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ESO Lua File v100031

ingame/skills/keyboard/keyboardassignableactionbar.lua

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--[[
The KeyboardAssignableActionBar shows and lets you manage what your current pending skill assignments will be inside the Skills UI.
It's distinct from the "real" action bar in that only handles skills, it doesn't necessarily care about the state of each ability, and it can change
without changing the "real" action bar.
]]
--
ZO_KeyboardAssignableActionBar = ZO_Object:Subclass()
function ZO_KeyboardAssignableActionBar:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_KeyboardAssignableActionBar:Initialize(control)
    self.control = control
    self.hotbarSwap = ZO_KeyboardAssignableActionBarHotbarSwap:New(self.control:GetNamedChild("HotbarSwap"))
    self.buttons =
    {
       ZO_KeyboardAssignableActionBarButton:New(self.control:GetNamedChild("Button1"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1),
       ZO_KeyboardAssignableActionBarButton:New(self.control:GetNamedChild("Button2"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 2),
       ZO_KeyboardAssignableActionBarButton:New(self.control:GetNamedChild("Button3"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 3),
       ZO_KeyboardAssignableActionBarButton:New(self.control:GetNamedChild("Button4"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 4),
       ZO_KeyboardAssignableActionBarButton:New(self.control:GetNamedChild("Button5"), ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 5),
       ZO_KeyboardAssignableActionBarButton:New(self.control:GetNamedChild("Button6"), ACTION_BAR_ULTIMATE_SLOT_INDEX + 1),
    }
    local function OnSlotUpdated(hotbarCategory, slotId)
        if hotbarCategory == ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory() then
            local button = self.buttons[slotId - ACTION_BAR_FIRST_NORMAL_SLOT_INDEX]
            if button then
                button:Refresh()
            end
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("SlotUpdated", OnSlotUpdated)
    local function OnCurrentHotbarUpdated(hotbarCategory, oldHotbarCategory)
        if not ACTION_BAR_ASSIGNMENT_MANAGER:IsHotbarSwapAnimationPlaying() then
            if not self.control:IsHidden() and oldHotbarCategory ~= hotbarCategory then
                self:PlayHotbarSwapAnimation()
            else
                self:RefreshAllButtons()
            end
        end
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnCurrentHotbarUpdated)
    local function OnCursorPickup(eventCode, cursorType, ...)
        if cursorType == MOUSE_CONTENT_ACTION then
            local actionType, _, actionId = ...
            if actionType == ACTION_TYPE_ABILITY and actionId ~= 0 then
                local abilityIndex = actionId
                self:ShowDropCalloutsForAbility(abilityIndex)
                PlaySound(SOUNDS.ABILITY_PICKED_UP)
            end
        end
    end
    EVENT_MANAGER:RegisterForEvent("KeyboardAssignableActionBar", EVENT_CURSOR_PICKUP, OnCursorPickup)
    local function OnCursorDropped(eventCode, cursorType)
        if cursorType == MOUSE_CONTENT_ACTION then
            self:HideDropCallouts()
        end
    end
    EVENT_MANAGER:RegisterForEvent("KeyboardAssignableActionBar", EVENT_CURSOR_DROPPED, OnCursorDropped)
end
function ZO_KeyboardAssignableActionBar:GetHotbarSwap()
    return self.hotbarSwap
end
function ZO_KeyboardAssignableActionBar:RefreshAllButtons()
    for _, button in ipairs(self.buttons) do
        button:Refresh()
    end
end
function ZO_KeyboardAssignableActionBar:HideDropCallouts()
    for _, button in ipairs(self.buttons) do
        button:HideDropCallout()
    end
end
function ZO_KeyboardAssignableActionBar:ShowDropCalloutsForAbility(abilityIndex)
    for _, button in ipairs(self.buttons) do
        local isValid = IsValidAbilityForSlot(abilityIndex, button.slotId)
        button:ShowDropCallout(isValid)
    end
end
function ZO_KeyboardAssignableActionBar:PlayHotbarSwapAnimation()
    ACTION_BAR_ASSIGNMENT_MANAGER:SetIsHotbarSwapAnimationPlaying(true)
    for _, button in ipairs(self.buttons) do
        button.hotbarSwapAnimation:PlayFromStart()
    end
    self.hotbarSwap:Refresh()
end
function ZO_KeyboardAssignableActionBar:SetupHotbarSwapAnimationComplete()
    -- A hotbar is made up of N buttons and N button animations, but we only want to trigger this handler once.
