ESO Lua File v100015

pregame/gamemenu_pregame/keyboard/gamemenu_characterselect.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
local GAME_MENU_CHARACTERSELECT
local gameEntries = {}
-- Characters
local function ShowCharacterSelect()
    if(IsConsoleUI()) then  -- TODO integrate this with PC gamepad
        if(IsInGamepadPreferredMode()) then
            if(CHARACTER_SELECT_GAMEPAD_FRAGMENT ~= nil) then
                SCENE_MANAGER:AddFragment(CHARACTER_SELECT_GAMEPAD_FRAGMENT)
                return
            end
        end
    end
    if(CHARACTER_SELECT_FRAGMENT ~= nil) then
        SCENE_MANAGER:AddFragment(CHARACTER_SELECT_FRAGMENT)
    end
end
local function HideCharacterSelect()
    if(IsConsoleUI()) then  -- TODO integrate this with PC gamepad
        if(IsInGamepadPreferredMode()) then
            if(CHARACTER_SELECT_GAMEPAD_FRAGMENT ~= nil) then
                SCENE_MANAGER:RemoveFragment(CHARACTER_SELECT_GAMEPAD_FRAGMENT)
                return
            end
        end
    end
    if(CHARACTER_SELECT_FRAGMENT ~= nil) then
        SCENE_MANAGER:RemoveFragment(CHARACTER_SELECT_FRAGMENT)
    end
end
local function AddCharactersEntry(entryTable)
    local data = {name = GetString(SI_GAME_MENU_CHARACTERS), callback = ShowCharacterSelect, unselectedCallback = HideCharacterSelect, hasSelectedState = true}
    table.insert(entryTable, data)
end
-- Settings
local function AddSettingsEntries(entryTable)
    local settingsHeaderData = {name = GetString(SI_GAME_MENU_SETTINGS)}
    table.insert(entryTable, settingsHeaderData)
end
-- Controls
local function AddControlsEntries(entryTable)
    -- Nothing for now
end
-- Addons
local function ShowAddons()
    SCENE_MANAGER:AddFragment(ADDONS_FRAGMENT)
end
local function HideAddons()
    SCENE_MANAGER:RemoveFragment(ADDONS_FRAGMENT)
end
local function AddAddonsEntry(entryTable)
    local function ShouldShowNewIcon()
        return not HasViewedEULA(EULA_TYPE_ADDON_EULA)
    end
    local data = {name = GetString(SI_GAME_MENU_ADDONS), callback = ShowAddons, unselectedCallback = HideAddons, showNewIconCallback = ShouldShowNewIcon, hasSelectedState = true}
    table.insert(entryTable, data)
end
-- Play Cinematic
local function PlayCinematic()
    PregameStateManager_SetState("CharacterSelect_PlayCinematic")
end
local function AddCinematicEntry(entryTable)
    local data = {name = GetString(SI_GAME_MENU_PLAY_CINEMATIC), callback = PlayCinematic }
    table.insert(entryTable, data)
end
-- Back
local function GoBackToLogin()
    if not IsConsoleUI() then
        -- On PC, an automatic login happens the first time the login screen is shown for clients that require a linked
        -- login, which doesn't persist if the player returns to pregame from ingame through the character select window.
        -- On console, a linked login is only attempted once the player moves past the IIS screen through a button press,
        -- and the player always returns to the IIS screen on server error or returning from character select.
        LOGIN_KEYBOARD:ClearAttemptAutomaticLogin()
    end
    PregameStateManager_SetState("Disconnect")
end
local function AddBackEntry(entryTable)
    local data = {name = GetString(SI_GAME_MENU_BACK), callback = GoBackToLogin}
    table.insert(entryTable, data)
end
-- Setup
local function RebuildTree(gameMenu)
    gameEntries = {}
    AddCharactersEntry(gameEntries)
    AddSettingsEntries(gameEntries)
    AddControlsEntries(gameEntries)
    AddAddonsEntry(gameEntries)
    AddCinematicEntry(gameEntries)
    AddBackEntry(gameEntries)
    gameMenu:SubmitLists(gameEntries)
end
local function OnShow(gameMenu)
    RebuildTree(gameMenu)
end
    SCENE_MANAGER:Show("gameMenuCharacterSelect")
    RebuildTree(GAME_MENU_CHARACTERSELECT)
end
    GAME_MENU_CHARACTERSELECT = ZO_GameMenu_Initialize(self, OnShow)
    local gameMenuCharacterSelectFragment = ZO_FadeSceneFragment:New(self)
    local gameMenuCharacterSelectScene = ZO_Scene:New("gameMenuCharacterSelect", SCENE_MANAGER)
    gameMenuCharacterSelectScene:AddFragment(gameMenuCharacterSelectFragment)
 
    gameMenuCharacterSelectScene:RegisterCallback("StateChange",    function(oldState, newState)
                                                                        ZO_UpdatePaperDollManipulationForScene(ZO_CharacterSelectCharacterViewport, newState)
                                                                    end)
    local function UpdateNewStates()
        GAME_MENU_CHARACTERSELECT:RefreshNewStates()
    end
    CALLBACK_MANAGER:RegisterCallback("AddOnEULAHidden", UpdateNewStates)
end