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local ACTION_BAR_ID = 1
local GAMEPAD_ALERT_TEXTURES =
{
[ ZO_SKILLS_MORPH_STATE ] = { normal = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" , mouseDown = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" , mouseover = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" } ,
[ ZO_SKILLS_PURCHASE_STATE ] = { normal = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" , mouseDown = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" , mouseover = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" } ,
}
return gamepadSkills
end
local SKILL_LIST_BROWSE_MODE = 1
local BUILD_PLANNER_ASSIGN_MODE = 2
local ABILITY_LIST_BROWSE_MODE = 3
local SINGLE_ABILITY_ASSIGN_MODE = 4
end
end
if newState == SCENE_SHOWING then
if self . showAttributeDialog then
--Defer dialog call in case we're entering the scene from the base scene. This is to
--ensure the dialog's keybind layer is added after the other layers, and not before.
end
end
end
elseif newState == SCENE_SHOWN then
--If we entered skills with the action bar selected make sure to activate it. We do this in shown because fragments are set to showing after
--the scene is which means the action bar is still hidden on showing which prevents activating it.
if self . mode == SKILL_LIST_BROWSE_MODE then
end
end
elseif newState == SCENE_HIDDEN then
end
end )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
self . clearAbilityUpdatedStatusCallId = nil
self . clearSkillLineNewStatusCallId = nil
self . clearAbilityUpdatedStatusSkillType = nil
self . clearAbilityUpdatedStatusSkillLineIndex = nil
self . clearAbilityUpdatedStatusAbilityIndex = nil
self . clearSkillLineNewStatusSkillType = nil
self . clearSkillLineNewStatusSkillLineIndex = nil
if self . mode == SINGLE_ABILITY_ASSIGN_MODE then
end
end
end )
local ALWAYS_ANIMATE = true
GAMEPAD_SKILLS_BUILD_PLANNER_FRAGMENT = ZO_FadeSceneFragment : New ( self . control : GetNamedChild ( "BuildPlannerContainer" ) , ALWAYS_ANIMATE )
if newState == SCENE_SHOWING then
self . modeBeforeBuildPlannerShow = self . mode
if self . modeBeforeBuildPlannerShow == SKILL_LIST_BROWSE_MODE then
elseif self . modeBeforeBuildPlannerShow == ABILITY_LIST_BROWSE_MODE then
end
elseif newState == SCENE_HIDING then
elseif newState == SCENE_HIDDEN then
if self . modeBeforeBuildPlannerShow == SKILL_LIST_BROWSE_MODE then
elseif self . modeBeforeBuildPlannerShow == ABILITY_LIST_BROWSE_MODE then
end
self . modeBeforeBuildPlannerShow = nil
end
end )
local GAMEPAD_SKILLS_SCENE_GROUP = ZO_SceneGroup : New ( "gamepad_skills_root" , "gamepad_skills_line_filter" )
if newState == SCENE_GROUP_SHOWING then
end
end )
control : SetHandler ( "OnUpdate" , function ( _ , currentFrameTimeSeconds ) self : OnUpdate ( currentFrameTimeSeconds ) end )
end
-- Include update functionality here if the screen uses self.dirty to track needing to update
self . dirty = false
end
if self . categoryKeybindStripDescriptor then return end
end
local ACTION_NONE = 1
local ACTION_PURCHASE = 2
local ACTION_UPGRADE = 3
local ACTION_MORPH = 4
if availablePoints > 0 then
local _ , _ , earnedRank , passive , ultimate , purchased , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
if not purchased then
if lineRank >= earnedRank then
return ACTION_PURCHASE
end
return ACTION_NONE
end
if atMorph then
return ACTION_MORPH
end
local _ , _ , nextUpgradeEarnedRank = GetSkillAbilityNextUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
if nextUpgradeEarnedRank and lineRank >= nextUpgradeEarnedRank then
return ACTION_UPGRADE
end
end
return ACTION_NONE
end
self . headerData =
{
}
end
end
return true
end
end
if left == ACTION_BAR_ID or right == ACTION_BAR_ID then
return left == right
end
return left . skillType == right . skillType and left . skillLineIndex == right . skillLineIndex
end
end
self . categoryKeybindStripDescriptor =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
if selectedData == ACTION_BAR_ID then
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
--Here we determine what fragment to load, but we're going to wait until it loads to decide how to populate it
--So we'll prevent any further movement and proceed based on what we expect the selected data to be by the time we need it.
