Back to Home

ESO Lua File v101041

ingame/cadwell/gamepad/cadwell_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
local ZO_CadwellManager_Gamepad = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_CadwellManager_Gamepad:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_CadwellManager_Gamepad:Initialize(control)
    CADWELLS_ALMANAC_GAMEPAD_SCENE = ZO_Scene:New("cadwellGamepad", SCENE_MANAGER)
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, nil, CADWELLS_ALMANAC_GAMEPAD_SCENE)
    self.itemList = self:GetMainList()
    self.headerData = {
        titleText = GetString(SI_GAMEPAD_MAIN_MENU_JOURNAL_CADWELL),
    }
end
function ZO_CadwellManager_Gamepad:OnDeferredInitialize()
    ZO_Gamepad_ParametricList_Screen.OnDeferredInitialize(self)
    local middleSection = self.control:GetNamedChild("Middle")
    self.entryHeader = middleSection:GetNamedChild("HeaderContainer"):GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.entryHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE)
    self.entryBody = middleSection:GetNamedChild("Body")
    self.entryHeaderData = {
        titleText = "",
    }
    local function OnCadwellProgressionLevelChanged()
        self:Update()
    end
    local function OnPOIUpdated()
        if GetCadwellProgressionLevel() > CADWELL_PROGRESSION_LEVEL_BRONZE then
            self:Update()
            -- NOTE: self:Update() will implicitly call self:RefreshEntryHeaderDescriptionAndObjectives() when it rebuilds the list,
            -- as such, there is no need to refresh the details directly here, which simplifies the logic.
        end
    end
    self.control:RegisterForEvent(EVENT_POI_UPDATED, OnPOIUpdated)
    self.control:RegisterForEvent(EVENT_CADWELL_PROGRESSION_LEVEL_CHANGED, OnCadwellProgressionLevelChanged)
end
function ZO_CadwellManager_Gamepad:InitializeKeybindStripDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Back
        KEYBIND_STRIP:GetDefaultGamepadBackButtonDescriptor(),
    }
end
function ZO_CadwellManager_Gamepad:OnShowing()
    self:PerformUpdate()
end
function ZO_CadwellManager_Gamepad:OnHide(...)
    ZO_Gamepad_ParametricList_Screen.OnHide(self, ...)
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
    GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_CadwellManager_Gamepad:PerformUpdate()
    self.itemList:Clear()
    local function GetEntryNarrationText(entryData, entryControl)
        local narrations = {}
        --Get the default list entry narration
        ZO_AppendNarration(narrations, ZO_GetSharedGamepadEntryDefaultNarrationText(entryData, entryControl))
        --Get the narration for the center panel header
        ZO_AppendNarration(narrations, ZO_GamepadGenericHeader_GetNarrationText(self.entryHeader, self.entryHeaderData))
        --Get the narration for the center panel body
        ZO_AppendNarration(narrations, SCREEN_NARRATION_MANAGER:CreateNarratableObject(self.entryBodyText))
        return narrations
    end
    for progressionLevel = CADWELL_PROGRESSION_LEVEL_SILVER, CADWELL_PROGRESSION_LEVEL_GOLD do
        if GetCadwellProgressionLevel() < progressionLevel then
            break
        end
        local zones = {}
        for zoneIndex = 1, GetNumZonesForCadwellProgressionLevel(progressionLevel) do
            local zoneName, zoneDescription, zoneOrder = GetCadwellZoneInfo(progressionLevel, zoneIndex)
            local numObjectives = GetNumPOIsForCadwellProgressionLevelAndZone(progressionLevel, zoneIndex)
            local numCompletedObjectives = 0
            for objectiveIndex = 1, GetNumPOIsForCadwellProgressionLevelAndZone(progressionLevel, zoneIndex) do
                local completed = select(6, GetCadwellZonePOIInfo(progressionLevel, zoneIndex, objectiveIndex))
                if completed then
                    numCompletedObjectives = numCompletedObjectives + 1
                end
            end
            table.insert(zones, {progressionLevel = progressionLevel, name = zoneName, description = zoneDescription, order = zoneOrder, numObjectives = numObjectives, numCompletedObjectives = numCompletedObjectives, index = zoneIndex})
        end
        table.sort(zones, ZO_CadwellSort)
        for zoneIndex = 1, #zones do
            local zoneInfo = zones[zoneIndex]
            
            local entryData = ZO_GamepadEntryData:New(zo_strformat(SI_CADWELL_ZONE_NAME_FORMAT, zoneInfo.name))
            entryData.zoneInfo = zoneInfo
            entryData.narrationText = GetEntryNarrationText
            local template
            if zoneIndex == 1 then
                -- TODO: Do they want the icons in here somehow?
                --local down, up, over = GetIconsForCadwellProgressionLevel(progressionLevel)
                entryData:SetHeader(GetString("SI_CADWELLPROGRESSIONLEVEL", progressionLevel))
                template = "ZO_GamepadMenuEntryTemplateWithHeader"
            else
                template = "ZO_GamepadMenuEntryTemplate"
            end
            self.itemList:AddEntry(template, entryData)
        end
    end
    self.itemList:Commit()
end
function ZO_CadwellManager_Gamepad:OnSelectionChanged(list, selectedData, oldSelectedData)
end
function ZO_CadwellManager_Gamepad:RefreshEntryHeaderDescriptionAndObjectives()
    local targetData = self.itemList:GetTargetData()
    if not targetData then
        self.entryName:SetText("")
        return
    end
    local zoneInfo = targetData.zoneInfo
    local progressionLevel = zoneInfo.progressionLevel
    local zoneIndex = zoneInfo.index
    local zoneName, zoneDescription = GetCadwellZoneInfo(progressionLevel, zoneIndex)
    self.entryBodyText = zo_strformat(SI_CADWELL_ZONE_DESC_FORMAT, zoneDescription)
    self.entryBody:SetText(self.entryBodyText)
    
    self.entryHeaderData.titleText = zo_strformat(SI_CADWELL_ZONE_NAME_FORMAT, zoneName)
    ZO_GamepadGenericHeader_Refresh(self.entryHeader, self.entryHeaderData)
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
    GAMEPAD_TOOLTIPS:LayoutCadwells(GAMEPAD_RIGHT_TOOLTIP, progressionLevel, zoneIndex)
end
    CADWELLS_ALMANAC_GAMEPAD = ZO_CadwellManager_Gamepad:New(control)
end