Back to Home

ESO Lua File v100021

pregame/charactercreate/gamepad/zo_charactercreatebucket_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
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
GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER = 1
GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE = 2
GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM = 3
GAMEPAD_BUCKET_CUSTOM_CONTROL_GENDER = 1
GAMEPAD_BUCKET_CUSTOM_CONTROL_ALLIANCE = 2
GAMEPAD_BUCKET_CUSTOM_CONTROL_RACE = 3
GAMEPAD_BUCKET_CUSTOM_CONTROL_CLASS = 4
GAMEPAD_BUCKET_CUSTOM_CONTROL_PHYSIQUE = 5
GAMEPAD_BUCKET_CUSTOM_CONTROL_FACE = 6
local DEFAULT_OFFSET = -60
-- Table for the Bucket data. Each Bucket is a tab in the UI.
ZO_CHARACTER_CREATE_BUCKET_WINDOW_DATA_GAMEPAD =
{
    [CREATE_BUCKET_RACE] = 
    { 
        windowName = "RaceBucket_Gamepad",
        title = GetString(SI_CREATE_CHARACTER_GAMEPAD_BUCKET_TITLE_CHARACTER),
        onExpandFn =    function()
                            if not ZO_CHARACTERCREATE_MANAGER:GetPlayingTransitionAnimations() then
                                CharacterCreateSetIdlePosture()
                            end
                            SetCharacterCameraZoomAmount(-1)
                        end,
        -- Controls for the tab
        controls =
        {
            -- <Type of controls (GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE or GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER)>, <enum of control>
            { GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CUSTOM_CONTROL_GENDER },
            { GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CUSTOM_CONTROL_ALLIANCE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CUSTOM_CONTROL_RACE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CUSTOM_CONTROL_CLASS },
        }
    },
    [CREATE_BUCKET_BODY] = 
    { 
        windowName = "BodyTypeBucket_Gamepad", 
        title = GetString(SI_CREATE_CHARACTER_GAMEPAD_BUCKET_TITLE_BODY_TYPE), 
        onExpandFn = function() SetCharacterCameraZoomAmount(-1) end,
        controls =
        {
            { GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CUSTOM_CONTROL_PHYSIQUE },
        }
    },
    [CREATE_BUCKET_BODY_SHAPE] =
    { 
        windowName = "BodyShapeBucket_Gamepad",
        title = GetString(SI_CREATE_CHARACTER_BUCKET_TITLE_BODY), 
        onExpandFn = function() SetCharacterCameraZoomAmount(-1) end,
        controls =
        {
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_CHARACTER_HEIGHT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_SKIN_TINT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_BODY_MARKING },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_TORSO_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_CHEST_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_GUT_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_WAIST_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_ARM_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_HAND_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_HIP_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_BUTTOCKS_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_LEG_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_FOOT_SIZE },
        },
    },
    [CREATE_BUCKET_HEAD_TYPE] = 
    { 
        windowName = "HeadTypeBucket_Gamepad", 
        title = GetString(SI_CREATE_CHARACTER_GAMEPAD_BUCKET_TITLE_HEAD_TYPE),
        onExpandFn = function() SetCharacterCameraZoomAmount(1) end,
        controls =
        {
            { GAMEPAD_BUCKET_CONTROL_TYPE_CUSTOM, GAMEPAD_BUCKET_CUSTOM_CONTROL_FACE },
        }
    },
    [CREATE_BUCKET_FEATURES] = 
    { 
        windowName = "FeaturesBucket_Gamepad", 
        title = GetString(SI_CREATE_CHARACTER_GAMEPAD_BUCKET_TITLE_HEAD),
        previousTab = CREATE_BUCKET_CLASS,
        onExpandFn = function() SetCharacterCameraZoomAmount(1) end,
        controls =
        {
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_AGE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_ACCESSORY },  -- "adornment"
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_HAIR_STYLE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_HAIR_TINT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_HEAD_MARKING },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_FOREHEAD_SLOPE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_CHEEK_BONE_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_CHEEK_BONE_HEIGHT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_JAW_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_CHIN_HEIGHT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_CHIN_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_NECK_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EAR_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EAR_ROTATION },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EAR_HEIGHT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EAR_TIP_FLARE },
        },
    },
    [CREATE_BUCKET_FACE] = 
    {
        windowName = "FaceBucket_Gamepad", 
        title = GetString(SI_CREATE_CHARACTER_BUCKET_TITLE_FACE),
        onExpandFn = function() SetCharacterCameraZoomAmount(1) end,
        controls =
        {
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_VOICE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_EYE_TINT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYE_SIZE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYE_ANGLE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYE_SEPARATION },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYE_HEIGHT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYE_SQUINT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_APPEARANCE, APPEARANCE_NAME_EYEBROW },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYEBROW_HEIGHT },
            --{ GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYEBROW_ANGLE}, -- TODO Missing from Design?