--We may already be in the process of a scroll, so "current data" isn't reliable.
return false
end
if selectedData == ACTION_BAR_ID then
else
end
end ,
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . categoryKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . categoryKeybindStripDescriptor , self . categoryList , IsEntryHeader )
self . lineFilterKeybindStripDescriptor = {
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
{
keybind = "UI_SHORTCUT_SECONDARY" ,
if self . mode ~= ABILITY_LIST_BROWSE_MODE then
return false
end
if selectedData and selectedData ~= ACTION_BAR_ID then
return ( selectedData . isActive or selectedData . isUltimate ) and selectedData . purchased
end
end ,
if ZO_Skills_AbilityFailsWerewolfRequirement ( selectedData . skillType , selectedData . skillLineIndex ) then
else
self : StartSingleAbilityAssignment ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex )
end
end ,
} ,
{
if selectedData and selectedData ~= ACTION_BAR_ID then
if self . mode == SINGLE_ABILITY_ASSIGN_MODE then
end
local actionType = GetAbilityAction ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex )
if actionType == ACTION_PURCHASE or actionType == ACTION_UPGRADE then
elseif actionType == ACTION_MORPH then
end
else
end
end ,
keybind = "UI_SHORTCUT_PRIMARY" ,
if self . mode == SINGLE_ABILITY_ASSIGN_MODE or selectedData == ACTION_BAR_ID then
return true
end
if selectedData then
return GetAbilityAction ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex ) ~= ACTION_NONE
end
end ,
if selectedData ~= ACTION_BAR_ID then
if self . mode == ABILITY_LIST_BROWSE_MODE then
local skillType = selectedData . skillType
local skillLineIndex = selectedData . skillLineIndex
local abilityIndex = selectedData . abilityIndex
local name , _ , _ , _ , _ , _ , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
local currentUpgradeLevel , maxUpgradeLevel = GetSkillAbilityUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
name = ZO_Skills_GenerateAbilityName ( SI_ABILITY_NAME_AND_UPGRADE_LEVELS , name , currentUpgradeLevel , maxUpgradeLevel , progressionIndex )
if actionType == ACTION_PURCHASE then
local callbackData = { skillType = skillType , skillLineIndex = skillLineIndex , abilityIndex = abilityIndex , }
elseif actionType == ACTION_UPGRADE then
local callbackData = { skillType = skillType , skillLineIndex = skillLineIndex , abilityIndex = abilityIndex , }
elseif actionType == ACTION_MORPH then
local callbackData = { progressionIndex = progressionIndex }
end
elseif self . mode == SINGLE_ABILITY_ASSIGN_MODE then
self . assignableActionBar : SetAbility ( self . singleAbilitySkillType , self . singleAbilitySkillLineIndex , self . singleAbilityAbilityIndex )
--Don't set mode back to ABILITY_LIST_BROWSE_MODE til OnAbilityFinalizedCallback says everything worked
end
else
end
end ,
}
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . lineFilterKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . lineFilterKeybindStripDescriptor , self . lineFilterList , IsEntryHeader )
self . buildPlannerKeybindStripDescriptor = { }
ZO_Gamepad_AddForwardNavigationKeybindDescriptors ( self . buildPlannerKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON ,
function ( ) --callback
end ,
)
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . buildPlannerKeybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON , Back )
ZO_Gamepad_AddListTriggerKeybindDescriptors ( self . buildPlannerKeybindStripDescriptor , self . buildPlannerList )
end
descriptor [ # descriptor + 1 ] =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
keybind = "UI_SHORTCUT_TERTIARY" ,
end ,
return not isWeaponSwapDisabled
end ,
}
end
local actionBarControl = CreateControlFromVirtual ( "$(parent)AssignableActionBar" , self . header , "ZO_GamepadSkillsActionBarTemplate" )
local Y_OFFSET = 60
--Bg is child of Toplevel so it isn't cut off by scroll mask.
