Back to Home

ESO Lua File v100018

ingame/fence/gamepad/fencewindowcomponent_gamepad.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
----------------
--Initialization
----------------
ZO_GamepadFenceComponent = ZO_GamepadStoreListComponent:Subclass()
function ZO_GamepadFenceComponent:New(...)
    return ZO_GamepadStoreListComponent.New(self, ...)
end
function ZO_GamepadFenceComponent:Initialize(mode, title)
    ZO_GamepadStoreListComponent.Initialize(self, STORE_WINDOW_GAMEPAD, mode, title)
    self.mode = mode
    self.fragment:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
            self:RegisterEvents()
            self.list:UpdateList()
            self:RefreshFooter()
            self:ShowFenceBar()
        elseif newState == SCENE_HIDING then
            self:UnregisterEvents()
            self:HideFenceBar()
            GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP)
            ZO_Dialogs_ReleaseDialog("CANT_BUYBACK_FROM_FENCE")
        end
    end)
end
function ZO_GamepadFenceComponent:RegisterEvents()
    local function OnInventoryFullUpdate()
        self.list:UpdateList()
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
    local function OnInventorySingleSlotUpdate(eventId, bagId, slotId, isNewItem, itemSoundCategory, updateReason)
        if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
            self.list:UpdateList()
            KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
        end
    end
    self.control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, OnInventoryFullUpdate)
    self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, OnInventorySingleSlotUpdate)
    local oldUpdateHandler = self.control:GetHandler("OnUpdate")
    local lastUpdateSeconds = 0
    local function OnUpdate(control, currentFrameTimeSeconds)
        oldUpdateHandler(control, currentFrameTimeSeconds)
        if currentFrameTimeSeconds - lastUpdateSeconds > 1 then
            self:RefreshFooter()
            lastUpdateSeconds = currentFrameTimeSeconds
        end
    end
    self.control:SetHandler("OnUpdate", OnUpdate)
end
function ZO_GamepadFenceComponent:UnregisterEvents()
    self.control:UnregisterForEvent(EVENT_INVENTORY_FULL_UPDATE)
    self.control:UnregisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE)
end
function ZO_GamepadFenceComponent:InitializeKeybindStrip(forwardText)
    -- sell screen keybind
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        {
            keybind = "UI_SHORTCUT_LEFT_STICK",
            name = GetString(SI_ITEM_ACTION_STACK_ALL),
            callback = function()
                StackBag(BAG_BACKPACK)
            end
        },
    }
                                                      GAME_NAVIGATION_TYPE_BUTTON,
                                                      function() self:Confirm() end,
                                                      forwardText,
                                                      function() return not self.list:IsEmpty() end)
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor,
                                                    GAME_NAVIGATION_TYPE_BUTTON)
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.list)
    self.confirmKeybindStripDescriptor = {}
    ZO_Gamepad_AddForwardNavigationKeybindDescriptors(self.confirmKeybindStripDescriptor,
                                                      GAME_NAVIGATION_TYPE_BUTTON,
                                                      function() self:Confirm() end,
                                                      forwardText
                                                    )
    ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.confirmKeybindStripDescriptor,
                                                    GAME_NAVIGATION_TYPE_BUTTON,
                                                    function() self:UnselectItem() end)
end
-----------------
--Class Functions
-----------------
function ZO_GamepadFenceComponent:SelectItem(ignoreInvalidCost)
    self.confirmationMode = true
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    KEYBIND_STRIP:AddKeybindButtonGroup(self.confirmKeybindStripDescriptor)
    STORE_WINDOW_GAMEPAD:SetQuantitySpinnerActive(self.confirmationMode, self.list, ignoreInvalidCost)
end
function ZO_GamepadFenceComponent:UnselectItem()
    self.confirmationMode = false
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.confirmKeybindStripDescriptor)
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
    STORE_WINDOW_GAMEPAD:SetQuantitySpinnerActive(self.confirmationMode, self.list)
end
function ZO_GamepadFenceComponent:SetupEntry(control, data, selected, selectedDuringRebuild, enabled, activated)
    local price = self.confirmationMode and selected and data.sellPrice * STORE_WINDOW_GAMEPAD:GetSpinnerValue() or data.sellPrice
    self:SetupStoreItem(control, data, selected, selectedDuringRebuild, enabled, activated, price, ZO_STORE_FORCE_VALID_PRICE, self.mode)
end
function ZO_GamepadFenceComponent:OnSelectedItemChanged(inventoryData)
    GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
    if inventoryData then
        GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, inventoryData.bagId, inventoryData.slotIndex)
        STORE_WINDOW_GAMEPAD:UpdateRightTooltip(self.list, self.mode)
    end
end
function ZO_GamepadFenceComponent:Confirm()
    --Stubbed, to be overriden
end
function ZO_GamepadFenceComponent:OnSuccess()
    --Stubbed, to be overriden
end
function ZO_GamepadFenceComponent:RefreshFooter()
    --Stubbed, to be overriden
end
function ZO_GamepadFenceComponent:ShowFenceBar()
    --Stubbed, to be overriden
end
function ZO_GamepadFenceComponent:HideFenceBar()
    --Stubbed, to be overriden
end
function ZO_GamepadFenceComponent:ClearFooter()
    local data =
    {
        data1HeaderText = nil,
        data1Text = nil
    }
    GAMEPAD_GENERIC_FOOTER:Refresh(data)
end