ESO Lua File v100011

ingame/playeremote/gamepad/playeremote_gamepad.lua

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local GAMEPAD_PLAYER_EMOTE_SCENE_NAME = "gamepad_player_emote"
local GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE = "ZO_GamepadMenuEntryTemplate"
local EMPTY_QUICKSLOT_TEXTURE = "EsoUI/Art/Quickslots/quickslot_emptySlot.dds"
local EMPTY_QUICKSLOT_STRING = GetString(SI_QUICKSLOTS_EMPTY)
local MODE_CATEGORY_INACTIVE = 0
local MODE_CATEGORY_SELECTION = 1
local MODE_EMOTE_SELECTION = 2
local MODE_EMOTE_ASSIGNMENT = 3
local ZO_EMOTE_COLUMN_WIDTH = 400
local ZO_EMOTE_ROW_HEIGHT = 60
local NUM_EMOTE_ITEMS_IN_COLUMN = 10
local NUM_EMOTE_ITEM_COLUMNS = 3
local NUM_EMOTES_ON_PAGE = NUM_EMOTE_ITEM_COLUMNS * NUM_EMOTE_ITEMS_IN_COLUMN
-- ZO_EmoteItem class. These items wrap the controls that make up the grid of emotes the user can select from
local ZO_EmoteItem = ZO_Object:Subclass()
function ZO_EmoteItem:New(...)
    local emote = ZO_Object.New(self)
    emote:Initialize(...)
    return emote
end
function ZO_EmoteItem:Initialize(control)
    self.control = control
    self.title = control:GetNamedChild("Title")
    self.highlight = control:GetNamedChild("Highlight")
    self:SetHighlightVisible(false)
end
function ZO_EmoteItem:SetAnchor(column, row)
    self.control:SetAnchor(TOPLEFT, nil, TOPLEFT, (column-1)*ZO_EMOTE_COLUMN_WIDTH, (row-1)*ZO_EMOTE_ROW_HEIGHT)
end
function ZO_EmoteItem:SetVisible(visible)
    self.control:SetHidden(not visible)
end
function ZO_EmoteItem:SetHighlightVisible(visible)
    self.highlight:SetHidden(not visible)
end
function ZO_EmoteItem:SetEmoteInfo(emoteId)
    self.emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteId)
    self.title:SetText(zo_strformat(GetString(SI_GAMEPAD_PLAYER_EMOTE_NAME), self.emoteInfo.emoteName))
end
function ZO_EmoteItem:GetName()
    return self.emoteInfo.emoteName
end
function ZO_EmoteItem:GetEmoteIndex()
    return self.emoteInfo.emoteIndex
end
function ZO_EmoteItem:GetEmoteCategory()
    return self.emoteInfo.emoteCategory
end
-- ZO_GamepadEmoteGrid class. This class manages the full grid of items including page switching
local ZO_GamepadEmoteGrid = ZO_GamepadPagedGrid:Subclass()
function ZO_GamepadEmoteGrid:New(...)
    return ZO_GamepadPagedGrid.New(self, ...)
