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local GAMEPAD_PROVISIONER_OPTIONS_TEMPLATE = "ZO_GamepadLeftCheckboxOptionTemplate"
local GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS = 1
local GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS = 2
local GAMEPAD_PROVISIONER_OPTION_INFO =
{
[ GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS ] =
{
} ,
[ GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS ] =
{
} ,
}
end
self . mainSceneName = "gamepad_provisioner_root"
if newState == SCENE_SHOWING then
end
if self . optionsChanged then
self . optionsChanged = false
end
-- refresh the recipe details on show, since they were cleared/hidden when the scene hid
-- and we may not have had a change in our list to trigger a refresh
elseif newState == SCENE_HIDDEN then
-- refresh the recipe details passing nil in to appropriately hide/clear the tooltip and ingredient list
local NO_SELECTED_DATA = nil
end
end )
if newState == SCENE_SHOWING then
self . inOptionsMenu = false
self . isCrafting = false
elseif newState == SCENE_HIDDEN then
end
end )
local sceneGroup = ZO_SceneGroup : New ( GAMEPAD_PROVISIONER_ROOT_SCENE : GetName ( ) , GAMEPAD_PROVISIONER_OPTIONS_SCENE : GetName ( ) )
if newState == SCENE_GROUP_SHOWING then
ZO_Skills_TieSkillInfoHeaderToCraftingSkill ( self . control : GetNamedChild ( "SkillInfo" ) , GetCraftingInteractionType ( ) )
elseif newState == SCENE_GROUP_HIDDEN then
end
end )
local defaults = { haveIngredientsChecked = false , haveSkillsChecked = false , }
self . optionDataList [ GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS ] . currentValue = self . savedVars . haveIngredientsChecked
self . optionDataList [ GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS ] . currentValue = self . savedVars . haveSkillsChecked
end
end
end
end )
self . isCrafting = false
end
end )
self . isCrafting = false
end )
end
end
--Settings
ZO_GamepadProvisioner . PROVISIONING_SETTINGS =
{
}
ZO_GamepadProvisioner . EMBEDDED_SETTINGS =
{
}
return {
end ,
}
end
local drinkTab = GenerateTab ( SI_PROVISIONER_FILTER_BREW , PROVISIONER_SPECIAL_INGREDIENT_TYPE_FLAVORING )
local furnishingsTab = GenerateTab ( SI_PROVISIONER_FILTER_FURNISHINGS , PROVISIONER_SPECIAL_INGREDIENT_TYPE_FURNISHING )
local provisioningSettings = ZO_GamepadProvisioner . PROVISIONING_SETTINGS
provisioningSettings . tabs = { foodTab , drinkTab , furnishingsTab }
local embeddedSettings = ZO_GamepadProvisioner . EMBEDDED_SETTINGS
embeddedSettings . tabs = { furnishingsTab }
end
if self . settings ~= settings then
self . settings = settings
end
end
end
--Set the provisioner interact scenes to have the interaction of the current crafting station so it doesn't terminate the crafting interaction
--when we go into the provisioning UI
end
-- back descriptors for screen / options screen
local startButton = {
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
keybind = "UI_SHORTCUT_EXIT" ,
order = - 10000 ,
end ,
end ,
ethereal = true ,
}
local backButton = {
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
keybind = "UI_SHORTCUT_NEGATIVE" ,
order = - 10000 ,
end ,
end
}
self . inOptionsMenu = false
end
-- recipe list keybinds
self . mainKeybindStripDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
-- Perform craft
{
local cost = 0
if targetData then
end
end ,
keybind = "UI_SHORTCUT_SECONDARY" ,
if not self . inOptionsMenu then
self . isCrafting = true
end
end ,
visible = function ( ) return not ZO_CraftingUtils_IsPerformingCraftProcess ( ) and self : IsCraftable ( ) end ,
} ,
-- Options (filtering)
{
keybind = "UI_SHORTCUT_TERTIARY" ,
if not self . isCrafting then
self . inOptionsMenu = true
end
end ,
end ,
} ,
--Toggle Preview
{
else
end
end ,
keybind = "UI_SHORTCUT_RIGHT_STICK" ,
end ,
if targetData then
else
return false
end
end ,
} ,
}
ZO_GamepadCraftingUtils_AddListTriggerKeybindDescriptors ( self . mainKeybindStripDescriptor , self . recipeList )
-- options list keybinds
self . optionsKeybindStripDescriptor = { }
ZO_Gamepad_AddForwardNavigationKeybindDescriptors ( self . optionsKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , function ( ) self : SelectOption ( ) end )
end
end
self . recipeList = ZO_GamepadVerticalItemParametricScrollList : New ( listContainer : GetNamedChild ( "List" ) )
return left . recipeListIndex == right . recipeListIndex and left . recipeIndex == right . recipeIndex and left . name == right . name
end
self . recipeList : AddDataTemplate ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality )
self . recipeList : AddDataTemplateWithHeader ( "ZO_GamepadItemSubEntryTemplate" , ZO_SharedGamepadEntry_OnSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , MenuEntryTemplateEquality , "ZO_GamepadMenuEntryHeaderTemplate" )
end )
end
self . optionList = ZO_GamepadVerticalItemParametricScrollList : New ( self . control : GetNamedChild ( "ContainerOptionsList" ) )
self . optionList : AddDataTemplate ( GAMEPAD_PROVISIONER_OPTIONS_TEMPLATE , ZO_GamepadCheckboxOptionTemplate_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction )
