ESO Lua File v100012

ingame/zo_loot/gamepad/lootcommon_gamepad.lua

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local STOLEN_ICON_TEXTURE = "EsoUI/Art/Inventory/inventory_stolenItem_icon.dds"
ZO_Loot_Gamepad_Base = ZO_Object:Subclass()
function ZO_Loot_Gamepad_Base:InitializeKeybindStripDescriptorsMixin(areEthereal)
    local lootBackupKeybind = KEYBIND_STRIP:GenerateGamepadBackButtonDescriptor(
            function()
                EndLooting()
            end)
    lootBackupKeybind.ethereal = areEthereal
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        { -- Exit Button
            name = GetString(SI_EXIT_BUTTON),
            keybind = "UI_SHORTCUT_EXIT",
            callback =  function()
                EndLooting()
                SCENE_MANAGER:ShowBaseScene()
            end,
            ethereal = true
        },
        { -- Take Selected
            name = GetString(SI_LOOT_TAKE),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                self:LootTargeted()
            end,
            enabled =   function()
                            local item = self.itemList:GetTargetData()
                            if item then
                                if item.currencyType then
                                    return true
                                end
                            end
                            return not self.bagFull
                        end,
            ethereal = areEthereal
        },
        { -- Take All
            name = GetString(SI_LOOT_TAKE_ALL),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback =  function()
                LOOT_SHARED:LootAllItems()
            end,
            enabled = function() return self:EnoughRoomToTakeAll() end,
            ethereal = areEthereal
        },
        lootBackupKeybind
    }
end
function ZO_Loot_Gamepad_Base:OnSelectionChanged(list, selectedData, oldSelectedData)
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    if selectedData then
        if selectedData.currencyType then 
            self:HideTooltip()
        else
            self:ShowTooltip(selectedData)
        end
        self:UpdateButtonTextOnSelection(selectedData)
    end
end
function ZO_Loot_Gamepad_Base:HideTooltip()
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
    GAMEPAD_TOOLTIPS:HideBg(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_Loot_Gamepad_Base:ShowTooltip(selectedData)
    GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
    GAMEPAD_TOOLTIPS:Reset(GAMEPAD_RIGHT_TOOLTIP)
    GAMEPAD_TOOLTIPS:SetBottomRailHidden(GAMEPAD_RIGHT_TOOLTIP, true)
    if selectedData.isQuest then
        GAMEPAD_TOOLTIPS:LayoutQuestItem(GAMEPAD_RIGHT_TOOLTIP, selectedData)
    else
        local itemLink = GetLootItemLink(selectedData.lootId)
        local NOT_EQUIPPED = false
        local FORCE_FULL_DURABILITY = true
        GAMEPAD_TOOLTIPS:LayoutItemWithStackCount(GAMEPAD_RIGHT_TOOLTIP, itemLink, NOT_EQUIPPED, nil, FORCE_FULL_DURABILITY, nil, nil, selectedData.stackCount, ZO_ITEM_TOOLTIP_SHOW_INVENTORY_BODY_COUNT, ZO_ITEM_TOOLTIP_SHOW_BANK_BODY_COUNT)
    end
    GAMEPAD_TOOLTIPS:ShowBg(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_Loot_Gamepad_Base:LootTargeted()
    local item = self.itemList:GetTargetData()
    if item then
        if item.currencyType then
            LootCurrency(item.currencyType)
        else
            LootItemById(item.lootId)
        end
    end
end
function ZO_Loot_Gamepad_Base:Show()
    assert(false) -- must override
end
function ZO_Loot_Gamepad_Base:HasLootItems()
    local unownedMoney, ownedMoney = GetLootCurrency(CURT_MONEY)
    local telvarStones = GetLootCurrency(CURT_TELVAR_STONES)
    return unownedMoney > 0 or ownedMoney > 0 or telvarStones > 0 or GetNumLootItems() > 0
end
function ZO_Loot_Gamepad_Base:UpdateList()
    self.itemList:Clear()
    self.itemCount = 0
    local STOLEN = true
    -- Assume there are no non-stolen items present until proven otherwise.
    self.nonStolenItemsPresent = false
    local unownedMoney, ownedMoney = GetLootCurrency(CURT_MONEY)
    local telvarStones = GetLootCurrency(CURT_TELVAR_STONES)
    local numLootItems = GetNumLootItems()
    -- Add unowned currencies and items
    self:UpdateListAddLootCurrency(CURT_MONEY, SI_CURRENCY_GOLD, LOOT_MONEY_ICON, unownedMoney, not STOLEN)
    self:UpdateListAddLootCurrency(CURT_TELVAR_STONES, SI_CURRENCY_TELVAR_STONES, LOOT_TELVAR_STONE_ICON, telvarStones, not STOLEN)
    self:UpdateListAddLootItems(numLootItems, not STOLEN)
    -- Add owned currencies and items
    self:UpdateListAddLootCurrency(CURT_MONEY, SI_CURRENCY_GOLD, LOOT_MONEY_ICON, ownedMoney, STOLEN)
    self:UpdateListAddLootItems(numLootItems, STOLEN)
    self.itemCount = self.itemCount + numLootItems
    if self.intialLootUpdate then
        self.itemList:CommitWithoutReselect()
    else
        self.itemList:Commit()
    end
    
