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ESO Lua File v100018

ingame/crafting/gamepad/craftingresults_gamepad.lua

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local GAMEPAD_CRAFTING_RESULTS_TEMPLATE = "ZO_GamepadCraftingResultsTemplate"
ZO_CraftingResults_Gamepad = ZO_CraftingResults_Base:Subclass()
function ZO_CraftingResults_Gamepad:New(...)
    return ZO_CraftingResults_Base.New(self, ...)
end
function ZO_CraftingResults_Gamepad:Initialize(control)
    local SHOW_IN_GAMEPAD_PREFERRED_MODE = true
    ZO_CraftingResults_Base.Initialize(self, control, SHOW_IN_GAMEPAD_PREFERRED_MODE)
end
function ZO_CraftingResults_Gamepad:ModifyAnchor(newAnchor)
    ZO_CraftingResults_Base.ModifyAnchor(self, ZO_CraftingResultsTopLevel_Gamepad, newAnchor)
end
function ZO_CraftingResults_Gamepad:RestoreAnchor()
    ZO_CraftingResults_Base.RestoreAnchor(self, ZO_CraftingResultsTopLevel_Gamepad)
end
do
    local function SetupHeader(control, data)
        control:SetText(data.text)
    end
    local function Setup(control, data)
        local label = control:GetNamedChild("Label")
        if label then
            label:SetText(data.text)
            if data.color then
                  label:SetColor(data.color:UnpackRGBA())
            else
                label:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
            end
        end
        local icon = control:GetNamedChild("Icon")
        if icon then
            if data.icon then
                icon:SetTexture(data.icon)
            end
            icon:SetHidden(not data.icon)
        end
        local stackCount = control:GetNamedChild("StackCount")
        if stackCount then
            if data.stack then
                stackCount:SetText(data.stack)
                stackCount:SetHidden(data.stack == 0)
            else
                stackCount:SetHidden(true)
            end
        end
    end
    local function AreItemsEqual(oldLines, newLines)
        -- all old lines must be checked against all new lines, as they can show up in any order
        for _, oldLine in ipairs(oldLines) do
            for _, newLine in ipairs(newLines) do
                if oldLine.itemInstanceId and oldLine.itemInstanceId == newLine.itemInstanceId then
                    return true
                end
            end
        end
        return false
    end
    local function AreHeadersEqual(oldHeader, newHeader)
        return (oldHeader.text == newHeader.text)
    end
    local function EqualitySetup(fadingControlBuffer, oldEntry, newEntry)
        -- unfortunately all we know is that something matched, but we don't know which did...find the matches again
        for _, oldLine in ipairs(oldEntry.lines) do
            for _, newLine in ipairs(newEntry.lines) do
                if oldLine.itemInstanceId and (oldLine.itemInstanceId == newLine.itemInstanceId) then
                    -- match! play animation, add to stack count / set stack text to new amount
                    local lineControl = ZO_FadingControlBuffer_GetLineControl(oldLine)
                    ZO_CraftingResults_Base_PlayPulse(lineControl)
                    oldLine.stack = oldLine.stack + newLine.stack
                    lineControl:GetNamedChild("StackCount"):SetText(oldLine.stack)
                    break
                end
            end
        end
    end
    function ZO_CraftingResults_Gamepad:InitializeResultBuffer()
        local templateData = {setup = Setup, equalityCheck = AreItemsEqual, equalitySetup = EqualitySetup, headerTemplateName = "ZO_GamepadCraftingResultsHeaderTemplate", headerSetup = SetupHeader, headerEqualityCheck = AreHeadersEqual}
        ZO_AlertAddTemplate_Gamepad(GAMEPAD_CRAFTING_RESULTS_TEMPLATE, templateData)
    end
end
function ZO_CraftingResults_Gamepad:IsActive()
    return IsInGamepadPreferredMode()
end
function ZO_CraftingResults_Gamepad:DisplayCraftingResult(itemInfo)
    local smithingObject = ZO_Smithing_GetActiveObject()
    local isSmithingDeconstructing = smithingObject and not smithingObject:IsDeconstructing()
    local isCreating = isSmithingDeconstructing 
                       or ZO_Enchanting_IsInCreationMode() 
                       or ZO_Provisioning_IsSceneShowing() 
                       or ZO_Alchemy_IsSceneShowing()
    local headerTextId = isCreating and SI_GAMEPAD_CRAFTING_COMPLETED_ITEM or SI_GAMEPAD_CRAFTING_DECONSTRUCTED_ITEM
    local displayData =
    {
        header = {text = GetString(headerTextId)},
        lines =
        {
            {text = zo_strformat(SI_TOOLTIP_ITEM_NAME, itemInfo.name), icon = itemInfo.icon, stack = itemInfo.stack, color = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, itemInfo.quality)), meetsUsageRequirement = itemInfo.meetsUsageRequirement, quality = itemInfo.quality, itemInstanceId = itemInfo.itemInstanceId}
        }
    }
    ZO_AlertNoSuppressionTemplated_Gamepad(UI_ALERT_CATEGORY_ALERT, nil, displayData, GAMEPAD_CRAFTING_RESULTS_TEMPLATE)
end
function ZO_CraftingResults_Gamepad:ClearAll()
end
function ZO_CraftingResults_Gamepad:FadeAll()
end
function ZO_CraftingResults_Gamepad:DisplayDiscoveryHelper(titleString, numDiscoveries, lastLearnedDiscoveryFn)
    local displayData = {}
    displayData.header = {}
    displayData.lines = {}
    local headerText = GetString(titleString)
    displayData.header = {text = headerText}
    for i = 1, numDiscoveries do
        local discoveryName, itemName, icon, _, _, _, _, quality = lastLearnedDiscoveryFn(i)
        local qualityColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, quality))
        local itemString = zo_strformat(SI_GAMEPAD_ITEM_LEARNED_FROM, itemName)
        local colorizedItem = qualityColor:Colorize(itemString)
        local lineText = zo_strformat(SI_GAMEPAD_ITEM_TRAITS_LEARNED, discoveryName, colorizedItem)
        table.insert(displayData.lines, {text = lineText, icon = icon})
    end
    ZO_AlertNoSuppressionTemplated_Gamepad(UI_ALERT_CATEGORY_ALERT, nil, displayData, GAMEPAD_CRAFTING_RESULTS_TEMPLATE)
end
function ZO_CraftingResults_Gamepad:DisplayDiscoveredTraits()
end
function ZO_CraftingResults_Gamepad:DisplayTranslatedRunes()
end
function ZO_CraftingResults_Gamepad:ShouldDisplayMessages()
    return true
end
    GAMEPAD_CRAFTING_RESULTS = ZO_CraftingResults_Gamepad:New(control)
    SYSTEMS:RegisterGamepadObject("craftingResults", GAMEPAD_CRAFTING_RESULTS)
    GAMEPAD_CRAFTING_RESULTS_FRAGMENT = ZO_FadeSceneFragment:New(control)
    GAMEPAD_CRAFTING_RESULTS_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_HIDDEN then
            GAMEPAD_CRAFTING_RESULTS:ClearAll()
        end
    end)
end