actionBarControl : SetHandler ( "OnEffectivelyHidden" , function ( ) self . assignableActionBar : Deactivate ( ) end )
if self . mode == SINGLE_ABILITY_ASSIGN_MODE then
self . singleAbilitySkillType = nil
self . singleAbilitySkillLineIndex = nil
self . singleAbilityAbilityIndex = nil
end
end )
end
if self . mode == BUILD_PLANNER_ASSIGN_MODE then
if didSlotTypeChange then
end
end
end
self . actionBarAnimation = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "GamepadSkillsSingleAssignActionBarAnimation" )
end
--Only activate the action bar if it is showing. You could start moving toward it being selected and then close the window
--before selection happens, then the selection happens when the window is closed an the bar activates (ESO-490544).
if self . assignableActionBarSelectedId then
else
end
end
end
function ZO_GamepadSkills : SelectableActionBarSetup ( control , data , selected , selectedDuringRebuild , enabled , activated )
--when weapon swapping or assigning in these mode we want the selected button to stay selected
elseif self . mode ~= SINGLE_ABILITY_ASSIGN_MODE and self . mode ~= BUILD_PLANNER_ASSIGN_MODE then
end
end
local function MenuEntryTemplateSetup ( control , data , selected , selectedDuringRebuild , enabled , activated )
ZO_SharedGamepadEntry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , activated )
if selected then
ZO_GamepadSkillLineXpBar_Setup ( data . skillType , data . skillLineIndex , self . skillInfo . xpBar , self . skillInfo . name , true )
end
end
end
list : AddDataTemplate ( "ZO_GamepadSkillLineEntryTemplate" , MenuEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsEqual )
list : AddDataTemplateWithHeader ( "ZO_GamepadSkillLineEntryTemplate" , MenuEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
end
self . categoryList : SetDefaultSelectedIndex ( 2 ) --start with the first Ability selected since the first item is the action bar
function ( _ , selectedData )
end )
end
local function MenuAbilityEntryTemplateSetup ( control , data , selected , selectedDuringRebuild , enabled , activated )
ZO_SharedGamepadEntry_OnSetup ( control , data , selected , reselectingDuringRebuild , enabled , activated )
end
return left . skillType == right . skillType and left . skillLineIndex == right . skillLineIndex and left . abilityIndex == right . abilityIndex
end
end
list : AddDataTemplate ( "ZO_GamepadAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual )
list : AddDataTemplateWithHeader ( "ZO_GamepadAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
end
local lineFilterPreviewList = ZO_ParametricScrollList : New ( lineFilterPreviewContainer : GetNamedChild ( "List" ) , PARAMETRIC_SCROLL_LIST_VERTICAL )
lineFilterPreviewList : AddDataTemplate ( "ZO_GamepadAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , nil , IsSkillEqual )
lineFilterPreviewList : AddDataTemplateWithHeader ( "ZO_GamepadAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , nil , IsSkillEqual , "ZO_GamepadMenuEntryHeaderTemplate" )
self . lineFilterPreviewList = lineFilterPreviewList
self . lineFilterList : SetDefaultSelectedIndex ( 2 ) --start with the first Ability selected since the first item is the action bar
end )
end
local function MenuEntryHeaderTemplateSetup ( control , data , selected , selectedDuringRebuild , enabled , activated )
end
local buildPlannerControl = self . control : GetNamedChild ( "BuildPlanner" ) : GetNamedChild ( "Container" ) : GetNamedChild ( "List" )
self . buildPlannerList : AddDataTemplate ( "ZO_GamepadSimpleAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual )
self . buildPlannerList : AddDataTemplateWithHeader ( "ZO_GamepadSimpleAbilityEntryTemplate" , MenuAbilityEntryTemplateSetup , ZO_GamepadMenuEntryTemplateParametricListFunction , IsSkillEqual , "ZO_GamepadSimpleAbilityEntryHeaderTemplate" , MenuEntryHeaderTemplateSetup )
end
local X_OFFSET = 30
local Y_OFFSET = 15
buildPlannerControl : SetAnchor ( BOTTOMRIGHT , buildPlannerControl : GetParent ( ) , BOTTOMRIGHT , X_OFFSET , 0 )
end
if self . nextUpdateTimeSeconds and ( currentFrameTimeSeconds >= self . nextUpdateTimeSeconds ) then
if categoryData and categoryData ~= ACTION_BAR_ID then
self . dontReselect = false
end
self . nextUpdateTimeSeconds = nil
end
if self . nextUpdateRefreshVisible then
if self . mode == BUILD_PLANNER_ASSIGN_MODE then
elseif self . mode == SINGLE_ABILITY_ASSIGN_MODE or self . mode == ABILITY_LIST_BROWSE_MODE then
elseif self . mode == SKILL_LIST_BROWSE_MODE then
end
end
self . nextUpdateRefreshVisible = false
end
end
do
local GAMEPAD_SKILLS_UPDATE_DELAY = . 01
if ( not self . nextUpdateTimeSeconds ) then
end
end
end
self . nextUpdateRefreshVisible = true
end
end
end
end
end
end
end
if playerLevel < weaponSwapLevel then
EVENT_MANAGER : RegisterForEvent ( "SkillsLevelUpdate" , EVENT_LEVEL_UPDATE , OnLevelUpdate ) -- in case you unlock weapon swap while in skills menu
end
end
if self . clearAbilityStatusOnSelectionChanged then
self . clearAbilityStatusOnSelectionChanged = false
NEW_SKILL_CALLOUTS : ClearAbilityUpdatedStatus ( self . clearAbilityUpdatedStatusSkillType , self . clearAbilityUpdatedStatusSkillLineIndex , self . clearAbilityUpdatedStatusAbilityIndex )
end
end
if self . clearSkillLineStatusOnSelectionChanged then
self . clearSkillLineStatusOnSelectionChanged = false
NEW_SKILL_CALLOUTS : ClearSkillLineNewStatus ( self . clearSkillLineNewStatusSkillType , self . clearSkillLineNewStatusSkillLineIndex )
end
end
if self . clearAbilityUpdatedStatusCallId == callId then
self . clearAbilityStatusOnSelectionChanged = true
end
end
if self . clearSkillLineNewStatusCallId == callId then
self . clearSkillLineStatusOnSelectionChanged = true
end
end
local isHeader = true
for skillLineIndex = 1 , numSkillLines do
if discovered then
local CHECK_ABILITIES_IN_SKILL_LINE = true
end
if isHeader then
else
end
isHeader = false
end
end
end
end
--Don't show the preview list if action bar slotting isn't allowed
if refreshPreviewList then
return
else
end
end
if not refreshPreviewList then
end
local skillType , skillLineIndex = selectedData . skillType , selectedData . skillLineIndex
local foundFirstActive = false
local foundFirstPassive = false
local foundFirstUltimate = false
for abilityIndex = 1 , numAbilities do
local name , icon , _ , passive , ultimate , purchased , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
local currentUpgradeLevel , maxUpgradeLevel = GetSkillAbilityUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
local isActive = ( not passive and not ultimate )
local isUltimate = ( not passive and ultimate )
local isHeader = ( isActive and not foundFirstActive ) or ( passive and not foundFirstPassive ) or ( isUltimate and not foundFirstUltimate )
local formattedName = ZO_Skills_GenerateAbilityName ( SI_GAMEPAD_ABILITY_NAME_AND_UPGRADE_LEVELS , name , currentUpgradeLevel , maxUpgradeLevel , progressionIndex )
if refreshPreviewList then
end
foundFirstActive = foundFirstActive or isActive
foundFirstPassive = foundFirstPassive or passive
foundFirstUltimate = foundFirstUltimate or isUltimate
if isHeader and not refreshPreviewList then
local header
if isActive then
elseif passive then
elseif isUltimate then
end
else
end
end
