Back to Home

ESO Lua File v101041

ingame/playeremote/keyboard/playeremote_keyboard.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
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
--Quick chat is not a real emote category, so make a fake one
local QUICK_CHAT_CATEGORY = -1
local KEYBOARD_INVALID_CATEGORY_EMOTE_ICONS = {
    [EMOTE_CATEGORY_INVALID] = {
        up = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_up.dds",
        down = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_down.dds",
        over = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_over.dds",
    },
    [EMOTE_CATEGORY_DEPRECATED] = {
        up = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_up.dds",
        down = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_down.dds",
        over = "EsoUI/Art/Inventory/inventory_tabIcon_quickslot_over.dds",
    },
}
ZO_PlayerEmote_Keyboard = ZO_InitializingObject:Subclass()
function ZO_PlayerEmote_Keyboard:Initialize(control)
    self:MarkDirty()
    self.control = control
    self.wheelControl = self.control:GetNamedChild("EmoteWheel")
    self.emoteGridListControl = self.control:GetNamedChild("EmoteContainer")
    control.owner = self
    local wheelData =
    {
        hotbarCategories = { HOTBAR_CATEGORY_EMOTE_WHEEL, HOTBAR_CATEGORY_QUICKSLOT_WHEEL },
        numSlots = ACTION_BAR_UTILITY_BAR_SIZE,
        showCategoryLabel = true,
        --Display the accessibility keybinds on the wheel if the setting is enabled
    }
    self.wheel = ZO_AssignableUtilityWheel_Keyboard:New(self.wheelControl, wheelData)
    HELP_EMOTES_SCENE = ZO_Scene:New("helpEmotes", SCENE_MANAGER)
    local keyboardPlayerEmoteFragment = ZO_FadeSceneFragment:New(control)
    keyboardPlayerEmoteFragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            TriggerTutorial(TUTORIAL_TRIGGER_EMOTES_MENU_OPENED)
            if self.isDirty then
                self:UpdateCategories()
            end
            self.wheel:Activate()
        elseif newState == SCENE_FRAGMENT_HIDDEN then
            self.wheel:Deactivate()
        end
    end)
    HELP_EMOTES_SCENE:AddFragment(keyboardPlayerEmoteFragment)
    PLAYER_EMOTE_MANAGER:RegisterCallback("EmoteListUpdated",
                                    function()
                                        if keyboardPlayerEmoteFragment:IsShowing() then
                                            self:UpdateCategories()
                                        else
                                            self:MarkDirty()
                                        end
                                    end)
    self:InitializeTree()
end
function ZO_PlayerEmote_Keyboard:InitializeTree()
    self.categoryTree = ZO_Tree:New(GetControl(self.control, "Categories"), 60, -10, 280)
    local function CategorySetup(node, control, data, down)
        control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
        control.text:SetText(data.name)
        control.icon:SetTexture(down and data.down or data.up)
        control.iconHighlight:SetTexture(data.over)
        ZO_IconHeader_Setup(control, down)
    end
    local function CategorySelected(control, data, selected, reselectingDuringRebuild)
        if selected then
            self:BuildEmoteGridList(data.emoteCategory)
        end
        CategorySetup(nil, control, data, selected)
    end
    self.categoryTree:AddTemplate("ZO_IconChildlessHeader", CategorySetup, CategorySelected, nil)
    self.categoryTree:SetExclusive(true)
end
function ZO_PlayerEmote_Keyboard:InitializeEmoteGridList()
    self.gridList = ZO_SingleTemplateGridScrollList_Keyboard:New(self.emoteGridListControl)
    local function EmoteTextEntrySetup(control, data)
        control.data = data
        if data.quickChatId then
            control:SetText(QUICK_CHAT_MANAGER:GetFormattedQuickChatName(data.quickChatId))