    -- Since each animation ends at the same time, we can just register to the first button as a stand-in for all of the buttons.
    self.buttons[1].hotbarSwapAnimation:SetHandler("OnStop", function()
        ACTION_BAR_ASSIGNMENT_MANAGER:SetIsHotbarSwapAnimationPlaying(false)
        -- The bar state may have changed during the animation (so it was deferred), but after the midpoint (so it wouldn't be reflected during that refresh)
        -- Refresh an extra time for good measure
        self:RefreshAllButtons()
        self.hotbarSwap:Refresh()
    end)
end
local ACTION_BUTTON_BORDERS =
{
    normal = "EsoUI/Art/ActionBar/abilityFrame64_up.dds",
    mouseDown = "EsoUI/Art/ActionBar/abilityFrame64_down.dds",
}
ZO_KeyboardAssignableActionBarButton = ZO_Object:Subclass()
function ZO_KeyboardAssignableActionBarButton:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_KeyboardAssignableActionBarButton:Initialize(control, slotId)
    self.slotId = slotId
    self.isMousedOver = false
    self.icon = control:GetNamedChild("Icon")
    self.button = control:GetNamedChild("Button")
    self.button.owner = self
    self.dropCallout = control:GetNamedChild("DropCallout")
    local buttonTextLabel = control:GetNamedChild("ButtonText")
    local keybindName = string.format("ACTION_BUTTON_%d", slotId)
    local HIDE_UNBOUND = false
    ZO_Keybindings_RegisterLabelForBindingUpdate(buttonTextLabel, keybindName, HIDE_UNBOUND)
    self:Refresh()
end
function ZO_KeyboardAssignableActionBarButton:SetupHotbarSwapAnimation(flipCard)
    local timeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("HotbarSwapAnimation", flipCard)
    local width, height = flipCard:GetDimensions()
    local firstAnimation = timeline:GetFirstAnimation()
    firstAnimation:SetStartAndEndWidth(width, width)
    firstAnimation:SetStartAndEndHeight(height, 0)
    firstAnimation:SetHandler("OnStop", function()
        -- delay refresh until the icon is invisible
        self:Refresh()
    end)
    local lastAnimation = timeline:GetLastAnimation()
    lastAnimation:SetStartAndEndWidth(width, width)
    lastAnimation:SetStartAndEndHeight(0, height)
    self.hotbarSwapAnimation = timeline
end
function ZO_KeyboardAssignableActionBarButton:Refresh()
    local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local slotData = hotbar:GetSlotData(self.slotId)
    local iconTexture = slotData:GetIcon()
    if iconTexture then
        ZO_ActionSlot_SetupSlot(self.icon, self.button, iconTexture, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
    else
        ZO_ActionSlot_ClearSlot(self.icon, self.button, ACTION_BUTTON_BORDERS.normal, ACTION_BUTTON_BORDERS.mouseDown)
    end
    local DONT_DESATURATE = false
    ZO_ActionSlot_SetUnusable(self.icon, not slotData:IsUsable(), DONT_DESATURATE)
    if self.isMousedOver then
        self:ShowTooltip()
    end
end
function ZO_KeyboardAssignableActionBarButton:ShowTooltip()
    self:HideTooltip() -- Hide the old tooltip unconditionally, it may be a different tooltip control
    local slotData = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar():GetSlotData(self.slotId)
    local tooltip = slotData:GetKeyboardTooltipControl()
    if tooltip then
        InitializeTooltip(tooltip, self.button, BOTTOM, 0, -5, TOP)
        slotData:SetKeyboardTooltip(tooltip)
        self.lastTooltip = tooltip
    end
end
function ZO_KeyboardAssignableActionBarButton:HideTooltip()
    if self.lastTooltip then
        ClearTooltip(self.lastTooltip)
        self.lastTooltip = nil
    end
end
function ZO_KeyboardAssignableActionBarButton:ShowDropCallout(isValid)
    if not isValid then
        self.dropCallout:SetColor(1, 0, 0, 1)
    else
        self.dropCallout:SetColor(1, 1, 1, 1)
    end
    self.dropCallout:SetHidden(false)
end
function ZO_KeyboardAssignableActionBarButton:HideDropCallout()
    self.dropCallout:SetHidden(true)
end
function ZO_KeyboardAssignableActionBarButton:TryCursorPickup()
    if GetCursorContentType() == MOUSE_CONTENT_EMPTY then
        local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
        local slotData = hotbar:GetSlotData(self.slotId)
        if slotData then
            slotData:TryCursorPickup()
            hotbar:ClearSlot(self.slotId)
        end
    end
end
function ZO_KeyboardAssignableActionBarButton:TryCursorPlace()
    if GetCursorContentType() == MOUSE_CONTENT_EMPTY then
        return
    end
