Back to Home

ESO Lua File v101041

ingame/inventory/gamepad/inventoryutils_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
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
local ITEM_TYPE_TO_CATEGORY_MAP = {
    [ITEMTYPE_REAGENT] = GAMEPAD_ITEM_CATEGORY_ALCHEMY,
    [ITEMTYPE_POTION_BASE] = GAMEPAD_ITEM_CATEGORY_ALCHEMY,
    [ITEMTYPE_POISON_BASE] = GAMEPAD_ITEM_CATEGORY_ALCHEMY,
    [ITEMTYPE_LURE] = GAMEPAD_ITEM_CATEGORY_BAIT,
    [ITEMTYPE_BLACKSMITHING_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH,
    [ITEMTYPE_BLACKSMITHING_MATERIAL] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH,
    [ITEMTYPE_BLACKSMITHING_BOOSTER] = GAMEPAD_ITEM_CATEGORY_BLACKSMITH,
    [ITEMTYPE_CLOTHIER_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_CLOTHIER,
    [ITEMTYPE_CLOTHIER_MATERIAL] = GAMEPAD_ITEM_CATEGORY_CLOTHIER,
    [ITEMTYPE_CLOTHIER_BOOSTER] = GAMEPAD_ITEM_CATEGORY_CLOTHIER,
    [ITEMTYPE_FOOD] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE,
    [ITEMTYPE_DRINK] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE,
    [ITEMTYPE_RECIPE] = GAMEPAD_ITEM_CATEGORY_CONSUMABLE,
    [ITEMTYPE_COSTUME] = GAMEPAD_ITEM_CATEGORY_COSTUME,
    [ITEMTYPE_ENCHANTING_RUNE_POTENCY] = GAMEPAD_ITEM_CATEGORY_ENCHANTING,
    [ITEMTYPE_ENCHANTING_RUNE_ASPECT] = GAMEPAD_ITEM_CATEGORY_ENCHANTING,
    [ITEMTYPE_ENCHANTING_RUNE_ESSENCE] = GAMEPAD_ITEM_CATEGORY_ENCHANTING,
    [ITEMTYPE_GLYPH_WEAPON] = GAMEPAD_ITEM_CATEGORY_GLYPHS,
    [ITEMTYPE_GLYPH_ARMOR] = GAMEPAD_ITEM_CATEGORY_GLYPHS,
    [ITEMTYPE_GLYPH_JEWELRY] = GAMEPAD_ITEM_CATEGORY_GLYPHS,
    [ITEMTYPE_JEWELRYCRAFTING_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING,
    [ITEMTYPE_JEWELRYCRAFTING_MATERIAL] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING,
    [ITEMTYPE_JEWELRYCRAFTING_RAW_BOOSTER] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING,
    [ITEMTYPE_JEWELRYCRAFTING_BOOSTER] = GAMEPAD_ITEM_CATEGORY_JEWELRYCRAFTING,
    [ITEMTYPE_POTION] = GAMEPAD_ITEM_CATEGORY_POTION,
    [ITEMTYPE_INGREDIENT] = GAMEPAD_ITEM_CATEGORY_PROVISIONING,
    [ITEMTYPE_ADDITIVE] = GAMEPAD_ITEM_CATEGORY_PROVISIONING,
    [ITEMTYPE_SPICE] = GAMEPAD_ITEM_CATEGORY_PROVISIONING,
    [ITEMTYPE_FLAVORING] = GAMEPAD_ITEM_CATEGORY_PROVISIONING,
    [ITEMTYPE_SIEGE] = GAMEPAD_ITEM_CATEGORY_SIEGE,
    [ITEMTYPE_AVA_REPAIR] = GAMEPAD_ITEM_CATEGORY_SIEGE,
    [ITEMTYPE_RACIAL_STYLE_MOTIF] = GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL,
    [ITEMTYPE_STYLE_MATERIAL] = GAMEPAD_ITEM_CATEGORY_STYLE_MATERIAL,
    [ITEMTYPE_SOUL_GEM] = GAMEPAD_ITEM_CATEGORY_SOUL_GEM,
    [ITEMTYPE_LOCKPICK] = GAMEPAD_ITEM_CATEGORY_TOOL,
    [ITEMTYPE_TOOL] = GAMEPAD_ITEM_CATEGORY_TOOL,
    [ITEMTYPE_ARMOR_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM,
    [ITEMTYPE_WEAPON_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM,
    [ITEMTYPE_JEWELRY_RAW_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM,
    [ITEMTYPE_JEWELRY_TRAIT] = GAMEPAD_ITEM_CATEGORY_TRAIT_ITEM,
    [ITEMTYPE_TROPHY] = GAMEPAD_ITEM_CATEGORY_TROPHY,
    [ITEMTYPE_WOODWORKING_RAW_MATERIAL] = GAMEPAD_ITEM_CATEGORY_WOODWORKING,
    [ITEMTYPE_WOODWORKING_MATERIAL] = GAMEPAD_ITEM_CATEGORY_WOODWORKING,
    [ITEMTYPE_WOODWORKING_BOOSTER] = GAMEPAD_ITEM_CATEGORY_WOODWORKING,
}
local function GetCategoryFromItemType(itemType)
    -- This is not an exhaustive map: when we don't have a category we'll just use the raw itemtype instead.
