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ESO Lua File v100020

pregame/gamepad/worldselect/worldselectscreen_gamepad.lua

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-- Configuration
local SERVER_STATUS_STRINGS =
{
    [SERVER_STATUS_DOWN]    = GetString(SI_SERVER_STATUS_DOWN),
    [SERVER_STATUS_UP]      = GetString(SI_SERVER_STATUS_UP),
    [SERVER_STATUS_OUT]     = GetString(SI_SERVER_STATUS_OUT),
    [SERVER_STATUS_LOCKED]  = GetString(SI_SERVER_STATUS_LOCKED),
}
local SERVER_STATUS_SELECTED_COLORS =
{
    [SERVER_STATUS_DOWN]    = ZO_ColorDef:New(1, 0, 0),
    [SERVER_STATUS_UP]      = ZO_ColorDef:New(0, 1, 0),
    [SERVER_STATUS_OUT]     = ZO_ColorDef:New(.75, .75, .75),
    [SERVER_STATUS_LOCKED]  = ZO_ColorDef:New(.75, 0, .75),
}
local SERVER_STATUS_UNSELECTED_COLORS =
{
    [SERVER_STATUS_DOWN]    = ZO_ColorDef:New(0.75, 0, 0),
    [SERVER_STATUS_UP]      = ZO_ColorDef:New(0, 0.75, 0),
    [SERVER_STATUS_OUT]     = ZO_ColorDef:New(.5, .5, .5),
    [SERVER_STATUS_LOCKED]  = ZO_ColorDef:New(.5, 0, .5),
}
-- Main class.
local ZO_WorldSelect_Gamepad = ZO_Object:Subclass()
function ZO_WorldSelect_Gamepad:New(control)
    local object = ZO_Object.New(self)
    object:Initialize(control)
    return object
end
function ZO_WorldSelect_Gamepad:Initialize(control)
    self.control = control
    control:RegisterForEvent(EVENT_WORLD_LIST_RECEIVED, function() self:RefreshWorldList() end)
    local worldSelect_Gamepad_Fragment = ZO_FadeSceneFragment:New(self.control)
    WORLD_SELECT_GAMEPAD_SCENE = ZO_Scene:New("WorldSelect_Gamepad", SCENE_MANAGER)
    WORLD_SELECT_GAMEPAD_SCENE:AddFragment(worldSelect_Gamepad_Fragment)
    WORLD_SELECT_GAMEPAD_SCENE:RegisterCallback("StateChange", function(oldState, newState)
                if newState == SCENE_SHOWING then
                    self:PerformDeferredInitialize()
                    self.selectLastRealm = true
                    KEYBIND_STRIP:RemoveDefaultExit()
                    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
                    if self.dirty then
                        self:RefreshWorldList_Internal()
                    end
                    self.optionsList:Activate()
                    self.worldLoading = false
                elseif newState == SCENE_HIDDEN then
                    self.optionsList:Deactivate()
                    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
                    KEYBIND_STRIP:RestoreDefaultExit()
                end
            end)
end
function ZO_WorldSelect_Gamepad:PerformDeferredInitialize()
    if self.initialized then return end
    self.initialized = true
    self.dirty = true
    self.header = self.control:GetNamedChild("Container"):GetNamedChild("Header")
    self:SetupOptionsList()
end
function ZO_WorldSelect_Gamepad:GetSelectedWorldInformation()
    local data = self.optionsList:GetTargetData()
    return data.worldIndex, data.text
end
function ZO_WorldSelect_Gamepad:OnWorldSelected()
end
function ZO_WorldSelect_Gamepad:IsSelectionValid()
    local data = self.optionsList:GetTargetData()
    if not data then
        return false
    end
    return data.worldStatus == SERVER_STATUS_UP
end
function ZO_WorldSelect_Gamepad:InitKeybindingDescriptors()
    self.keybindStripDescriptor = {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
        -- Select
        {
            name = GetString(SI_GAMEPAD_SELECT_OPTION),
            keybind = "UI_SHORTCUT_PRIMARY",
            callback = function()
                    if(not self.worldLoading) then
                        PlaySound(SOUNDS.DIALOG_ACCEPT)
                        self.worldLoading = true
                        self:OnWorldSelected()
                    end
                end,
            visible = function() return self:IsSelectionValid() end,
        },
        -- Refresh
        {
            name = GetString(SI_GAMEPAD_WORLD_SELECT_REFRESH),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function()
                    PlaySound(SOUNDS.DEFAULT_CLICK)
                    self:RefreshWorldList()
                end,
        },
        -- Back
        KEYBIND_STRIP:GenerateGamepadBackButtonDescriptor(function()
                PlaySound(SOUNDS.DIALOG_DECLINE)
                PregameStateManager_SetState("AccountLogin")
            end)
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.optionsList)
end
function ZO_WorldSelect_Gamepad:RefreshKeybindStrip()
    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
function ZO_WorldSelect_Gamepad:RefreshWorldList()
    if self.control:IsHidden() then
        self.dirty = true
        return
    end
end
function ZO_WorldSelect_Gamepad:AddServerEntry(worldIndex, worldName, worldStatus)
    local selectedColor = SERVER_STATUS_SELECTED_COLORS[worldStatus]
    local unselectedColor = SERVER_STATUS_UNSELECTED_COLORS[worldStatus]
    local option = ZO_GamepadEntryData:New(worldName)
    option.worldIndex = worldIndex
    option.worldStatus = worldStatus
    option:AddSubLabel(SERVER_STATUS_STRINGS[worldStatus])
    option:SetNameColors(selectedColor, unselectedColor)
    option:SetSubLabelColors(selectedColor, unselectedColor)
    option:SetShowUnselectedSublabels(true)    -- These entries always show their sub-labels.
