Back to Home

ESO Lua File v101041

ingame/skills/keyboard/keyboardassignableactionbar.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
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
--[[
The KeyboardAssignableActionBar shows and lets you manage what your current pending skill assignments will be inside the 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_KeyboardAssignableActionBar = ZO_InitializingObject:Subclass()
function ZO_KeyboardAssignableActionBar:Initialize(control)
    self.control = control
    self.areHotbarEditsEnabled = true
    self.hotbarSwap = ZO_KeyboardAssignableActionBarHotbarSwap:New(self.control:GetNamedChild("HotbarSwap"))
    self.buttons =
    {
       ZO_KeyboardAssignableActionBarButton:New(self, self.control:GetNamedChild("Button1"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1),
       ZO_KeyboardAssignableActionBarButton:New(self, self.control:GetNamedChild("Button2"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2),
       ZO_KeyboardAssignableActionBarButton:New(self, self.control:GetNamedChild("Button3"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3),
       ZO_KeyboardAssignableActionBarButton:New(self, self.control:GetNamedChild("Button4"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4),
       ZO_KeyboardAssignableActionBarButton:New(self, self.control:GetNamedChild("Button5"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5),
       ZO_KeyboardAssignableActionBarButton:New(self, self.control:GetNamedChild("Button6"), ACTION_BAR_ULTIMATE_SLOT_INDEX + 1),
    }
    local function OnSlotUpdated(hotbarCategory, slotId)
        if hotbarCategory == ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory() then
            local button = self.buttons[slotId - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX]
            if button then
                button:Refresh()
            end
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotUpdated", OnSlotUpdated)
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotNewStatusChanged", OnSlotUpdated)
    local function OnCurrentHotbarUpdated(hotbarCategory, oldHotbarCategory)
        if not ACTION_BAR_ASSIGNMENT_MANAGER:IsHotbarSwapAnimationPlaying() then
            if not self.control:IsHidden() and oldHotbarCategory ~= hotbarCategory then
                self:PlayHotbarSwapAnimation()
            else
                self:RefreshAllButtons()
            end
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnCurrentHotbarUpdated)
    local function OnCursorPickup(eventCode, cursorType, ...)
        if cursorType == MOUSE_CONTENT_ACTION then
            local actionType, _, actionId = ...
            if actionType == ACTION_TYPE_ABILITY and actionId ~= 0 then
                local abilityIndex = actionId
                self:ShowDropCalloutsForAbility(abilityIndex)
                PlaySound(SOUNDS.ABILITY_PICKED_UP)
            end
        end
    end
    EVENT_MANAGER:RegisterForEvent("KeyboardAssignableActionBar", EVENT_CURSOR_PICKUP, OnCursorPickup)
    local function OnCursorDropped(eventCode, cursorType)
        if cursorType == MOUSE_CONTENT_ACTION then
            self:HideDropCallouts()
        end
    end
    EVENT_MANAGER:RegisterForEvent("KeyboardAssignableActionBar", EVENT_CURSOR_DROPPED, OnCursorDropped)
    local function OnPlayerActivated(eventCode)
        self:HideDropCallouts()
    end
    EVENT_MANAGER:RegisterForEvent("KeyboardAssignableActionBar", EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
end
function ZO_KeyboardAssignableActionBar:SetHotbarEditsEnabled(areHotbarEditsEnabled)
    self.areHotbarEditsEnabled = areHotbarEditsEnabled
end
function ZO_KeyboardAssignableActionBar:AreHotbarEditsEnabled()
    return self.areHotbarEditsEnabled
end
function ZO_KeyboardAssignableActionBar:GetHotbarSwap()
    return self.hotbarSwap
end
function ZO_KeyboardAssignableActionBar:RefreshAllButtons()
    for _, button in ipairs(self.buttons) do
        button:Refresh()
    end
end
function ZO_KeyboardAssignableActionBar:HideDropCallouts()
    for _, button in ipairs(self.buttons) do
        button:HideDropCallout()
    end
end
function ZO_KeyboardAssignableActionBar:ShowDropCalloutsForAbility(abilityIndex)
    for _, button in ipairs(self.buttons) do
        local isValid = IsValidAbilityForSlot(abilityIndex, button.slotId)
        button:ShowDropCallout(isValid)
    end
end
function ZO_KeyboardAssignableActionBar:PlayHotbarSwapAnimation()
    ACTION_BAR_ASSIGNMENT_MANAGER:SetIsHotbarSwapAnimationPlaying(true)
    for _, button in ipairs(self.buttons) do
        button.hotbarSwapAnimation:PlayFromStart()
    end
    self.hotbarSwap:Refresh()
end
function ZO_KeyboardAssignableActionBar:SetupHotbarSwapAnimationComplete()
    -- A hotbar is made up of N buttons and N button animations, but we only want to trigger this handler once.