    return ITEM_TYPE_TO_CATEGORY_MAP[itemType]
end
local WEAPON_TYPE_TO_CATEGORY_MAP = {
    [WEAPONTYPE_AXE] = GAMEPAD_ITEM_CATEGORY_AXE,
    [WEAPONTYPE_TWO_HANDED_AXE] = GAMEPAD_ITEM_CATEGORY_AXE,
    [WEAPONTYPE_BOW] = GAMEPAD_ITEM_CATEGORY_BOW,
    [WEAPONTYPE_DAGGER] = GAMEPAD_ITEM_CATEGORY_DAGGER,
    [WEAPONTYPE_HAMMER] = GAMEPAD_ITEM_CATEGORY_HAMMER,
    [WEAPONTYPE_TWO_HANDED_HAMMER] = GAMEPAD_ITEM_CATEGORY_HAMMER,
    [WEAPONTYPE_SHIELD] = GAMEPAD_ITEM_CATEGORY_SHIELD,
    [WEAPONTYPE_HEALING_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF,
    [WEAPONTYPE_FIRE_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF,
    [WEAPONTYPE_FROST_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF,
    [WEAPONTYPE_LIGHTNING_STAFF] = GAMEPAD_ITEM_CATEGORY_STAFF,
    [WEAPONTYPE_SWORD] = GAMEPAD_ITEM_CATEGORY_SWORD,
    [WEAPONTYPE_TWO_HANDED_SWORD] = GAMEPAD_ITEM_CATEGORY_SWORD,
}
local function GetCategoryFromWeapon(itemData)
    local weaponType
    if itemData.bagId and itemData.slotIndex then
        weaponType = GetItemWeaponType(itemData.bagId, itemData.slotIndex)
    else
        weaponType = GetItemLinkWeaponType(itemData.itemLink)
    end
    local category = WEAPON_TYPE_TO_CATEGORY_MAP[weaponType]
    internalassert(category)
    return category
end
local ARMOR_EQUIP_TYPE_TO_CATEGORY_MAP = {
    [EQUIP_TYPE_CHEST] = GAMEPAD_ITEM_CATEGORY_CHEST,
    [EQUIP_TYPE_FEET] = GAMEPAD_ITEM_CATEGORY_FEET,
    [EQUIP_TYPE_HAND] = GAMEPAD_ITEM_CATEGORY_HANDS,
    [EQUIP_TYPE_HEAD] = GAMEPAD_ITEM_CATEGORY_HEAD,
    [EQUIP_TYPE_LEGS] = GAMEPAD_ITEM_CATEGORY_LEGS,
    [EQUIP_TYPE_NECK] = GAMEPAD_ITEM_CATEGORY_AMULET,
    [EQUIP_TYPE_RING] = GAMEPAD_ITEM_CATEGORY_RING,
    [EQUIP_TYPE_SHOULDERS] = GAMEPAD_ITEM_CATEGORY_SHOULDERS,
    [EQUIP_TYPE_WAIST] = GAMEPAD_ITEM_CATEGORY_WAIST,
}
local function GetCategoryFromArmor(itemData)
    local category = ARMOR_EQUIP_TYPE_TO_CATEGORY_MAP[itemData.equipType]
    internalassert(category)
    return category
end
    local category = nil 
    if itemData.itemType == ITEMTYPE_WEAPON then
        category = GetCategoryFromWeapon(itemData)
    elseif itemData.itemType == ITEMTYPE_ARMOR then
        category = GetCategoryFromArmor(itemData)
    else
        category = GetCategoryFromItemType(itemData.itemType)
    end
    if category then
        return GetString("SI_GAMEPADITEMCATEGORY", category)
    end
    return zo_strformat(SI_INVENTORY_HEADER, GetString("SI_ITEMTYPE", itemData.itemType))
end
 --helper comparators
    if not currentFilter then return true end
    for i, filter in ipairs(itemData.filterData) do
        if filter == currentFilter then
            return true
        end
    end
    return false
end
    return itemData.equipType == EQUIP_TYPE_INVALID
            and not ZO_InventoryUtils_DoesNewItemMatchFilterType(itemData, ITEMFILTERTYPE_QUICKSLOT)
            and not ZO_InventoryUtils_DoesNewItemMatchFilterType(itemData, ITEMFILTERTYPE_CRAFTING)
            and not ZO_InventoryUtils_DoesNewItemMatchFilterType(itemData, ITEMFILTERTYPE_FURNISHING)
end
    local isHidden, highestPriorityVisualLayerThatIsShowing = WouldEquipmentBeHidden(equipSlot or EQUIP_SLOT_NONE, actorCategory)
    local equipSlotText = ""
    if equipSlot == EQUIP_SLOT_MAIN_HAND then
        equipSlotText = GetString(SI_GAMEPAD_EQUIPPED_MAIN_HAND_ITEM_HEADER)
    elseif equipSlot == EQUIP_SLOT_BACKUP_MAIN then
        equipSlotText = GetString(SI_GAMEPAD_EQUIPPED_BACKUP_MAIN_ITEM_HEADER)
    elseif equipSlot == EQUIP_SLOT_OFF_HAND then
        equipSlotText = GetString(SI_GAMEPAD_EQUIPPED_OFF_HAND_ITEM_HEADER)
    elseif equipSlot == EQUIP_SLOT_BACKUP_OFF then
        equipSlotText = GetString(SI_GAMEPAD_EQUIPPED_BACKUP_OFF_ITEM_HEADER)
    end
    local equippedStringId = SI_GAMEPAD_EQUIPPED_ITEM_HEADER
    if actorCategory == GAMEPLAY_ACTOR_CATEGORY_COMPANION then
        equippedStringId = SI_GAMEPAD_EQUIPPED_COMPANION_ITEM_HEADER
    end
    if isHidden then
        GAMEPAD_TOOLTIPS:SetStatusLabelText(tooltipType, GetString(equippedStringId), equipSlotText, ZO_SELECTED_TEXT:Colorize(GetHiddenByStringForVisualLayer(highestPriorityVisualLayerThatIsShowing)))
    else
        GAMEPAD_TOOLTIPS:SetStatusLabelText(tooltipType, GetString(equippedStringId), equipSlotText)
    end
end