self . dontReselect = true -- by default we want to always select the second thing in the list, but on visible rebuilds we don't
if refreshPreviewList then
end
end
local abilityList = { }
local newSkillLine = true
local name , icon , _ , passive , ultimate , purchased , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
local currentUpgradeLevel , maxUpgradeLevel = GetSkillAbilityUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
local formattedName = ZO_Skills_GenerateAbilityName ( SI_GAMEPAD_ABILITY_NAME_AND_UPGRADE_LEVELS , name , currentUpgradeLevel , maxUpgradeLevel , progressionIndex )
if purchased and not passive then
if newSkillLine then
else
end
newSkillLine = false
end
end
end
end
end
end
self . headerData . data2Text = zo_strformat ( SI_GAMEPAD_SKILLS_SKY_SHARDS_FOUND , skyShards , NUM_PARTIAL_SKILL_POINTS_FOR_FULL )
end
do
local skillPointData =
{
data1 =
{
} ,
}
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
allowRightStickPassThrough = true ,
} ,
title =
{
} ,
{
} ,
buttons =
{
[ 1 ] =
{
ZO_Skills_PurchaseAbility ( dialog . data . skillType , dialog . data . skillLineIndex , dialog . data . abilityIndex )
end ,
} ,
[ 2 ] =
{
} ,
} ,
} )
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . BASIC ,
allowRightStickPassThrough = true ,
} ,
title =
{
} ,
{
} ,
buttons =
{
[ 1 ] =
{
ZO_Skills_UpgradeAbility ( dialog . data . skillType , dialog . data . skillLineIndex , dialog . data . abilityIndex )
end ,
} ,
[ 2 ] =
{
} ,
} ,
} )
end
local function MorphConfirmSetup ( control , data , selected , reselectingDuringRebuild , enabled , active )
local RANK = 1
local name , icon = GetAbilityProgressionAbilityInfo ( parametricDialog . data . progressionIndex , data . choiceIndex , RANK )
end
end
end
{
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
allowRightStickPassThrough = true ,
} ,
end ,
title =
{
} ,
{
} ,
parametricList =
{
-- Morph 1
{
template = "ZO_GamepadSimpleAbilityEntryTemplate" ,
templateData =
{
choiceIndex = 1 ,
} ,
} ,
-- Morph 2
{
template = "ZO_GamepadSimpleAbilityEntryTemplate" ,
templateData =
{
choiceIndex = 2 ,
} ,
} ,
} ,
GAMEPAD_TOOLTIPS : LayoutAbilityMorph ( GAMEPAD_LEFT_DIALOG_TOOLTIP , parametricDialog . data . progressionIndex , targetData . choiceIndex )
end ,
buttons =
{
{
keybind = "DIALOG_PRIMARY" ,
} ,
{
keybind = "DIALOG_NEGATIVE" ,
end ,
} ,
} ,
} )
end
end
do
if not pendingBonus then
local perPointBonus = GetAttributeDerivedStatPerPointValue ( attributeType , STAT_TYPES [ attributeType ] )
pendingBonus = self . pendingAttributePoints [ attributeType ] * perPointBonus
end
end
self . pendingAttributePoints [ attributeType ] = addedPoints
end
return self . pendingAttributePoints [ attributeType ]
end
end
local numPending = 0
numPending = numPending + self . pendingAttributePoints [ i ]
end
end
end
self . pendingAttributePoints = { }
self . pendingAttributePoints [ i ] = 0
end
end
local attributePointData =
{
data1 =
{
} ,
}
if selectedControl and selectedControl . pointLimitedSpinner then
end
end
{
canQueue = true ,
gamepadInfo =
{
dialogType = GAMEPAD_DIALOGS . PARAMETRIC ,
} ,
end ,
title =
{
} ,
blockDirectionalInput = true ,
parametricList =
{
-- magicka
{
template = "ZO_GamepadStatAttributeRow" ,
templateData =
{
attributeType = ATTRIBUTE_MAGICKA ,
screen = self ,
} ,
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_magickaIcon.dds" ,
} ,
-- health
{
template = "ZO_GamepadStatAttributeRow" ,
templateData =
{
attributeType = ATTRIBUTE_HEALTH ,
screen = self ,
} ,
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_healthIcon.dds" ,
} ,
-- stamina
{