    -- Since each animation ends at the same time, we can just register to the first button as a stand-in for all of the buttons.
    self.buttons[1].hotbarSwapAnimation:SetHandler("OnStop", function()
        ACTION_BAR_ASSIGNMENT_MANAGER:SetIsHotbarSwapAnimationPlaying(false)
        -- The bar state may have changed during the animation (so it was deferred), but after the midpoint (so it wouldn't be reflected during that refresh)
        -- Refresh an extra time for good measure
        self:RefreshAllButtons()
        self.hotbarSwap:Refresh()
    end)
end
local ACTION_BUTTON_BORDERS =
{
    normal = "EsoUI/Art/ActionBar/abilityFrame64_up.dds",
    mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds",
    mouseOver = "EsoUI/Art/ActionBar/actionBar_mouseOver.dds",
}
ZO_KeyboardAssignableActionBarButton = ZO_InitializingObject:Subclass()
function ZO_KeyboardAssignableActionBarButton:Initialize(hotbar, control, slotId)
    self.hotbar = hotbar
    self.slotId = slotId
    self.isMousedOver = false
    self.isSlotNew = false
    self.actionName = nil
    self.actionPriority = nil
    self.icon = control:GetNamedChild("Icon")
    self.lock = control:GetNamedChild("Lock")
    self.newIndicator = control:GetNamedChild("NewIndicator")
    self.newIndicatorIdle = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_KeyboardAssignableActionBarNewIndicator_Idle", self.newIndicator)
    self.newIndicatorFadeout = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_KeyboardAssignableActionBarNewIndicator_Fadeout", self.newIndicator)
    self.button = control:GetNamedChild("Button")
    self.button.owner = self
    self.dropCallout = control:GetNamedChild("DropCallout")
    self.buttonText = control:GetNamedChild("ButtonText")
    self:Refresh()
end
function ZO_KeyboardAssignableActionBarButton:SetupHotbarSwapAnimation(flipCard)
    local timeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("HotbarSwapAnimation", flipCard)
    local width, height = flipCard:GetDimensions()
    local firstAnimation = timeline:GetFirstAnimation()
    firstAnimation:SetStartAndEndWidth(width, width)
    firstAnimation:SetStartAndEndHeight(height, 0)
    firstAnimation:SetHandler("OnStop", function()
        -- delay refresh until the icon is invisible
        self:Refresh()
    end)
    local lastAnimation = timeline:GetLastAnimation()
    lastAnimation:SetStartAndEndWidth(width, width)
    lastAnimation:SetStartAndEndHeight(0, height)
    self.hotbarSwapAnimation = timeline
end
function ZO_KeyboardAssignableActionBarButton:Refresh()
    local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local slotData = hotbarData:GetSlotData(self.slotId)
    local iconTexture = slotData:GetIcon()
    local mouseDownFrameTexture = self.hotbar:AreHotbarEditsEnabled() and ACTION_BUTTON_BORDERS.mouseDown or ACTION_BUTTON_BORDERS.normal -- do not indicate pressed if it won't do anything
    local mouseOverFrameTexture = self.hotbar:AreHotbarEditsEnabled() and ACTION_BUTTON_BORDERS.mouseOver or "" -- do not indicate mouse over if we can't actually click it
    if iconTexture then
        ZO_ActionSlot_SetupSlot(self.icon, self.button, iconTexture, ACTION_BUTTON_BORDERS.normal, mouseDownFrameTexture, nil, mouseOverFrameTexture)
    else
        ZO_ActionSlot_ClearSlot(self.icon, self.button, ACTION_BUTTON_BORDERS.normal, mouseDownFrameTexture, nil, mouseOverFrameTexture)
    end
    self.lock:SetHidden(not hotbarData:IsSlotLocked(self.slotId))
    local isNew = hotbarData:IsSlotNew(self.slotId)
    if isNew ~= self.isSlotNew then
        self.isSlotNew = isNew
        if isNew then
            self.newIndicatorFadeout:Stop()
            self.newIndicatorIdle:PlayFromStart()
        else
            self.newIndicatorIdle:Stop()
            self.newIndicatorFadeout:PlayFromStart()
        end
    end
    local DONT_DESATURATE = false