self . optionList : AddDataTemplateWithHeader ( GAMEPAD_PROVISIONER_OPTIONS_TEMPLATE , ZO_GamepadCheckboxOptionTemplate_Setup , ZO_GamepadMenuEntryTemplateParametricListFunction , nil , "ZO_GamepadOptionsMenuEntryHeaderTemplate" )
-- populate option data
self . optionDataList = { }
end
self . savedVars . haveIngredientsChecked = self . optionDataList [ GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS ] . currentValue
self . savedVars . haveSkillsChecked = self . optionDataList [ GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS ] . currentValue
end
if self . optionDataList == nil then return end
self . optionDataList [ key ] = newOptionData
end
end
local PROVISIONER_INGREDIENT_SLOT_SPACING = 211
self . ingredientsBar = ZO_GamepadCraftingIngredientBar : New ( self . control : GetNamedChild ( "IngredientsBar" ) , PROVISIONER_INGREDIENT_SLOT_SPACING )
self . ingredientsBar : AddDataTemplate ( "ZO_ProvisionerIngredientBarSlotTemplate" , ZO_ProvisionerIngredientBarSlotTemplateSetup )
end
end
end
end
end
end
end
-- This function is called from inventory update events, which is when we need to update the header with the player's current and total inventory slots
-- first construct the full table of filtered recipes
local recipeDataEntries = { }
local checkNumCreatable = self . optionDataList [ GAMEPAD_PROVISIONER_OPTION_FILTER_INGREDIENTS ] . currentValue
local checkSkills = self . optionDataList [ GAMEPAD_PROVISIONER_OPTION_FILTER_SKILLS ] . currentValue
if self : DoesRecipePassFilter ( recipe . specialIngredientType , checkNumCreatable , recipe . numCreatable , checkSkills , recipe . tradeskillsLevelReqs , recipe . qualityReq , craftingInteractionType , recipe . requiredCraftingStationType ) then
local dataEntry = ZO_GamepadEntryData : New ( zo_strformat ( SI_PROVISIONER_RECIPE_NAME_COUNT_NONE , recipe . name ) , recipe . iconFile , recipe . iconFile )
if not recipe . passesTradeskillLevelReqs or not recipe . passesQualityLevelReq or recipe . numCreatable == 0 then
end
if not recipe . passesTradeskillLevelReqs then
dataEntry : AddSubLabel ( zo_strformat ( SI_RECIPE_REQUIRES_LEVEL_PASSIVE , levelPassiveAbilityName , levelReq ) )
end
end
end
--Only items that require only provisioning have a quality check
if not recipe . passesQualityLevelReq then
end
end
end
end
-- now iterate through the table so we can properly identify header breaks
local lastRecipeListName = ""
local nextRecipeData = recipeDataEntries [ i + 1 ]
local isNextEntryAHeader = nextRecipeData and nextRecipeData . recipeListName ~= recipeData . recipeListName
local postSelectedOffsetAdditionalPadding = 0
if isNextEntryAHeader then
postSelectedOffsetAdditionalPadding = GAMEPAD_HEADER_SELECTED_PADDING
end
if recipeData . recipeListName ~= lastRecipeListName then
lastRecipeListName = recipeData . recipeListName
recipeData . header = lastRecipeListName
self . recipeList : AddEntry ( "ZO_GamepadItemSubEntryTemplateWithHeader" , recipeData , nil , isNextEntryAHeader and GAMEPAD_HEADER_DEFAULT_PADDING , GAMEPAD_HEADER_SELECTED_PADDING , postSelectedOffsetAdditionalPadding )
else
self . recipeList : AddEntry ( "ZO_GamepadItemSubEntryTemplate" , recipeData , nil , isNextEntryAHeader and GAMEPAD_HEADER_DEFAULT_PADDING , nil , postSelectedOffsetAdditionalPadding )
end
end
end
ITEM_PREVIEW_GAMEPAD : ToggleInteractionCameraPreview ( FRAME_TARGET_CRAFTING_GAMEPAD_FRAGMENT , FRAME_PLAYER_ON_SCENE_HIDDEN_FRAGMENT , FURNITURE_BROWSER_GAMEPAD_ITEM_PREVIEW_OPTIONS_FRAGMENT )
else
end
end
if selectedData then
end
else
end
--update recipe tooltip
local recipeListIndex , recipeIndex = selectedData . recipeListIndex , selectedData . recipeIndex
-- populate ingredients bar
local numIngredients = selectedData . numIngredients
for i = 1 , numIngredients do
local newData = {
recipeListIndex = recipeListIndex ,
recipeIndex = recipeIndex ,
ingredientIndex = i ,
}
end
else
end
end
local i = 1
if i == 1 then
else
end
i = i + 1
end
end
self . optionsChanged = true
end
if targetData then
return targetData . numCreatable > 0
and targetData . passesTradeskillLevelReqs
and targetData . passesQualityLevelReq
end
return false
end
end
end
--[[ Provision Templates ]] --
local DIVIDER_THICKNESS = 2
control . countFractionDisplay = ZO_FractionDisplay : New ( control . countControl , "ZoFontGamepad27" , DIVIDER_THICKNESS )
end
local name , icon , requiredQuantity , _ , quality = GetRecipeIngredientItemInfo ( data . recipeListIndex , data . recipeIndex , data . ingredientIndex )
local ingredientCount = GetCurrentRecipeIngredientCount ( data . recipeListIndex , data . recipeIndex , data . ingredientIndex )
local NOT_LOCKED = false
ZO_ItemSlot_SetupIconUsableAndLockedColor ( control . countLabel , ingredientCount >= requiredQuantity , NOT_LOCKED )
ZO_ItemSlot_SetupIconUsableAndLockedColor ( control . iconControl , ingredientCount >= requiredQuantity , NOT_LOCKED )
ZO_ItemSlot_SetupIconUsableAndLockedColor ( control . nameLabel , ingredientCount >= requiredQuantity , NOT_LOCKED )
end |