectivePatronUsageDisplayControl then
local offsetX , offsetY = perspectivePatronUsageDisplayControl : ProjectRectToScreenAndComputeAABBPoint ( LEFT )
offsetX = offsetX - 30
else
InformationTooltip : AddLine ( GetString ( SI_TRIBUTE_PATRON_USAGE_COUNTER_TOOLTIP_TITLE ) , "" , ZO_NORMAL_TEXT : UnpackRGBA ( ) )
end
end
end
self . queuedResourceTooltip . showTimeSeconds = currentTimeSeconds + ZO_TRIBUTE_SHOW_RESOURCE_TOOLTIP_DELAY_SECONDS
end
end
end
if perspectiveResourceDisplayControls then
local resourceDisplayControl = perspectiveResourceDisplayControls [ resource ]
if resourceDisplayControl then
local offsetX , offsetY
local anchorPoint
if resource == TRIBUTE_RESOURCE_POWER then
offsetX = offsetX - 30
anchorPoint = RIGHT
else
offsetX = offsetX + 30
anchorPoint = LEFT
end
else
InformationTooltip : AddLine ( zo_strformat ( SI_TRIBUTE_RESOURCE_NAME_FORMATTER , GetString ( "SI_TRIBUTERESOURCE" , resource ) ) , "" , ZO_NORMAL_TEXT : UnpackRGBA ( ) )
end
end
end
end
end
end
end
end
end
end
end
function ZO_Tribute : ShowPatronStallTutorial ( tutorialTrigger , patronStallObject , anchorPoint , relativePoint )
end
end
end
end
return patronStall
end
end
return nil
end
end
end
end
end
return false
end
--We cannot bring up the confinement viewer in tutorial games
return false
end
--Do not display the confine keybind when a viewer is active
if activeViewer then
return false
end
--Do not display the confine keybind when target selection is active
return false
end
return true
end
-----------------------------------
-- Tribute Discard Count Display --
-----------------------------------
-- ZoFontTributeAntique52 is a rarely used font, so defer loading it until it actually becomes necessary
self . control : RegisterForEvent ( EVENT_TRIBUTE_FORCE_DISCARD_COUNT_CHANGED , function ( _ , playerPerspective , newCount )
end
end )
end
local renderPositionX , renderPositionY , renderPositionZ , rotationXRadians , rotationYRadians , rotationZRadians = GetTributeDiscardCountTransformInfo ( self . perspective )
end
if newCount > 0 then
else
end
end
end
end
offsetX = offsetX - 30
else
InformationTooltip : AddLine ( GetString ( SI_TRIBUTE_DISCARD_COUNTER_TOOLTIP_TITLE ) , "" , ZO_NORMAL_TEXT : UnpackRGBA ( ) )
end
end
end
end
end
end
-----------------------------
-- Global Functions
-----------------------------
end
return function ( state , lastCardInstanceId )
end
end |