Back to Home

ESO Lua File v100020

pregame/statemanager/console/pregamestates_console.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
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
local consolePregameStates =
{
    ["CharacterSelect"] =
    {
        OnEnter = function()
            Pregame_ShowScene("gamepadCharacterSelect")
        end,
        OnExit = function()
        end
    },
    ["ShowLegalSplashScreen"] =
    {
        ShouldAdvance = function()
            return not(ZO_Pregame_MustPlayVideos() or ZO_Pregame_AllowVideosToPlay())
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("logoSplash")
        end,
        GetStateTransitionData = function()
            return "WaitForGuiRender"
        end,
        OnExit = function()
        end,
    },
    ["WaitForGuiRender"] =
    {
        ShouldAdvance = function()
            return IsGuiShaderLoaded()
        end,
        OnEnter = function()
            EVENT_MANAGER:RegisterForUpdate("PregameWaitForGuiRender", 0, function()
                if IsGuiShaderLoaded() then
                    PregameStateManager_AdvanceState()
                end
            end)
        end,
        OnExit = function()
            EVENT_MANAGER:UnregisterForUpdate("PregameWaitForGuiRender")
        end,
        GetStateTransitionData = function()
            return "AccountLogin"
        end
    },
    ["AccountLogin"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            PregamePrepareForProfile()
            PregameLogout()
            
            ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = false
            ZO_PREGAME_CHARACTER_LIST_RECEIVED = false
            ZO_PREGAME_CHARACTER_COUNT = 0
            --If we're quick launching, then just register a profile login event that sets the LastPlatform and advances the state.
            if (GetCVar("QuickLaunch") == "1") then
                EVENT_MANAGER:RegisterForEvent("PregameInitialScreen", EVENT_PROFILE_LOGIN_RESULT, function(eventCode, isSuccess, profileError)
                    EVENT_MANAGER:UnregisterForEvent("PregameInitialScreen", EVENT_PROFILE_LOGIN_RESULT)
                    if (isSuccess) then
                        local lastPlat = GetCVar("LastPlatform")
                        if lastPlat ~= nil then
                            for platformIndex = 1, GetNumPlatforms() do
                                local platformName = GetPlatformInfo(platformIndex)            
                                if platformName == lastPlat then
                                    SetSelectedPlatform(platformIndex)
                                end
                            end
                        end
                        SetCVar("IsServerSelected", "true")
                        SetCVar("SelectedServer", CONSOLE_SERVER_NORTH_AMERICA)
                        PregameStateManager_AdvanceState()
                    end
                end)
                PregameSelectProfile()
            else
                CREATE_LINK_LOADING_SCREEN_GAMEPAD:SetImagesFragment(nil) -- Remove any previously set fragment.
                CREATE_LINK_LOADING_SCREEN_GAMEPAD:SetBackgroundFragment(PREGAME_ANIMATED_BACKGROUND_FRAGMENT)
                WORLD_SELECT_GAMEPAD:SetImagesFragment(nil) -- Remove any previously set fragment.
                WORLD_SELECT_GAMEPAD:SetBackgroundFragment(PREGAME_ANIMATED_BACKGROUND_FRAGMENT)
                -- Reset screen overscan/gamma and audio settings
                SetOverscanOffsets(0, 0, 0, 0)
                SetCVar("GAMMA_ADJUSTMENT", 100)
                ResetToDefaultSettings(SETTING_TYPE_AUDIO)
                SetCurrentVideoPlaybackVolume(1.0, 4.0)
                SCENE_MANAGER:Show("PregameInitialScreen_Gamepad")
            end
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "InitialGameStartup"
        end,
    },
    ["InitialGameStartup"] =
    {
        ShouldAdvance = function()
            return not IsConsoleUI() or GetCVar("IsServerSelected") == "1"
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("InitialGameStartup")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "GameStartup"
        end,
    },
    ["GameStartup"] =
    {
        ShouldAdvance = function()
            return (GetCVar("QuickLaunch") == "1")
        end,
        OnEnter = function(mustPurchaseGame)
            GAME_STARTUP_GAMEPAD:SetMustPurchaseGame(mustPurchaseGame)
            SCENE_MANAGER:Show("GameStartup")
        end,
        GetStateTransitionData = function()
            return "ScreenAdjustIntro"
        end,
        OnExit = function()
        end,
    },
    ["ShowEULA"] =
    {
        ShouldAdvance = function()
            return not ZO_ShouldShowEULAScreen()
        end,
        OnEnter = function()
            LEGAL_AGREEMENT_SCREEN_CONSOLE:ShowEULA()
            SCENE_MANAGER:Show("LegalAgreementsScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["CreateLinkAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("CreateLinkAccountScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["NoCreateLinkAccountLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            local platform = GetUIPlatform()
            
