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--[[
The (Gamepad)AssignableActionBar shows and lets you manage you what your current pending skill assignments will be inside the Gamepad Skills UI.
It's distinct from the "real" action bar in that only handles skills, it doesn't necessarily care about the state of each ability, and it can change
without changing the real action bar.
]] --
{
ZO_GamepadAssignableActionBarButton : New ( self . control : GetNamedChild ( "Button1" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 ) ,
ZO_GamepadAssignableActionBarButton : New ( self . control : GetNamedChild ( "Button2" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2 ) ,
ZO_GamepadAssignableActionBarButton : New ( self . control : GetNamedChild ( "Button3" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3 ) ,
ZO_GamepadAssignableActionBarButton : New ( self . control : GetNamedChild ( "Button4" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4 ) ,
ZO_GamepadAssignableActionBarButton : New ( self . control : GetNamedChild ( "Button5" ) , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5 ) ,
ZO_GamepadAssignableActionBarButton : New ( self . control : GetNamedChild ( "UltimateButton" ) , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 ) ,
}
ACTION_BAR_ASSIGNMENT_MANAGER : RegisterCallback ( "SlotUpdated" , function ( ... ) self : OnSlotUpdated ( ... ) end )
ACTION_BAR_ASSIGNMENT_MANAGER : RegisterCallback ( "SlotNewStatusChanged" , function ( ... ) self : OnSlotUpdated ( ... ) end )
ACTION_BAR_ASSIGNMENT_MANAGER : RegisterCallback ( "CurrentHotbarUpdated" , function ( ... ) self : OnCurrentHotbarUpdated ( ... ) end )
end
end
end
end
if not self . control : IsHidden ( ) and hotbarCategory == ACTION_BAR_ASSIGNMENT_MANAGER : GetCurrentHotbarCategory ( ) then
local button = self . buttons [ ZO_AssignableActionBar . ConvertActionSlotIndexToButtonIndex ( actionSlotIndex ) ]
end
end
end
end
end
end
end
end
end
end
return buttonIndex + ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
return actionSlotIndex - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
end
end
end
end
end
end
if selectedButton then
end
end
local newActionSlotIndex
if result == MOVEMENT_CONTROLLER_MOVE_NEXT then
newActionSlotIndex = ZO_AssignableActionBar . ConvertButtonIndexToActionSlotIndex ( self . selectedButtonIndex + 1 )
elseif result == MOVEMENT_CONTROLLER_MOVE_PREVIOUS then
newActionSlotIndex = ZO_AssignableActionBar . ConvertButtonIndexToActionSlotIndex ( self . selectedButtonIndex - 1 )
end
if newActionSlotIndex then
local clampedSlotIndex = zo_clamp ( newActionSlotIndex , ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 )
end
end
end
local buttonIndex = nil
if actionSlotIndex then
buttonIndex = index
break
end
end
if not buttonIndex then
return false
end
if self . targetSkill and self . targetSkill : IsUltimate ( ) ~= self . buttons [ buttonIndex ] : IsUltimateSlot ( ) then
return false
end
end
local oldWasUltimate = nil
if oldSelected then
end
local newIsUltimate = nil
if newSelected then
end
local buttonTypeChanged = oldWasUltimate ~= newIsUltimate
if actionSlotIndex then
end
return true
end
return false
end
end
end
else
end
end
end
if selectedButton then
end
end
local actionSlotIndex = skillData : GetSlotOnCurrentHotbar ( ) or ACTION_BAR_ASSIGNMENT_MANAGER : GetCurrentHotbar ( ) : FindEmptySlotForSkill ( skillData )
if actionSlotIndex then
else
end
end
end
end
end
end
if selectedButton then
end
end
if selectedButton then
end
end
local valueText
if actionSlotIndex == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
valueText = zo_strformat ( SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER , GetString ( SI_BINDING_NAME_GAMEPAD_ACTION_BUTTON_8 ) )
else
valueText = zo_strformat ( SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER , ZO_AssignableActionBar . ConvertActionSlotIndexToButtonIndex ( actionSlotIndex ) )
end
GAMEPAD_TOOLTIPS : SetStatusLabelText ( tooltipType , GetString ( SI_GAMEPAD_SKILLS_TOOLTIP_STATUS ) , valueText )
end
GAMEPAD_TOOLTIPS : LayoutTitleAndDescriptionTooltip ( tooltipType , GetString ( SI_ACTION_BAR_SLOT_LOCKED_HEADER ) , description )
else
end
end
local slottedActionBarIndex = nil
-- Mark the ability as already slotted if it is
for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
slottedActionBarIndex = i
break
end
end
if slottedActionBarIndex then
else
end
end
end
end
--Gets the narration for the currently selected slot
if selectedButton then
end
end
--Gets the narration for the bar
local narrations = { }
--If an overrideHeaderName was specified, use that, otherwise use the name of the current hotbar
local headerName
else
end
--Narration for the selected slot
return narrations
end
self . newIndicatorIdle = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_GamepadAssignableActionBarNewIndicator_Idle" , self . newIndicator )