    -- this text deponds on the list itself
end
function ZO_Loot_Gamepad_Base:UpdateListAddLootCurrency(currencyType, currencyFormatString, currencyIcon, currencyAmount, isCurrencyStolen)
    if currencyAmount > 0 then
        local currencyEntry = ZO_GamepadEntryData:New(GetString(currencyFormatString), currencyIcon)
        currencyEntry.currencyType = currencyType
        currencyEntry.currencyAmount = currencyAmount
        currencyEntry:InitializeLootVisualData(nil, currencyAmount, nil, nil, nil, isCurrencyStolen)
        self.itemList:AddEntry("ZO_GamepadItemSubEntryTemplate", currencyEntry)
        self.itemCount = self.itemCount + 1
        if not isCurrencyStolen then
            self.nonStolenItemsPresent = true
        end
    end
end
function ZO_Loot_Gamepad_Base:UpdateListAddLootItems(numLootItems, addStolenItems)
    for i = 1, numLootItems do
        local lootId, name, icon, count, quality, value, isQuest, isStolen = GetLootItemInfo(i)
            
        -- only add stolen items or non stolen items
        if addStolenItems == isStolen then
            name = zo_strformat(SI_TOOLTIP_ITEM_NAME, name)
            local lootEntry = ZO_GamepadEntryData:New(name, icon)
            lootEntry:InitializeLootVisualData(lootId, count, quality, value, isQuest, isStolen)
            if isStolen then
                lootEntry:AddIcon(STOLEN_ICON_TEXTURE)
            end
            self.itemList:AddEntry("ZO_GamepadItemSubEntryTemplate", lootEntry)
            if not isStolen then
                self.nonStolenItemsPresent = true
            end
        end
    end
end
function ZO_Loot_Gamepad_Base:UpdateLootWindow(name, actionName, isOwned)
    if not self.isInitialized then
        self:DeferredInitialize()
    end
    self.numUsedBagSlots = GetNumBagUsedSlots(BAG_BACKPACK)
    self.numTotalBagSlots = GetBagSize(BAG_BACKPACK)
    self.bagFull = self.numUsedBagSlots == self.numTotalBagSlots
    self:SetTitle(name)
    self.intialLootUpdate = self.control:IsControlHidden()
    self:Update(isOwned)
    if self.intialLootUpdate then
        self:Show()
    elseif not self:HasLootItems() then
        self:Hide()
    end
end
function  ZO_Loot_Gamepad_Base:EnoughRoomToTakeAll()
    local itemCount = self.itemCount or 0
    return not (self.numUsedBagSlots + itemCount > self.numTotalBagSlots)
end
-- Overridden in LootPickup
function ZO_Loot_Gamepad_Base:UpdateButtonTextOnSelection(selectedData)
end
function ZO_Loot_Gamepad_Base:UpdateAllControlText()
end
--------------------------
-- ZO_Loot_Common_Gamepad
--------------------------
local ZO_Loot_Common_Gamepad = ZO_Object:Subclass()
function ZO_Loot_Common_Gamepad:UpdateLootWindow(name, actionName, isOwned)
    if not SCENE_MANAGER:IsSceneOnStack("gamepad_inventory_root") then
        if SCENE_MANAGER:IsShowingBaseScene() then
            -- Only show the looting window if we didn't show a different scene while waiting for the server response
            LOOT_WINDOW_GAMEPAD:UpdateLootWindow(name, actionName, isOwned)
        else
            EndInteraction(INTERACTION_LOOT)
        end
    else
        LOOT_INVENTORY_WINDOW_GAMEPAD:UpdateLootWindow(name, actionName, isOwned)
    end
end
function ZO_Loot_Common_Gamepad:Hide()
    LOOT_WINDOW_GAMEPAD:Hide()
    LOOT_INVENTORY_WINDOW_GAMEPAD:Hide()
end
function ZO_Loot_Common_Gamepad:AreNonStolenItemsPresent()
    return (LOOT_WINDOW_GAMEPAD.nonStolenItemsPresent == true)
end
--[[ Globals ]]--
LOOT_COMMON_GAMEPAD = ZO_Loot_Common_Gamepad:New()
SYSTEMS:RegisterGamepadObject("loot", LOOT_COMMON_GAMEPAD)