    ZO_ActionSlot_SetUnusable(self.icon, not slotData:IsUsable(), DONT_DESATURATE)
    local KEYBOARD_MODE = false
    local actionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetActionNameForSlot(self.slotId, hotbarData:GetHotbarCategory(), KEYBOARD_MODE)
    local actionPriority = ACTION_BAR_ASSIGNMENT_MANAGER:GetAutomaticCastPriorityForSlot(self.slotId, hotbarData:GetHotbarCategory())
    if actionName ~= self.actionName or actionPriority ~= self.actionPriority then
        if actionName then
            local HIDE_UNBOUND = false
            ZO_Keybindings_RegisterLabelForBindingUpdate(self.buttonText, actionName, HIDE_UNBOUND)
        elseif actionPriority then
            self.buttonText:SetText(tostring(actionPriority))
        else
            self.buttonText:SetText("")
        end
        self.actionName = actionName
        self.actionPriority = actionPriority
    end
    if self.isMousedOver then
        self:ShowTooltip()
    end
end
function ZO_KeyboardAssignableActionBarButton:ClearNewIndicator()
    ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():ClearSlotNew(self.slotId)
end
function ZO_KeyboardAssignableActionBarButton:ShowTooltip()
    self:HideTooltip() -- Hide the old tooltip unconditionally, it may be a different tooltip control
    local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    if hotbarData:IsSlotLocked(self.slotId) then
        InitializeTooltip(InformationTooltip, self.button, BOTTOM, 0, -5, TOP)
        local DEFAULT_FONT = ""
        InformationTooltip:AddLine(GetString(SI_ACTION_BAR_SLOT_LOCKED_HEADER), "ZoFontHeader", ZO_SELECTED_TEXT:UnpackRGBA())
        ZO_Tooltip_AddDivider(InformationTooltip)
        InformationTooltip:AddLine(hotbarData:GetSlotUnlockText(self.slotId), DEFAULT_FONT, ZO_ERROR_COLOR:UnpackRGBA())
        self.lastTooltip = InformationTooltip
    else
        local slotData = hotbarData:GetSlotData(self.slotId)
        local tooltip = slotData:GetKeyboardTooltipControl()
        if tooltip then
            InitializeTooltip(tooltip, self.button, BOTTOM, 0, -5, TOP)
            slotData:SetKeyboardTooltip(tooltip)
            self.lastTooltip = tooltip
        end
    end
end
function ZO_KeyboardAssignableActionBarButton:HideTooltip()
    if self.lastTooltip then
        ClearTooltip(self.lastTooltip)
        self.lastTooltip = nil
    end
end
function ZO_KeyboardAssignableActionBarButton:ShowDropCallout(isValid)
    if not isValid then
        self.dropCallout:SetColor(1, 0, 0, 1)
    else
        self.dropCallout:SetColor(1, 1, 1, 1)
    end
    self.dropCallout:SetHidden(false)
end
function ZO_KeyboardAssignableActionBarButton:HideDropCallout()
    self.dropCallout:SetHidden(true)
end
function ZO_KeyboardAssignableActionBarButton:TryCursorPickup()
    if self.hotbar:AreHotbarEditsEnabled() then
        if GetCursorContentType() == MOUSE_CONTENT_EMPTY then
            local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
            local slotData = hotbarData:GetSlotData(self.slotId)
            if slotData then
                slotData:TryCursorPickup()
                hotbarData:ClearSlot(self.slotId)
            end
        end
    end
end
function ZO_KeyboardAssignableActionBarButton:TryCursorPlace()
    if not self.hotbar:AreHotbarEditsEnabled() then
        return
    end
    if GetCursorContentType() == MOUSE_CONTENT_EMPTY then
        return
    end
    local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local oldSlotData = hotbarData:GetSlotData(self.slotId)
    if oldSlotData == nil then
        -- invalid slot
        return
    end
    local abilityId = GetCursorAbilityId()
    if abilityId == nil then
        return
    end
    if hotbarData:AssignSkillToSlotByAbilityId(self.slotId, abilityId) then
        ClearCursor()
        oldSlotData:TryCursorPickup()
        PlaySound(SOUNDS.ABILITY_SLOTTED)
    end
end
function ZO_KeyboardAssignableActionBarButton:ShowActionMenu()