self . newIndicatorFadeout = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_GamepadAssignableActionBarNewIndicator_Fadeout" , self . newIndicator )
end
end
end
end
end
end
if selected then
else
end
end
end
if selected then
end
end
if slotIcon then
else
end
if isNew then
else
end
end
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( self . actionSlotIndex , currentHotbarCategory )
local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER : GetAutomaticCastPriorityForSlot ( self . actionSlotIndex , currentHotbarCategory )
if gamepadActionName then
local HIDE_UNBOUND = false
ZO_Keybindings_RegisterLabelForBindingUpdate ( self . keybindLabel , keyboardActionName , HIDE_UNBOUND , gamepadActionName )
elseif actionPriority then
else
end
end
end
end
end
end
end
if ACTION_BAR_ASSIGNMENT_MANAGER : GetCurrentHotbar ( ) : AssignSkillToSlot ( self . actionSlotIndex , skillData ) then
end
end
do
local DEFAULT_SHOW_AS_HOLD = nil
local narrations = { }
--Get the binding narration
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( self . actionSlotIndex , currentHotbarCategory )
local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER : GetAutomaticCastPriorityForSlot ( self . actionSlotIndex , currentHotbarCategory )
local bindingTextNarration = nil
--If we found an action name for the slot, use that for narrating
if gamepadActionName then
bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions ( keyboardActionName , gamepadActionName , DEFAULT_SHOW_AS_HOLD ) or NOT_BOUND_ACTION_STRING
elseif actionPriority then
--If there was no action name and we have an action priority, use that for narrating the binding text
end
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( bindingTextNarration ) )
end
--Narration for the slotted entry
if slotData then
--The skillData lives in different spots depending on the action type
if actionType == ZO_SLOTTABLE_ACTION_TYPE_PLAYER_SKILL then
if progressionData then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( progressionData : GetFormattedName ( ) ) )
end
elseif actionType == ZO_SLOTTABLE_ACTION_TYPE_COMPANION_SKILL then
if progressionData then
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( progressionData : GetFormattedName ( ) ) )
end
else
--If we get here, assume the slot is empty
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( GetString ( SI_ACTION_BAR_EMPTY_ENTRY_NARRATION ) ) )
end
end
return narrations
end
end
end
end
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
local keybindStrip =
{
{
local result = ACTION_BAR_ASSIGNMENT_MANAGER : GetCurrentHotbar ( ) : GetExpectedSlotEditResult ( slotIndex )
if result ~= HOT_BAR_RESULT_SUCCESS then
end
return true
end ,
end ,
} ,
{
end ,
end ,
end ,
}
}
function ( )
end )
end
end
ACTION_BAR_ASSIGNMENT_MANAGER : RegisterCallback ( "HotbarSwapVisibleStateChanged" , OnHotbarSwapVisibleStateChanged )
end
end
if didSlotTypeChange then
end
end
end
--Narrates the list
local narrationInfo =
{
end ,
--Treat the associated assignable action bar as the header for this list
end ,
}
end
end
internalassert ( self . assignableActionBar : IsActive ( ) , "The action bar must be active for the quick menu to work" )
end
-- because the action bar is assumed active, we do not need to activate any lists in the parent skills object
end
end
end
do
local DEFAULT_SHOW_AS_HOLD = nil
local lastSkillLineData = nil
skillEntry . skillData = skillData
if skillLineData ~= lastSkillLineData then
--Override the entry's header narration to include the rank
local narrations = { }
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( skillLineData : GetCurrentRank ( ) ) )
return narrations
end
else
end
local narrations = { }
--Generate the default entry narration
ZO_AppendNarration ( narrations , ZO_GetSharedGamepadEntryDefaultNarrationText ( entryData , entryControl ) )
--Include the narration for the keybinding if applicable
if SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY and skillData : IsActive ( ) then
if actionSlotIndex then
local keyboardActionName , gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER : GetKeyboardAndGamepadActionNameForSlot ( actionSlotIndex , ACTION_BAR_ASSIGNMENT_MANAGER : GetCurrentHotbarCategory ( ) )
if gamepadActionName then
local bindingTextNarration = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions ( keyboardActionName , gamepadActionName , DEFAULT_SHOW_AS_HOLD ) or NOT_BOUND_ACTION_STRING
ZO_AppendNarration ( narrations , SCREEN_NARRATION_MANAGER : CreateNarratableObject ( bindingTextNarration ) )
end
end
end
return narrations
end
lastSkillLineData = skillLineData
end )
end
end
if skillEntry then
self . assignableActionBar : LayoutAssignableSkillLineAbilityTooltip ( GAMEPAD_LEFT_TOOLTIP , skillEntry . skillData )
else
end
end
end
if skillEntry then
end
end |