            --Smoke video audio fade out to prevent audio clicking on console due to load time hitches
            --4 seconds seems to be a good fade out time for here
            if platform == UI_PLATFORM_PS4 or platform == UI_PLATFORM_XBOX then
                SetCurrentVideoPlaybackVolume(0.0, 4.0)
            end
            
            if(IsConsoleUI() and platform == UI_PLATFORM_PC) then
                -- should only ever hit this on internal builds testing with PC
                CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", ZO_PCBypassConsoleLogin, GetString(SI_CONSOLE_PREGAME_LOADING))
            else
                CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", PregameBeginLinkedLogin, GetString(SI_CONSOLE_PREGAME_LOADING))
            end
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "WorldSelect"
        end,
    },
    ["LegalAgreements"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            LEGAL_AGREEMENT_SCREEN_CONSOLE:ShowFetchedDocs()
            SCENE_MANAGER:Show("LegalAgreementsScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "AcceptLegalDocs"
        end,
    },
    ["AcceptLegalDocs"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", AcceptLegalDocs, GetString(SI_CONSOLE_PREGAME_LOADING))
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["WorldSelect"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("WorldSelect_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            local worldIndex, worldName = WORLD_SELECT_GAMEPAD:GetSelectedWorldInformation()
            return "WorldConnectLoading", worldIndex, worldName
        end,
    },
    ["WorldConnectLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(worldIndex, worldName)
            local function LocalSelectWorld()
                SelectWorld(worldIndex)
            end
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", LocalSelectWorld, zo_strformat(SI_CONNECTING_TO_REALM, worldName))
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "WaitForGameDataLoaded"
        end,
    },
    ["CreateAccountSetup"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("CreateLinkAccount", LoadCountryData, GetString(SI_CONSOLE_PREGAME_LOADING))
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CreateAccount"
        end,
    },
    ["CreateAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("CreateAccount_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CreateAccountLoading", CREATE_ACCOUNT_GAMEPAD.enteredEmail, CREATE_ACCOUNT_GAMEPAD.ageValid, CREATE_ACCOUNT_GAMEPAD.emailSignup, CREATE_ACCOUNT_GAMEPAD.countryCode
        end,
    },
    ["CreateAccountLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(email, ageValid, emailSignup, country)
            local function CreateAccount()
                PregameSetAccountCreationInfo(email, ageValid, emailSignup, country)
                PregameCreateAccount()
            end
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", CreateAccount, GetString(SI_CREATEACCOUNT_CREATING_ACCOUNT), CREATE_ACCOUNT_BACKGROUND_FRAGMENT, CREATE_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetImagesFragment(CREATE_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetBackgroundFragment(CREATE_ACCOUNT_BACKGROUND_FRAGMENT)
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CreateAccountFinished"
        end,
    },
    