    if not self.hotbar:AreHotbarEditsEnabled() then
        return
    end 
    local hotbarData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local slotData = hotbarData:GetSlotData(self.slotId)
    if slotData and not slotData:IsEmpty() and not IsActionSlotRestricted(self.slotId, hotbarData:GetHotbarCategory()) then
        ClearMenu()
        AddMenuItem(GetString(SI_ABILITY_ACTION_CLEAR_SLOT), function()
            if hotbarData:ClearSlot(self.slotId) then
                PlaySound(SOUNDS.ABILITY_SLOT_CLEARED)
            end
        end)
        ShowMenu(self.button)
    end
end
ZO_KeyboardAssignableActionBarHotbarSwap = ZO_InitializingObject:Subclass()
function ZO_KeyboardAssignableActionBarHotbarSwap:Initialize(control)
    self.control = control
    control.owner = self
    self.hotbarNameLabel = control:GetNamedChild("HotbarName")
    self:Refresh()
end
function ZO_KeyboardAssignableActionBarHotbarSwap:GetControl()
    return self.control
end
function ZO_KeyboardAssignableActionBarHotbarSwap:GetHotbarNameLabel()
    return self.hotbarNameLabel
end
function ZO_KeyboardAssignableActionBarHotbarSwap:RegisterForEvents()
    local function OnCurrentHotbarUpdated(hotbarCategory)
        self:Refresh()
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnCurrentHotbarUpdated)
    local function OnHotbarSwapVisibleStateChanged()
        self:Refresh()
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("HotbarSwapVisibleStateChanged", OnHotbarSwapVisibleStateChanged)
end
function ZO_KeyboardAssignableActionBarHotbarSwap:Refresh()
    self.enabled = ACTION_BAR_ASSIGNMENT_MANAGER:CanCycleHotbars()
    local hotbarCategory = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory()
    self.activeWeaponPair = GetWeaponPairFromHotbarCategory(hotbarCategory)
    if not ACTION_BAR_ASSIGNMENT_MANAGER:ShouldShowHotbarSwap() then
        self.control:SetHidden(true)
        return
    end
    self.control:SetHidden(false)
    if self.activeWeaponPair ~= ACTIVE_WEAPON_PAIR_NONE then
        self.control:SetText(zo_strformat(SI_ACTIVE_WEAPON_PAIR, self.activeWeaponPair))
    else
        self.control:SetText("")
    end
    --We don't show any text for the primary and backup bars
    if self.activeWeaponPair == ACTIVE_WEAPON_PAIR_NONE then
        local hotbarName = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarName()
        self.hotbarNameLabel:SetHidden(false)
        self.hotbarNameLabel:SetText(hotbarName)
    else
        self.hotbarNameLabel:SetHidden(true)
        --Set to empty string for the pointer box tutorial that anchors to this
        self.hotbarNameLabel:SetText("")
    end
end
function ZO_KeyboardAssignableActionBarHotbarSwap:SwapBars()
    ACTION_BAR_ASSIGNMENT_MANAGER:CycleCurrentHotbar()
end
function ZO_KeyboardAssignableActionBarHotbarSwap:ShowTooltip()
    InitializeTooltip(InformationTooltip, self.control, RIGHT, -5, 0)
    InformationTooltip:AddLine(GetString(SI_WEAPON_SWAP_TOOLTIP), "", ZO_TOOLTIP_DEFAULT_COLOR:UnpackRGB())
    if not self.enabled then
        InformationTooltip:AddLine(GetString(SI_WEAPON_SWAP_DISABLED_TOOLTIP), "", ZO_ERROR_COLOR:UnpackRGB())
    end
end
function ZO_KeyboardAssignableActionBarHotbarSwap:HideTooltip()
    ClearTooltip(InformationTooltip)
end
-- Button XML
    control.owner.isMousedOver = true
    control.owner:ShowTooltip()
end
    control.owner.isMousedOver = false
    control.owner:HideTooltip()
    control.owner:ClearNewIndicator()
end
    if buttonId == MOUSE_BUTTON_INDEX_LEFT then
        control.owner:TryCursorPlace()
    elseif buttonId == MOUSE_BUTTON_INDEX_RIGHT then
        control.owner:ShowActionMenu()
    end
end
    control.owner:TryCursorPickup()
end
    control.owner:TryCursorPlace()
end
-- Weapon Swap XML
    control.owner:ShowTooltip()
end
    control.owner:HideTooltip()
end
    control.owner:SwapBars()
end