end
function ZO_GamepadEmoteGrid:Initialize(control)
    local COLUMN_MAJOR = false
    ZO_GamepadPagedGrid.Initialize(self, control, COLUMN_MAJOR)
    self.allowHighlight = true
    self.emoteItems = {}
    self.visibleEmotes = {}
end
local function ResetEmote(emote)
    emote:SetVisible(false)
    emote:SetHighlightVisible(false)
end
function ZO_GamepadEmoteGrid:InitializeEmoteItemPool()
    local function CreateEmote(objectPool)
        local emoteControl = ZO_ObjectPool_CreateControl("ZO_PlayerEmoteItemControl", objectPool, self.control)
        return ZO_EmoteItem:New(emoteControl)
    end
    self.emoteItemPool = ZO_ObjectPool:New(CreateEmote, ResetEmote)
end
function ZO_GamepadEmoteGrid:InitializeEmoteItemGrid()
    for column=1, NUM_EMOTE_ITEM_COLUMNS do
        self.emoteItems[column] = {}
        for row=1, NUM_EMOTE_ITEMS_IN_COLUMN do
            local emoteItem = self.emoteItemPool:AcquireObject()
            emoteItem:SetAnchor(column, row)
            self.emoteItems[column][row] = emoteItem
        end
    end
end
function ZO_GamepadEmoteGrid:ResetGridItem(column, row, visible)
    local emoteItem = self.emoteItems[column][row]
    emoteItem:SetHighlightVisible(false)
    emoteItem:SetVisible(visible)
end
function ZO_GamepadEmoteGrid:ResetPageInfo()
    if self.emoteList then
        local FIRST_PAGE = 1
        local numPages = math.ceil(#self.emoteList / NUM_EMOTES_ON_PAGE)
        self:SetPageInfo(FIRST_PAGE, numPages)
    end
end
function ZO_GamepadEmoteGrid:ChangeEmoteType(emoteType)
    self.emoteType = emoteType
    self.emoteList = PLAYER_EMOTE_MANAGER:GetEmoteListForType(self.emoteType)
    self:ResetPageInfo()
end
function ZO_GamepadEmoteGrid:GetCurrentSelectedEmote()
    return self.emoteItems[self.currentHighlight.column][self.currentHighlight.row]
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteName()
    return self:GetCurrentSelectedEmote():GetName()
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteIndex()
end
function ZO_GamepadEmoteGrid:GetSelectedEmoteCategory()
end
function ZO_GamepadEmoteGrid:SetAllowHighlight(allow)
    self.allowHighlight = allow
end
function ZO_GamepadEmoteGrid:RefreshGrid()
    --[[
Refresh the grid by reseting the visibleEmotes boolean array used by ZO_GamepadGrid and then setting controls
Visible or Hidden based on how many items are needed to be shown for the current list size on the current page
]]
    self.visibleEmotes = {}
    local currentPage = self:GetCurrentPage()
    local emoteStartIndex = ((currentPage - 1) * NUM_EMOTES_ON_PAGE)
    local numEmotesToShow = zo_min(#self.emoteList - emoteStartIndex, NUM_EMOTES_ON_PAGE)
    local numShown = 0
    local SHOW_GRID_ITEM = true
    local HIDE_GRID_ITEM = false
    for column=1, NUM_EMOTE_ITEM_COLUMNS do
        if numShown < numEmotesToShow then
            self.visibleEmotes[column] = {}
        end
        for row=1, NUM_EMOTE_ITEMS_IN_COLUMN do
            if numShown < numEmotesToShow then
                self:ResetGridItem(column, row, SHOW_GRID_ITEM)
                self.visibleEmotes[column][row] = true
                numShown = numShown + 1
                self.emoteItems[column][row]:SetEmoteInfo(self.emoteList[emoteStartIndex + numShown])
            else
                self:ResetGridItem(column, row, HIDE_GRID_ITEM)
            end
        end
    end
end
-- functions overriden from base class
function ZO_GamepadEmoteGrid:GetGridItems()
    return self.visibleEmotes
end
function ZO_GamepadEmoteGrid:RefreshGridHighlight()
    if self.currentHighlight then
        self.emoteItems[self.currentHighlight.column][self.currentHighlight.row]:SetHighlightVisible(false)
    end
    local column,row = self:GetGridPosition()
    if column > 0 and row > 0 then
        self.emoteItems[column][row]:SetHighlightVisible(self.allowHighlight)
        self.currentHighlight = {row=row, column=column}
    end
end
-- ZO_GamepadPlayerEmote class. This class creates our gamepad scene and emote category list and contains
-- a ZO_GamepadEmoteGrid object and quickslot radial menu
local ZO_GamepadPlayerEmote = ZO_Gamepad_ParametricList_Screen:Subclass()
function ZO_GamepadPlayerEmote:New(...)