template = "ZO_GamepadStatAttributeRow" ,
templateData =
{
attributeType = ATTRIBUTE_STAMINA ,
screen = self ,
} ,
icon = "/esoui/art/characterwindow/Gamepad/gp_characterSheet_staminaIcon.dds" ,
} ,
} ,
buttons =
{
{
keybind = "DIALOG_PRIMARY" ,
local pendingHealth = self . pendingAttributePoints [ ATTRIBUTE_HEALTH ]
local pendingMagicka = self . pendingAttributePoints [ ATTRIBUTE_MAGICKA ]
local pendingStamina = self . pendingAttributePoints [ ATTRIBUTE_STAMINA ]
if pendingHealth + pendingMagicka + pendingStamina > 0 then
end
end ,
} ,
{
keybind = "DIALOG_NEGATIVE" ,
end ,
} ,
} ,
--Setup Skills Scene
self . showAttributeDialog = false
end ,
} )
end
end
local TIME_NEW_PERSISTS_WHILE_SELECTED = 1000
if selectedData and selectedData ~= ACTION_BAR_ID and NEW_SKILL_CALLOUTS : DoesAbilityHaveUpdates ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex ) then
self . clearAbilityUpdatedStatusSkillType = selectedData . skillType
self . clearAbilityUpdatedStatusSkillLineIndex = selectedData . skillLineIndex
self . clearAbilityUpdatedStatusAbilityIndex = selectedData . abilityIndex
self . clearAbilityUpdatedStatusCallId = zo_callLater ( self . trySetClearUpdatedAbilityFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED )
else
self . clearAbilityUpdatedStatusCallId = nil
end
end
local CHECK_ABILITIES_IN_SKILL_LINE = true
if selectedData and selectedData ~= ACTION_BAR_ID and NEW_SKILL_CALLOUTS : IsSkillLineNew ( selectedData . skillType , selectedData . skillLineIndex , CHECK_ABILITIES_IN_SKILL_LINE ) then
self . clearSkillLineNewStatusSkillType = selectedData . skillType
self . clearSkillLineNewStatusSkillLineIndex = selectedData . skillLineIndex
self . clearSkillLineNewStatusCallId = zo_callLater ( self . trySetClearNewSkillLineFlagCallback , TIME_NEW_PERSISTS_WHILE_SELECTED )
else
self . clearSkillLineNewStatusCallId = nil
end
end
local valueText
if slotId == ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 then
valueText = zo_strformat ( SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER , GetString ( SI_BINDING_NAME_GAMEPAD_ACTION_BUTTON_8 ) )
else
valueText = zo_strformat ( SI_GAMEPAD_SKILLS_TOOLTIP_STATUS_NUMBER , slotId - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX )
end
GAMEPAD_TOOLTIPS : SetStatusLabelText ( tooltip , GetString ( SI_GAMEPAD_SKILLS_TOOLTIP_STATUS ) , valueText )
end
--don't setup tooltip til dialog is gone.
if self . showAttributeDialog then return end
if self . mode == SKILL_LIST_BROWSE_MODE then
if selectedData and selectedData == ACTION_BAR_ID then
if slotId then
end
else
end
elseif self . mode == BUILD_PLANNER_ASSIGN_MODE then
if selectedData then
GAMEPAD_TOOLTIPS : LayoutSkillLineAbility ( GAMEPAD_LEFT_TOOLTIP , selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex , false )
local abilityId = GetSkillAbilityId ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex , false )
for i = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 do
break
end
end
else
end
if slotId then
else
end
else
if selectedData and selectedData ~= ACTION_BAR_ID then
local showNextUpgrade = GetAbilityAction ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex ) == ACTION_UPGRADE
local SHOW_PURCHASE_INFO = true
GAMEPAD_TOOLTIPS : LayoutSkillLineAbility ( GAMEPAD_LEFT_TOOLTIP , selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex , showNextUpgrade , nil , nil , SHOW_PURCHASE_INFO )
if self . mode == SINGLE_ABILITY_ASSIGN_MODE then
if slotId then
end
end
elseif selectedData == ACTION_BAR_ID then
if slotId then
end
end
end
end
self . mode = mode
if self . mode == SKILL_LIST_BROWSE_MODE then
else
end