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYEBROW_SKEW },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_EYEBROW_DEPTH },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_NOSE_SHAPE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_NOSE_HEIGHT },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_NOSE_WIDTH },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_NOSE_LENGTH },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_MOUTH_HEIGHT },
            --{ GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_MOUTH_WIDTH}, -- TODO Missing from Design?
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_MOUTH_CURVE },
            { GAMEPAD_BUCKET_CONTROL_TYPE_SLIDER, SLIDER_NAME_LIP_FULLNESS },
        },
    },
}
--[[ Character Creation Bucket Instances ]]--
ZO_CharacterCreateBucket_Gamepad = ZO_CharacterCreateBucket_Base:Subclass()
function ZO_CharacterCreateBucket_Gamepad:New(...)
    return ZO_CharacterCreateBucket_Base.New(self, ...)
end
function ZO_CharacterCreateBucket_Gamepad:Initialize(...)
    ZO_CharacterCreateBucket_Base.Initialize(self, ...)
    
    local windowData = ZO_CHARACTER_CREATE_BUCKET_WINDOW_DATA_GAMEPAD[self.category]
    local container = CreateControlFromVirtual("$(parent)" .. windowData.windowName, self.parent, "ZO_CategoryBucket_Gamepad")
    container.bucket = self
    self.windowData = windowData
    self.container = container
    self.scrollChild = ZO_GamepadVerticalParametricScrollList:New(GetControl(container, "List"))
    self.scrollChild:SetFixedCenterOffset(DEFAULT_OFFSET)
    -- Handle all the input through this screen
    -- (so the focused control gets first access then we pass the input to the scrollchild)
    self.scrollChild:SetDirectionalInputEnabled(false) 
end
function ZO_CharacterCreateBucket_Gamepad:SetTabIndex(index)
    self.tabIndex = index
end
function ZO_CharacterCreateBucket_Gamepad:GetTabIndex()
    return self.tabIndex
end
function ZO_CharacterCreateBucket_Gamepad:SetEnabled(enabled)
end
function ZO_CharacterCreateBucket_Gamepad:Finalize()
end
function ZO_CharacterCreateBucket_Gamepad:AddControl(control, updateFn, randomizeFn)
    control.bucket = self
    local list = self:GetScrollChild()
    list:AddEntry("ZO_CharacterCreateEntry_Gamepad", { control = control }, control.prePadding, control.postPadding, control.preSelectedOffsetAdditionalPadding, control.postSelectedOffsetAdditionalPadding, control.selectedCenterOffset)
    control:SetHidden(true)
    self.controlData[control] = { updateFn = updateFn, randomizeFn = randomizeFn }
end
function ZO_CharacterCreateBucket_Gamepad:RemoveControl(control)
    control.bucket = nil
    self.controlData[control] = nil
end
do
    -- Bucket List Entry Setup
    -- We use an empty template and then add/remove controls to the template.
    local function SetupListEntry(control, data, selected, selectedDuringRebuild, enable, activated)
        if control.occupiedBy then
            if control.occupiedBy:GetParent() == control then
                -- Detach old control
                control.occupiedBy:ClearAnchors()
                control.occupiedBy:SetParent(ZO_CharacterCreate_Gamepad)
                control.occupiedBy:SetAnchor(TOPLEFT, ZO_CharacterCreate_Gamepad, TOPLEFT, 0, 0)
                control.occupiedBy:SetHidden(true)
                control.occupiedBy = nil
            end
        end
        data.control:SetParent(control)
        data.control:SetHidden(false)
        control.occupiedBy = data.control
        data.control:ClearAnchors()
        data.control:SetAnchorFill(control)
        if selected and activated then
            GAMEPAD_CHARACTER_CREATE_MANAGER:SetFocus(data.control.sliderObject)
        end
    end
    function ZO_CharacterCreateBucket_Gamepad:Reset()
        self.expanded = false
        self.controlData = {}
        self.scrollChild:Clear()
        self.scrollChild:AddDataTemplate("ZO_CharacterCreateEntry_Gamepad", SetupListEntry, ZO_GamepadMenuEntryTemplateParametricListFunction)
    end
end
function ZO_CharacterCreateBucket_Gamepad:Expand()
    local container = self:GetContainer()
    container:SetHidden(false)
    self.expanded = true
    
    local expandFn = self.windowData.onExpandFn
    if expandFn then
        expandFn()
    end
end
function ZO_CharacterCreateBucket_Gamepad:Collapse()
    self:GetContainer():SetHidden(true)
    self.expanded = false
    local collapseFunction = self.windowData.onCollapseFn
    if collapseFunction then
        collapseFunction()
    end
end
--[[ Character Creation Bucket Manager ]]--
-- order specified here is the order they will appear in game
local CHARACTER_CREATE_BUCKETS = {
    CREATE_BUCKET_RACE,
    CREATE_BUCKET_BODY,
    CREATE_BUCKET_BODY_SHAPE,
    CREATE_BUCKET_HEAD_TYPE,
    CREATE_BUCKET_FEATURES,
    CREATE_BUCKET_FACE,
}
ZO_CharacterCreateBucketManager_Gamepad = ZO_CharacterCreateBucketManager_Base:Subclass()
function ZO_CharacterCreateBucketManager_Gamepad:New(...)