    return ZO_Gamepad_ParametricList_Screen.New(self, ...)
end
function ZO_GamepadPlayerEmote:Initialize(control)
    self.control = control
    self.emoteListGridControl = control:GetNamedChild("EmoteListGrid")
    self.radialControl = control:GetNamedChild("Quickslot"):GetNamedChild("Container"):GetNamedChild("Radial")
    GAMEPAD_PLAYER_EMOTE_SCENE = ZO_Scene:New(GAMEPAD_PLAYER_EMOTE_SCENE_NAME, SCENE_MANAGER)
    local ACTIVATE_ON_SHOW = true
    ZO_Gamepad_ParametricList_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ACTIVATE_ON_SHOW, GAMEPAD_PLAYER_EMOTE_SCENE)
end
function ZO_GamepadPlayerEmote:OnDeferredInitialize()
    self:InitializeList()
end
function ZO_GamepadPlayerEmote:OnSelectionChanged()
    local selectedData = self.itemList:GetSelectedData()
    if selectedData then
        self.currentCategory = selectedData.emoteCategory
        self.emoteListGrid:ChangeEmoteType(self.currentCategory)
    end
end
function ZO_GamepadPlayerEmote:InitializeList()
    self.itemList = self:GetMainList()
     self.itemList:Clear()
    local categories = PLAYER_EMOTE_MANAGER:GetEmoteCategories()
    for _, category in ipairs(categories) do
        local iconInfo = PLAYER_EMOTE_MANAGER:GetEmoteIconForCategory(category)
        local data = ZO_GamepadEntryData:New(GetString("SI_EMOTECATEGORY", category), iconInfo and iconInfo.activeIcon)
        data.emoteCategory = category
        self.itemList:AddEntry(GAMEPAD_PLAYER_EMOTE_MENU_ENTRY_TEMPLATE, data)
    end
    self.itemList:Commit()
end
function ZO_GamepadPlayerEmote:InitializeHeader()
    self.headerData = {titleText = GetString(SI_GAMEPAD_PLAYER_EMOTE_CATEGORY)}
    local rightPane = self.control:GetNamedChild("RightPane")
    local contentContainer = rightPane:GetNamedChild("ContentHeader")
    self.contentHeader = contentContainer:GetNamedChild("Header")
    ZO_GamepadGenericHeader_Initialize(self.contentHeader, ZO_GAMEPAD_HEADER_TABBAR_DONT_CREATE, ZO_GAMEPAD_HEADER_LAYOUTS.DATA_PAIRS_TOGETHER)
    local function ShowContentHeader()
        return self.mode == MODE_CATEGORY_SELECTION or self.mode == MODE_EMOTE_SELECTION
    end
    self.contentHeaderData = {
        titleText = function()
            if ShowContentHeader() then
                return zo_strformat(GetString(SI_GAMEPAD_PLAYER_EMOTE_CATEGORY_NAME), GetString("SI_EMOTECATEGORY", self.currentCategory))
            end
        end,
        data0HeaderText = function()
            if ShowContentHeader() then
                return GetString(SI_GAMEPAD_PLAYER_EMOTE_PAGE_LABEL)
            end
        end,
        data0Text = function()
            if ShowContentHeader() then
                local currentPage = self.emoteListGrid:GetCurrentPage()
                local numPages = self.emoteListGrid:GetNumPages()
                return zo_strformat(GetString(SI_GAMEPAD_PLAYER_EMOTE_PAGE_FORMAT), currentPage, numPages)
            end
        end,
    }
end
function ZO_GamepadPlayerEmote:InitializeEmoteGrid()
    self.emoteListGrid = ZO_GamepadEmoteGrid:New(self.emoteListGridControl)
    self.emoteListGrid:SetPageChangedCallback(function() self:RefreshHeader() end)
end
function ZO_GamepadPlayerEmote:InitializeRadialMenu(control)
    self.radialMenu = ZO_RadialMenu:New(self.radialControl, "ZO_GamepadPlayerEmoteRadialMenuEntryTemplate", nil, "SelectableItemRadialMenuEntryAnimation", "RadialMenu")
    self.radialMenu.activeIcon = self.radialControl:GetNamedChild("Icon")