            ZO_SelectableLabel_SetNormalColor(control, ZO_NORMAL_TEXT)
        elseif data.emoteId then
            if data.isOverriddenByPersonality then
                ZO_SelectableLabel_SetNormalColor(control, ZO_PERSONALITY_EMOTES_COLOR)
            else
                ZO_SelectableLabel_SetNormalColor(control, ZO_NORMAL_TEXT)
            end
            control:SetText(data.emoteSlashName)
        end
    end
    local HIDE_CALLBACK = nil
    local DEFAULT_RESET_ENTRY = nil
    local ENTRY_WIDTH = 200
    local ENTRY_HEIGHT = 24
    local ENTRY_PADDING_X = 5
    local ENTRY_PADDING_Y = 0
    self.gridList:SetGridEntryTemplate("ZO_PlayerEmote_Keyboard_EmoteText", ENTRY_WIDTH, ENTRY_HEIGHT, EmoteTextEntrySetup, HIDE_CALLBACK, DEFAULT_RESET_ENTRY, ENTRY_PADDING_X, ENTRY_PADDING_Y)
end
function ZO_PlayerEmote_Keyboard:ShowCategory(category)
    self.queuedCategoryToShow = category
    if not SCENE_MANAGER:IsShowing("helpEmotes") then
        self:MarkDirty()
        MAIN_MENU_KEYBOARD:ShowScene("helpEmotes")
    else
        self:UpdateCategories()
    end
end
function ZO_PlayerEmote_Keyboard:UpdateCategories()
    local oldSelectedCategory
    if self.queuedCategoryToShow then
        oldSelectedCategory = self.queuedCategoryToShow
        self.queuedCategoryToShow = nil
    else
        local oldSelectedData = self.categoryTree:GetSelectedData()
        if oldSelectedData then
            oldSelectedCategory = oldSelectedData.emoteCategory
        end
    end
    local nodeToSelect
    self.categoryTree:Reset()
    local categories = PLAYER_EMOTE_MANAGER:GetEmoteCategories()
    local function GetEmoteIconForCategory(category)
        if KEYBOARD_INVALID_CATEGORY_EMOTE_ICONS[category] then
            local icons = KEYBOARD_INVALID_CATEGORY_EMOTE_ICONS[category]
            return icons.up, icons.down, icons.over
        else
            return GetEmoteCategoryKeyboardIcons(category)
        end
    end
    local quickChatUpIcon, quickChatDownIcon, quickChatOverIcon = GetQuickChatCategoryKeyboardIcons()
    local quickChatData =
    {
        name = GetString(SI_QUICK_CHAT_EMOTE_MENU_ENTRY_NAME),
        up = quickChatUpIcon,
        down = quickChatDownIcon,
        over = quickChatOverIcon,
        emoteCategory = QUICK_CHAT_CATEGORY,
    }
    local quickChatNode = self.categoryTree:AddNode("ZO_IconChildlessHeader", quickChatData)
    if oldSelectedCategory and oldSelectedCategory == QUICK_CHAT_CATEGORY then
        nodeToSelect = quickChatNode
    end
    for _, category in ipairs(categories) do
        if category ~= EMOTE_CATEGORY_INVALID then
            local upIcon, downIcon, overIcon = GetEmoteIconForCategory(category)
            local data = {
                name = GetString("SI_EMOTECATEGORY", category),
                up = upIcon,
                down = downIcon,
                over = overIcon,
                emoteCategory = category,
            }
            local node = self.categoryTree:AddNode("ZO_IconChildlessHeader", data)
            if oldSelectedCategory and category == oldSelectedCategory then
                nodeToSelect = node
            end
        end
    end
    self.categoryTree:Commit(nodeToSelect)
    self.isDirty = false
end
function ZO_PlayerEmote_Keyboard:MarkDirty()
    self.isDirty = true
end
function ZO_PlayerEmote_Keyboard:BuildEmoteGridList(category)
    self.gridList:ClearGridList()
    if category == QUICK_CHAT_CATEGORY then
        local quickChatList = QUICK_CHAT_MANAGER:BuildQuickChatList()
        for i, quickChatId in ipairs(quickChatList) do
            local quickChatData = 
            {
                quickChatId = quickChatId,
                isOverriddenByPersonality = false, 
            }
            self.gridList:AddEntry(quickChatData)
        end
    else
        local emoteList = PLAYER_EMOTE_MANAGER:GetEmoteListForType(category)
        for i, emote in ipairs(emoteList) do