    local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local oldSlotData = hotbar:GetSlotData(self.slotId)
    if oldSlotData == nil then
        -- invalid slot
        return
    end
    local abilityId = GetCursorAbilityId()
    if abilityId == nil then
        return
    end
    local progressionData = SKILLS_DATA_MANAGER:GetProgressionDataByAbilityId(abilityId)
    if progressionData and hotbar:AssignSkillToSlot(self.slotId, progressionData:GetSkillData()) then
        ClearCursor()
        oldSlotData:TryCursorPickup()
        PlaySound(SOUNDS.ABILITY_SLOTTED)
    end
end
function ZO_KeyboardAssignableActionBarButton:ShowActionMenu()
    local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local slotData = hotbar:GetSlotData(self.slotId)
    if slotData and not slotData:IsEmpty() then
        ClearMenu()
        AddMenuItem(GetString(SI_ABILITY_ACTION_CLEAR_SLOT), function()
            if hotbar:ClearSlot(self.slotId) then
                PlaySound(SOUNDS.ABILITY_SLOT_CLEARED)
            end
        end)
        ShowMenu(self.button)
    end
end
ZO_KeyboardAssignableActionBarHotbarSwap = ZO_Object:Subclass()
function ZO_KeyboardAssignableActionBarHotbarSwap:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_KeyboardAssignableActionBarHotbarSwap:Initialize(control)
    self.control = control
    control.owner = self
    self.hotbarNameLabel = control:GetNamedChild("HotbarName")
    self:Refresh()
end
function ZO_KeyboardAssignableActionBarHotbarSwap:GetControl()
    return self.control
end
function ZO_KeyboardAssignableActionBarHotbarSwap:GetHotbarNameLabel()
    return self.hotbarNameLabel
end
function ZO_KeyboardAssignableActionBarHotbarSwap:RegisterForEvents()
    local function OnCurrentHotbarUpdated(hotbarCategory)
        self:Refresh()
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("CurrentHotbarUpdated", OnCurrentHotbarUpdated)
    local function OnHotbarSwapVisibleStateChanged()
        self:Refresh()
    end
    ACTION_BAR_ASSIGNMENT_MANAGER:RegisterCallback("HotbarSwapVisibleStateChanged", OnHotbarSwapVisibleStateChanged)
end
function ZO_KeyboardAssignableActionBarHotbarSwap:Refresh()
    self.enabled = ACTION_BAR_ASSIGNMENT_MANAGER:CanCycleHotbars()
    local hotbarCategory = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarCategory()
    self.activeWeaponPair = GetWeaponPairFromHotbarCategory(hotbarCategory)
    if not ACTION_BAR_ASSIGNMENT_MANAGER:ShouldShowHotbarSwap() then
        self.control:SetHidden(true)
        return
    end
    self.control:SetHidden(false)
    if self.activeWeaponPair ~= ACTIVE_WEAPON_PAIR_NONE then
        self.control:SetText(zo_strformat(SI_ACTIVE_WEAPON_PAIR, self.activeWeaponPair))
    else
        self.control:SetText("")
    end
    --We don't show any text for the primary and backup bars
    if self.activeWeaponPair == ACTIVE_WEAPON_PAIR_NONE then
        local hotbarName = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbarName()
        self.hotbarNameLabel:SetHidden(false)
        self.hotbarNameLabel:SetText(hotbarName)
    else
        self.hotbarNameLabel:SetHidden(true)
        --Set to empty string for the pointer box tutorial that anchors to this
        self.hotbarNameLabel:SetText("")
    end
end
function ZO_KeyboardAssignableActionBarHotbarSwap:SwapBars()
    ACTION_BAR_ASSIGNMENT_MANAGER:CycleCurrentHotbar()
end
function ZO_KeyboardAssignableActionBarHotbarSwap:ShowTooltip()
    InitializeTooltip(InformationTooltip, self.control, RIGHT, -5, 0)
    InformationTooltip:AddLine(GetString(SI_WEAPON_SWAP_TOOLTIP), "", ZO_TOOLTIP_DEFAULT_COLOR:UnpackRGB())
    if not self.enabled then
        InformationTooltip:AddLine(GetString(SI_WEAPON_SWAP_DISABLED_TOOLTIP), "", ZO_ERROR_COLOR:UnpackRGB())
    end
end
function ZO_KeyboardAssignableActionBarHotbarSwap:HideTooltip()
    ClearTooltip(InformationTooltip)
end
-- Button XML
    control.owner.isMousedOver = true
    control.owner:ShowTooltip()
end
    control.owner.isMousedOver = false
    control.owner:HideTooltip()
end
    if buttonId == MOUSE_BUTTON_INDEX_LEFT then
        control.owner:TryCursorPlace()
    elseif buttonId == MOUSE_BUTTON_INDEX_RIGHT then
        control.owner:ShowActionMenu()
    end
end
    control.owner:TryCursorPickup()
end
    control.owner:TryCursorPlace()
end
-- Weapon Swap XML
    control.owner:ShowTooltip()
end
    control.owner:HideTooltip()
end
    control.owner:SwapBars()
end