    self.radialMenu.activeName = self.radialControl:GetNamedChild("Name")
    local function SetupEntryControl(entryControl, data)
        entryControl.label:SetText(data.name)
        ZO_SetupSelectableItemRadialMenuEntryTemplate(entryControl)
    end
    local function OnActionSlotUpdated(eventCode, physicalSlot)
        self:RefreshQuickslotMenu()
    end
    self.radialControl:RegisterForEvent(EVENT_ACTION_SLOT_UPDATED, OnActionSlotUpdated)
end
function ZO_GamepadPlayerEmote:PerformUpdate()
    self:RefreshHeader()
end
function ZO_GamepadPlayerEmote:RefreshHeader()
    ZO_GamepadGenericHeader_Refresh(self.contentHeader, self.contentHeaderData)
end
function ZO_GamepadPlayerEmote:InitializeKeybindStripDescriptors()
    self.categoryKeybindStripDescriptor = {
        {
            name = GetString(SI_GAMEPAD_PLAYER_EMOTE_USE_EMOTE),
            keybind = "UI_SHORTCUT_PRIMARY",
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            callback = function()
                SCENE_MANAGER:ShowBaseScene()
                PlayEmoteByIndex(self.emoteListGrid:GetSelectedEmoteIndex())
            end,
        },
        {
            name = GetString(SI_GAMEPAD_PLAYER_EMOTE_ASSIGN_EMOTE),
            keybind = "UI_SHORTCUT_SECONDARY",
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            callback = function()
                self:ChangeCurrentMode(MODE_EMOTE_ASSIGNMENT)
            end,
        },
    }
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.categoryKeybindStripDescriptor,
                                                            GAME_NAVIGATION_TYPE_BUTTON,
                                                            function() self:ChangeCurrentMode(MODE_CATEGORY_SELECTION) end)
    self.emoteAssignmentKeybindStripDescriptor = {}
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.emoteAssignmentKeybindStripDescriptor, 
                                            GAME_NAVIGATION_TYPE_BUTTON, 
                                            function() self:AssignSelectedQuickslot() end,
                                            GetString(SI_GAMEPAD_ITEM_ACTION_QUICKSLOT_ASSIGN))
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.emoteAssignmentKeybindStripDescriptor,
                                                            GAME_NAVIGATION_TYPE_BUTTON,
                                                            function() self:ChangeCurrentMode(MODE_EMOTE_SELECTION) end)
    self.keybindStripDescriptor = {}
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.keybindStripDescriptor, 
                                                GAME_NAVIGATION_TYPE_BUTTON, 
                                                function() self:ChangeCurrentMode(MODE_EMOTE_SELECTION) end, 
                                                GetString(SI_GAMEPAD_SELECT_OPTION), 
                                                function() return self.currentCategory end )
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON)
end
function ZO_GamepadPlayerEmote:DeselectCurrentMode()
    if self.mode == MODE_CATEGORY_SELECTION then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
        self.itemList:Deactivate()
    elseif self.mode == MODE_EMOTE_SELECTION then
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.emoteListGrid:Deactivate()
        self.emoteListGrid:SetAllowHighlight(false)
    elseif self.mode == MODE_EMOTE_ASSIGNMENT then