    option.selectedCallback = function() self:WorldSelected() end
    local template
    if worldIndex == 0 then
        option:SetHeader(GetString(SI_SELECT_SERVER))
        template = "ZO_GamepadMenuEntryTemplateWithHeader"
    else
        template = "ZO_GamepadMenuEntryTemplate"
    end
    self.optionsList:AddEntry(template, option)
end
function ZO_WorldSelect_Gamepad:RefreshWorldList_Internal()
    self.dirty = false
    self.optionsList:Clear()
    local lastRealmName = GetCVar("LastRealm")
    local selectedIndex
    -- TODO: Should we sort the entries?
    local numWorlds = GetNumWorlds()
    for worldIndex = 0, numWorlds - 1 do
        local worldName, worldStatus = GetWorldInfo(worldIndex)
        self:AddServerEntry(worldIndex, worldName, worldStatus)
        if worldName == lastRealmName then
            selectedIndex = worldIndex + 1 -- worldIndex is 0-based, lua wants 1-based.
        end
    end
    self.optionsList:Commit()
    -- Select the last realm, and enter a quick launch, if configured.
    if self.selectLastRealm and selectedIndex then
        self.selectLastRealm = false
        local ALLOW_IF_DISABLED = true
        self.optionsList:SetSelectedIndex(selectedIndex, ALLOW_IF_DISABLED)
        self.optionsList:RefreshVisible() -- Force the previous selection to take place immediately.
        if (GetCVar("QuickLaunch") == "1") then
            self:OnWorldSelected()
        end
    end
end
function ZO_WorldSelect_Gamepad:SetupOptionsList()
    -- Setup the actual list.
    self.optionsControl = self.control:GetNamedChild("Container"):GetNamedChild("Options")
    self.optionsList = ZO_GamepadVerticalParametricScrollList:New(self.optionsControl:GetNamedChild("List"))
    self.optionsList:SetOnSelectedDataChangedCallback(function() self:RefreshKeybindStrip() end)
    self.optionsList:SetFixedCenterOffset(-165)
    self.optionsList:AddDataTemplate("ZO_GamepadMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction)
    self.optionsList:AddDataTemplateWithHeader("ZO_GamepadMenuEntryTemplate", ZO_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, nil, "ZO_GamepadMenuEntryHeaderTemplate")
    self:RefreshWorldList()
end
function ZO_WorldSelect_Gamepad:SetImagesFragment(fragment)
    if fragment == self.imagesFragment then return end
    if self.imagesFragment then
        WORLD_SELECT_GAMEPAD_SCENE:RemoveFragment(self.imagesFragment)
    end
    if fragment then
        WORLD_SELECT_GAMEPAD_SCENE:AddFragment(fragment)
    end
    self.imagesFragment = fragment
end
function ZO_WorldSelect_Gamepad:SetBackgroundFragment(fragment)
    if fragment == self.backgroundFragment then return end
    if self.backgroundFragment then
        WORLD_SELECT_GAMEPAD_SCENE:RemoveFragment(self.backgroundFragment)
    end
    if fragment then
        WORLD_SELECT_GAMEPAD_SCENE:AddFragment(fragment)
    end
    self.backgroundFragment = fragment
end
    WORLD_SELECT_GAMEPAD = ZO_WorldSelect_Gamepad:New(self)
end