    return ZO_CharacterCreateBucketManager_Base.New(self, ...)
end
function ZO_CharacterCreateBucketManager_Gamepad:Initialize(container)
    self.tabBarEntries = {}
    self.headerData =
    {
        tabBarEntries = self.tabBarEntries,
    }
    ZO_CharacterCreateBucketManager_Base.Initialize(self, container, CHARACTER_CREATE_BUCKETS)
    self.active = false
    local header = GAMEPAD_CHARACTER_CREATE_MANAGER.header
end
function ZO_CharacterCreateBucketManager_Gamepad:AddBucket(bucketCategory)
    local bucket = ZO_CharacterCreateBucket_Gamepad:New(self.container, bucketCategory, self)
    local bucketContainer = bucket:GetContainer()
    bucketContainer:SetAnchor(TOPLEFT, self.container, TOPLEFT, 13, 138)
    bucketContainer:SetAnchor(BOTTOMRIGHT, self.container, BOTTOMRIGHT, -14, -73)
    self.buckets[bucketCategory] = bucket
    local tabBarParams = {
                            text = bucket.windowData.title,
                            bucket = bucket.windowData,
                            canSelect = true,
                            callback = function() self:OnTabBarCategoryChanged(bucket.category) end,
                         }
    table.insert(self.tabBarEntries, tabBarParams)
    bucket:SetTabIndex(#self.tabBarEntries)
end
function ZO_CharacterCreateBucketManager_Gamepad:OnTabBarCategoryChanged(bucketCategory)
    self:SwitchBucketsInternal(bucketCategory)
end
function ZO_CharacterCreateBucketManager_Gamepad:EnableTabBarCategory(bucket, enabled)
    local tabBarParams = self.tabBarEntries[bucket:GetTabIndex()]
    tabBarParams.canSelect = enabled
end
function ZO_CharacterCreateBucketManager_Gamepad:Activate()
    if not self.active then
        self.active = true
        if self.currentBucket then
            self.currentBucket:GetScrollChild():Activate()
            self.currentBucket:GetScrollChild():RefreshVisible()
        end
    end
end
function ZO_CharacterCreateBucketManager_Gamepad:Deactivate()
    if self.active then
        self.active = false
        if self.currentBucket then
            self.currentBucket:GetScrollChild():Deactivate()
        end
    end
end
function ZO_CharacterCreateBucketManager_Gamepad:SwitchBuckets(bucketCategory)
    local bucket = self:BucketForCategory(bucketCategory)
    local tab = bucket:GetTabIndex()
    ZO_GamepadGenericHeader_SetActiveTabIndex(GAMEPAD_CHARACTER_CREATE_MANAGER.header, tab)
end
function ZO_CharacterCreateBucketManager_Gamepad:SwitchBucketsInternal(bucketCategory)
    -- collapse current bucket
    if self.currentBucket then
        self.currentBucket:Collapse()
        if self.active then
            self.currentBucket:GetScrollChild():Deactivate()
        end
        self.currentBucket = nil
    end
    -- expand desired bucket
    local bucket = self:BucketForCategory(bucketCategory)
    if bucket then
        bucket:Expand()
        self.currentBucket = bucket
        if self.active then
            self.currentBucket:GetScrollChild():Activate()
            self.currentBucket:GetScrollChild():RefreshVisible()
        end
    end
end
function ZO_CharacterCreateBucketManager_Gamepad:MoveNext()
    self.currentBucket:GetScrollChild():MoveNext()
end
function ZO_CharacterCreateBucketManager_Gamepad:MovePrevious()
    self.currentBucket:GetScrollChild():MovePrevious()
end
function ZO_CharacterCreateBucketManager_Gamepad:SetEnabled(category, enabled)
    local bucket = self:BucketForCategory(category)
    bucket:SetEnabled(enabled)
end
function ZO_CharacterCreateBucketManager_Gamepad:Finalize()
    for _, bucket in pairs(self.buckets) do
        bucket:Finalize()
    end
end