        self:HideQuickslotMenu()
        self.emoteListGridControl:SetHidden(false)
        KEYBIND_STRIP:RemoveKeybindButtonGroup(self.emoteAssignmentKeybindStripDescriptor)
    end
    self.mode = MODE_CATEGORY_INACTIVE
end
function ZO_GamepadPlayerEmote:SelectMode(mode)
    self.mode = mode
    if self.mode == MODE_CATEGORY_SELECTION then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
        self.itemList:Activate()
        self.emoteListGrid:SetAllowHighlight(false)
    elseif self.mode == MODE_EMOTE_SELECTION then
        KEYBIND_STRIP:AddKeybindButtonGroup(self.categoryKeybindStripDescriptor)
        self.emoteListGrid:SetAllowHighlight(true)
        self.emoteListGrid:Activate()
    elseif self.mode == MODE_EMOTE_ASSIGNMENT then
        self.emoteListGridControl:SetHidden(true)
        KEYBIND_STRIP:AddKeybindButtonGroup(self.emoteAssignmentKeybindStripDescriptor)
        self:ShowQuickslotMenu()
    end
end
function ZO_GamepadPlayerEmote:ChangeCurrentMode(mode)
    if self.mode ~= mode then
        self:DeselectCurrentMode()
        self:SelectMode(mode)
        self:RefreshHeader()
    end
end
function ZO_GamepadPlayerEmote:ShowQuickslotMenu()
    self.radialMenu:Clear()
    local emoteIcon = PLAYER_EMOTE_MANAGER:GetEmoteIconForCategory(self.emoteListGrid:GetSelectedEmoteCategory())
    self.radialMenu.activeIcon:SetTexture(emoteIcon.activeIcon)
    self.radialMenu.activeName:SetText(self.emoteListGrid:GetSelectedEmoteName())
    self.radialMenu.activeName:SetHidden(false)
    self.activeEmoteIndex = self.emoteListGrid:GetSelectedEmoteIndex()
    -- This will Activate the menu and show it
    self.radialMenu:Show()
end
function ZO_GamepadPlayerEmote:HideQuickslotMenu()
    self.activeEmoteIndex = nil
    -- This will deactivate the menu and hide it
    self.radialMenu:Clear()
end
function ZO_GamepadPlayerEmote:PopulateRadialMenu()
    local slottedEmotes = PLAYER_EMOTE_MANAGER:GetSlottedEmotes()
    for i = 1, ACTION_BAR_EMOTE_QUICK_SLOT_SIZE do
        local emoteID = slottedEmotes[i]
        local emoteInfo = PLAYER_EMOTE_MANAGER:GetEmoteItemInfo(emoteID)
        if emoteInfo then
            local emoteIcons = PLAYER_EMOTE_MANAGER:GetEmoteIconForCategory(emoteInfo.emoteCategory)
            self.radialMenu:AddEntry(emoteInfo.emoteName, emoteIcons.inactiveIcon, emoteIcons.activeIcon, nil, {name = emoteInfo.emoteName, slot = i})
        else
            self.radialMenu:AddEntry(EMPTY_QUICKSLOT_STRING, EMPTY_QUICKSLOT_TEXTURE, EMPTY_QUICKSLOT_TEXTURE, nil, {name = EMPTY_QUICKSLOT_STRING, slot = i})
        end
    end
    if self.activeIcon then
        self.radialMenu.activeIcon:SetTexture(self.activeIcon)
    end
end
function ZO_GamepadPlayerEmote:RefreshQuickslotMenu()
    self.radialMenu:ResetData()
    self.radialMenu:Refresh()
end
function ZO_GamepadPlayerEmote:AssignSelectedQuickslot()
    local selectedData = self.radialMenu.selectedEntry.data
    local slotIndex = selectedData.slot + ACTION_BAR_FIRST_EMOTE_QUICK_SLOT_INDEX
    SelectSlotEmote(self.activeEmoteIndex, slotIndex)
end
function ZO_GamepadPlayerEmote:OnShowing()
    self:ChangeCurrentMode(MODE_CATEGORY_SELECTION)
    self.itemList:SetFirstIndexSelected()
    self.emoteListGrid:ResetPageInfo()
end
function ZO_GamepadPlayerEmote:OnHide()
    self:ChangeCurrentMode(MODE_CATEGORY_INACTIVE)
end
--Global XML Handlers
-----------------------
    GAMEPAD_PLAYER_EMOTE = ZO_GamepadPlayerEmote:New(control)
end