elseif self . mode == BUILD_PLANNER_ASSIGN_MODE then
elseif self . mode == ABILITY_LIST_BROWSE_MODE then
else
end
elseif self . mode == SINGLE_ABILITY_ASSIGN_MODE then
local _ , _ , _ , _ , ultimate = GetSkillAbilityInfo ( self . singleAbilitySkillType , self . singleAbilitySkillLineIndex , self . singleAbilityAbilityIndex )
self . assignableActionBar : SetLockMode ( ultimate and ASSIGNABLE_ACTION_BAR_LOCK_MODE_ULTIMATE or ASSIGNABLE_ACTION_BAR_LOCK_MODE_ACTIVE )
end
end
if selectedData then
if ZO_Skills_AbilityFailsWerewolfRequirement ( selectedData . skillType , selectedData . skillLineIndex ) then
else
self . assignableActionBar : SetAbility ( selectedData . skillType , selectedData . skillLineIndex , selectedData . abilityIndex )
end
end
end
if buttonIndex then
-- Normalize the assigned slot to match the button index for the skill
buttonIndex = buttonIndex - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX
end
end
self . singleAbilitySkillType = skillType
self . singleAbilitySkillLineIndex = skillLineIndex
self . singleAbilityAbilityIndex = abilityIndex
end
if self . mode == SINGLE_ABILITY_ASSIGN_MODE then
elseif self . mode == BUILD_PLANNER_ASSIGN_MODE then
else
end
end
end
--[[ Skill Templates ]] --
if nameControl then
end
end
function ZO_GamepadSkillLineEntryTemplate_Setup ( control , skillType , skillLineIndex , selected , activated )
local isTheSame = control . barContainer . xpBar . skillType == skillType and control . barContainer . xpBar . skillLineIndex == skillLineIndex
if not isTheSame then
end
ZO_GamepadSkillLineXpBar_Setup ( skillType , skillLineIndex , control . barContainer . xpBar , nil , not isTheSame )
end
end
if selected and progressionIndex then
local isTheSame = xpBar . skillType == skillType and xpBar . skillLineIndex == skillLineIndex and xpBar . abilityIndex == abilityIndex
if not isTheSame then
xpBar . skillType = skillType
xpBar . skillLineIndex = skillLineIndex
xpBar . abilityIndex = abilityIndex
end
else
end
end
end
local skillType , skillLineIndex , abilityIndex = abilityData . skillType , abilityData . skillLineIndex , abilityData . abilityIndex
local name , _ , earnedRank , passive , ultimate , purchased , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
local _ , _ , nextUpgradeEarnedRank = GetSkillAbilityNextUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
local abilityHasUpdates = NEW_SKILL_CALLOUTS : DoesAbilityHaveUpdates ( skillType , skillLineIndex , abilityIndex )
end
end
if purchased then
if not abilityData . isPreview then
end
if hasAlertAndLockStates then
local upgradeAvailable = nextUpgradeEarnedRank and lineRank >= nextUpgradeEarnedRank
if atMorph and availablePoints > 0 then
elseif upgradeAvailable and availablePoints > 0 then
else
end
end
else
if lineRank >= earnedRank then
if hasAlertAndLockStates then
if availablePoints > 0 then
end
end
else
if hasAlertAndLockStates then
end
end
end
local labelWidth = 290 --width of label without keybind
if slot then
local bindingText = ZO_Keybindings_GetHighestPriorityBindingStringFromAction ( "GAMEPAD_ACTION_BUTTON_" .. slot , KEYBIND_TEXT_OPTIONS_FULL_NAME , KEYBIND_TEXTURE_OPTIONS_EMBED_MARKUP , true )
local layerIndex , categoryIndex , actionIndex = GetActionIndicesFromName ( "GAMEPAD_ACTION_BUTTON_" .. slot )
if layerIndex then
labelWidth = labelWidth - 80 --width minus double keybind width (RB+LB)
else
labelWidth = labelWidth - 40 --width minus single keybind
end
end
else
control . keybind : SetText ( "" ) --resizes rect for when control is reused and hidden since other controls depend on it's width
end
end
if abilityHasUpdates then
end
end
end |