    ["CreateAccountFinished"] = 
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            SCENE_MANAGER:Show("CreateAccount_Gamepad_Final")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["LinkAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("LinkAccount_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "ConfirmLinkAccount", LINK_ACCOUNT_GAMEPAD.username, LINK_ACCOUNT_GAMEPAD.password
        end,
    },
    ["ConfirmLinkAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            CONFIRM_LINK_ACCOUNT_SCREEN_GAMEPAD:Show(username, password)
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            local username, password = CONFIRM_LINK_ACCOUNT_SCREEN_GAMEPAD:GetUsernamePassword()
            return "LinkAccountLoading", username, password
        end,
    },
    ["LinkAccountLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            local function LinkAccount()
                if(IsConsoleUI() and GetUIPlatform() ~= UI_PLATFORM_PC) then
                    PregameLinkAccount(username, password)
                else
                    PregameStateManager_AdvanceState()
                end
            end
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", LinkAccount, GetString(SI_LINKACCOUNT_LINKING_ACCOUNT), LINK_ACCOUNT_BACKGROUND_FRAGMENT, LINK_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetImagesFragment(LINK_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetBackgroundFragment(LINK_ACCOUNT_BACKGROUND_FRAGMENT)
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "LinkAccountFinished"
        end,
    },
    ["LinkAccountFinished"] = 
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            SCENE_MANAGER:Show("LinkAccountScreen_Gamepad_Final")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
}
PregameStateManager_AddStates(consolePregameStates)
--This will probably need to be more robust (similar to non console PregameStates) as more pregame comes online
local function OnVideoPlaybackComplete()
    EVENT_MANAGER:UnregisterForEvent("PregameStateManager", EVENT_VIDEO_PLAYBACK_COMPLETE)
    EVENT_MANAGER:UnregisterForEvent("PregameStateManager", EVENT_VIDEO_PLAYBACK_ERROR)
    if not ZO_PREGAME_HAD_GLOBAL_ERROR then
        if ZO_PREGAME_IS_CHAPTER_OPENING_CINEMATIC_PLAYING then
            ZO_PREGAME_IS_CHAPTER_OPENING_CINEMATIC_PLAYING = false
        elseif ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING then
            ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = false
        else
            if not IsInCharacterCreateState() then
                PregameStateManager_AdvanceState()
            end
        end
    else
        -- error cases just reset the flags
        ZO_PREGAME_IS_CHAPTER_OPENING_CINEMATIC_PLAYING = false
        ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = false
    end
end
function ZO_PlayVideoAndAdvance(...)
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_VIDEO_PLAYBACK_COMPLETE, OnVideoPlaybackComplete)
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_VIDEO_PLAYBACK_ERROR, OnVideoPlaybackComplete)
    PlayVideo(...)
end
    if not IsErrorQueuedFromIngame() then
        return
    end
    local logoutError, globalErrorCode = GetErrorQueuedFromIngame()
    ZO_PREGAME_HAD_GLOBAL_ERROR = true
    local errorString
    local errorStringFormat
    if logoutError ~= nil and logoutError ~= LOGOUT_ERROR_UNKNOWN_ERROR then
        errorStringFormat = GetString("SI_LOGOUTERROR", logoutError)
        if errorStringFormat ~= ""  then
            errorString = zo_strformat(errorStringFormat, GetGameURL())
        end
    elseif globalErrorCode ~= nil and globalErrorCode ~= GLOBAL_ERROR_CODE_NO_ERROR then
        -- if the error code is not in LogoutReason then it is probably in the GlobalErrorCode enum
        errorStringFormat = GetString("SI_GLOBALERRORCODE", globalErrorCode)
        if errorStringFormat ~= ""  then
            errorString = zo_strformat(errorStringFormat, globalErrorCode)
        end
    end
    if errorString == nil or errorString == "" then
        errorString = zo_strformat(SI_UNEXPECTED_ERROR, GetString(SI_HELP_URL))
    end
    PREGAME_INITIAL_SCREEN_CONSOLE:ShowError(nil, errorString)
end
local function OnServerDisconnectError(eventCode)
    if IsErrorQueuedFromIngame() then
        local FORCE = true
        ZO_Dialogs_ReleaseAllDialogs(FORCE)
    end
end
local function OnProfileLoginResult(event, isSuccess, profileError)
    --Don't return to IIS if we're on Server Select and NO_PROFILE was returned because they probably cancelled the selection
    if isSuccess == false and not (profileError == PROFILE_LOGIN_ERROR_NO_PROFILE and SCENE_MANAGER:IsShowing("GameStartup"))  then
        local errorString
        local errorStringFormat = GetString("SI_PROFILELOGINERROR", profileError)
        if errorStringFormat == ""  then
            errorStringFormat = GetString("SI_PROFILELOGINERROR", PROFILE_LOGIN_ERROR_UNKNOWN_ERROR)
        end
        errorString = zo_strformat(errorStringFormat, GetString(SI_HELP_URL))
        PREGAME_INITIAL_SCREEN_CONSOLE:ShowError(GetString(SI_PROFILE_LOAD_FAILED_TITLE), errorString)
    end
end
local function PregameStateManager_Initialize()
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_DISCONNECTED_FROM_SERVER, OnServerDisconnectError)
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_PROFILE_LOGIN_RESULT, OnProfileLoginResult)
end