            local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emote)
            self.gridList:AddEntry(emoteInfo)
        end
    end
    self.gridList:CommitGridList()
end
function ZO_PlayerEmote_Keyboard:GetUtilityWheel()
    return self.wheel
end
-- Global XML --
    KEYBOARD_PLAYER_EMOTE = ZO_PlayerEmote_Keyboard:New(control)
end
    if entry.mouseover then
        local mouseOverColor = entry.data.isOverriddenByPersonality and ZO_TRADE_BOP_COLOR or ZO_HIGHLIGHT_TEXT
        return mouseOverColor:UnpackRGBA()
    else
        return entry.normalColor:UnpackRGBA()
    end
end
    local utilityWheel = KEYBOARD_PLAYER_EMOTE:GetUtilityWheel()
    local hotbarCategory = utilityWheel:GetHotbarCategory()
    if hotbarCategory ~= ZO_UTILITY_WHEEL_HOTBAR_CATEGORY_HIDDEN and GetCursorContentType() == MOUSE_CONTENT_EMPTY then
        if control.data.emoteId and utilityWheel:IsActionTypeSupported(ACTION_TYPE_EMOTE) then
            PickupEmoteById(control.data.emoteId)
        elseif control.data.quickChatId and utilityWheel:IsActionTypeSupported(ACTION_TYPE_QUICK_CHAT) then
            PickupQuickChatById(control.data.quickChatId)
        end
    end
end
    if button == MOUSE_BUTTON_INDEX_RIGHT and upInside then
        ClearMenu()
        local data = control.data  
        local actionId
        local actionType
        --Set up the "Use" option differently based on whether this is an emote or quick chat
        if data.emoteId then
            actionId = data.emoteId
            actionType = ACTION_TYPE_EMOTE
            AddMenuItem(GetString(SI_PLAYER_EMOTE_USE_EMOTE), function()
                --Emotes cannot be used while character framing is happening, so close out the menu before playing
                SCENE_MANAGER:ShowBaseScene()
                PlayEmoteByIndex(data.emoteIndex)
            end)
        elseif data.quickChatId then
            actionId = data.quickChatId
            actionType = ACTION_TYPE_QUICK_CHAT
            AddMenuItem(GetString(SI_PLAYER_EMOTE_USE_EMOTE), function()
                --Emotes cannot be used while character framing is happening, so close out the menu before playing
                SCENE_MANAGER:ShowBaseScene()
                QUICK_CHAT_MANAGER:PlayQuickChat(data.quickChatId)
            end)
        end
        local utilityWheel = KEYBOARD_PLAYER_EMOTE:GetUtilityWheel()
        local hotbarCategory = utilityWheel:GetHotbarCategory()
        --Only include the following options if the wheel is toggled on
        if hotbarCategory ~= ZO_UTILITY_WHEEL_HOTBAR_CATEGORY_HIDDEN and actionId and actionType and utilityWheel:IsActionTypeSupported(actionType) then
            local slottedEmotes = ZO_GetUtilityWheelSlottedEntries(hotbarCategory)
            local matchingSlots = {}
            for i, slotData in ipairs(slottedEmotes) do
                if slotData.type == actionType and slotData.id == actionId then
                    table.insert(matchingSlots, slotData.slotIndex)
                end
            end
            --If the emote/quick chat is slotted in at least one slot, show the Remove option
            if #matchingSlots > 0 then
                AddMenuItem(GetString(SI_ABILITY_ACTION_CLEAR_SLOT), function()
                    for i, slotIndex in ipairs(matchingSlots) do
                        ClearSlot(slotIndex, hotbarCategory)
                    end
                end)
            else
                --If the emote/quick chat is not slotted, show the Assign option
                local validSlot = GetFirstFreeValidSlotForSimpleAction(actionType, actionId, hotbarCategory)
                if validSlot then
                    AddMenuItem(GetString(SI_PLAYER_EMOTE_ASSIGN_EMOTE), function()
                        SelectSlotSimpleAction(actionType, actionId, validSlot, hotbarCategory)
                    end)
                end
            end
        end
        ShowMenu(control)
    end
end