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KEYBIND_STRIP_ALIGN_LEFT = 1
KEYBIND_STRIP_ALIGN_CENTER = 2
KEYBIND_STRIP_ALIGN_RIGHT = 3
KEYBIND_STRIP_DISABLED_ALERT = "alert"
KEYBIND_STRIP_DISABLED_DIALOG = "dialog"
local DOWN = false
local UP = true
end
if keybindButtonDescriptor . handlesKeyUp or keybindButtonDescriptor . keybindButtonGroupDescriptor and keybindButtonDescriptor . keybindButtonGroupDescriptor . handlesKeyUp then
end
end
end
end
-- NOTE: Whatever template is used here is expected to have the interface defined by
-- ZO_KeybindButtonTemplate_OnInitialized. This should set up a few control references (for the name and key labels)
-- as well as defining some state management functions...see that object for more details.
end
end
end
end
end
end
end
end
-- Keybind State Stack Management
local background
background = ZO_KeybindStripMungeBackground
else
background = ZO_KeybindStripGamepadBackground
end
local state =
{
keybindGroups = { } ,
individualButtons = { } ,
}
--copy all the keybind groups into the state and remove them from the strip
end
--now copy/overwrite any left over buttons to the state
end
end
if ( numStates > 0 ) then
end
end
else
end
end
end
end
if state then
end
end
end
end
--remove all keybind buttons and loose buttons as well as any states
end
end
if tier then
end
if layer then
end
end
end
if ZO_KeybindStripMungeBackground then
if tier then
end
if layer then
end
end
end
if ZO_KeybindStripGamepadBackground then
if tier then
end
if layer then
end
end
end
end
--Returns nil if there are no keybind group states (push was not called).
--Returns the bottom of the stack when there is no stateIndex if there are keybind group states (push was called at least once).
stateIndex = stateIndex or 1
end
return nil
end
end
--- PRIVATE FUNCTIONS ---
--We store the descriptor for ethereals and the button control for keybinds that actually appear on the strip
return buttonOrEtherealDescriptor . keybindButtonDescriptor
end
return buttonOrEtherealDescriptor
end
end
end
end
if state . keybindGroups [ keybindButtonGroupDescriptor ] then
state . keybindGroups [ keybindButtonGroupDescriptor ] = nil
return true
end
return false
end
end
if state . keybindGroups [ keybindButtonDescriptor ] then
return true
end
return false
end
-- do nothing
end
-- do nothing
end
end
end
end
--- END OF PRIVATE FUNCTIONS ---
--[[
An example keybind button descriptor
local descriptor = {
alignment = KEYBIND_STRIP_ALIGN_CENTER, -- defaults to KEYBIND_STRIP_ALIGN_RIGHT
order = 100 -- or a function that returns the relative ordering within the alignment, where a lower number is anchored first (right to left for left alignment, left to right for center and right), default is 0 - buttons with the same order are ordered by insertion
name = "Exit", -- or function that returns a name
keybind = "UI_SHORTCUT_PRIMARY",
gamepadPreferredKeybind = "UI_SHORTCUT_NEGATIVE", -- optional, only use in the case that you want to reuse a button between keyboard and gamepad, but want them to have different bindings.
customKeybindControl = nil, -- control or a function that returns a control to display instead of the normal keybind label
callback = function(up) DoSomething() end, -- First and only parameter is whether its a key up or down, ups will only be sent if handlesKeyUp flag is set
visible = function(descriptor) return IsUsePossible(descriptor.something) end, -- An optional predicate, if present returning true indicates that this descriptor is visible, otherwise it is not
icon = "IconPath/Icon.dds", -- or a function that returns an icon path, an optional icon to display to the right of the name
handlesKeyUp = true, -- indicates that the callback would like to be informed of key ups in addition to downs, by default only downs are sent
disabledDuringSceneHiding = false, -- indicates that the callback is disabled during Scene Hiding, by default it is false
ethereal = false, -- if true, indicates that the button has no physical presence and will only be considered when a keybind is used, which means that name, alignment, etc properties are ignored. This cannot be a function that returns a value.
}
]] --
do
end
function ZO_KeybindStrip : HandleDuplicateAddKeybind ( existingButtonOrEtherealDescriptor , keybindButtonDescriptor , state , stateIndex , currentSceneName )
if existingDescriptor then
--We tried to re-add the same exact button, just return
if existingDescriptor == keybindButtonDescriptor then
return
end
local existingSceneName = existingDescriptor . addedForSceneName or ""
local keybindIdentifier
if keybindButtonDescriptor . gamepadPreferredKeybind then
keybindIdentifier = string . format ( "%s or %s" , keybindButtonDescriptor . keybind , keybindButtonDescriptor . gamepadPreferredKeybind )
else
end
local assertMessage = string . format ( "Duplicate Keybind: %s. Before: %s (%s). After: %s (%s)." , keybindIdentifier , existingSceneName , existingDescriptorIdentifier , currentSceneName , newDescriptorIdentifier )
-- Asserting here usually means that a key is already bound (typically because someone forgot to remove a keybinding).
end
end
function ZO_KeybindStrip : AddKeybindButtonStack ( keybindButtonDescriptor , state , stateIndex , currentSceneName )
if existingButtonOrEtherealDescriptor then
self : HandleDuplicateAddKeybind ( existingButtonOrEtherealDescriptor , keybindButtonDescriptor , state , stateIndex , currentSceneName )
end
keybindButtonDescriptor . addedForSceneName = currentSceneName
end
function ZO_KeybindStrip : RegisterKeybindButtonOrEtherealDescriptorInternal ( buttonOrEtherealDescriptor )
if descriptor . gamepadPreferredKeybind then
self . keybindsByGamepadPreferredKeybind [ descriptor . gamepadPreferredKeybind ] = buttonOrEtherealDescriptor
end
end
local currentSceneName = ""
if SCENE_MANAGER then
if currentScene then
end
end
if state then
end
if existingButtonOrEtherealDescriptor then
self : HandleDuplicateAddKeybind ( existingButtonOrEtherealDescriptor , keybindButtonDescriptor , state , stateIndex , currentSceneName )
end
if keybindButtonDescriptor . gamepadPreferredKeybind then
local existingButtonOrEtherealDescriptor = self . keybindsByGamepadPreferredKeybind [ keybindButtonDescriptor . gamepadPreferredKeybind ]
if existingButtonOrEtherealDescriptor then
self : HandleDuplicateAddKeybind ( existingButtonOrEtherealDescriptor , keybindButtonDescriptor , state , stateIndex , currentSceneName )
end
-- edge case: if a keybind registers only using the normal pathway, but
-- we shadow it here, there is no way to press that keybind. so let's
-- prevent that using the normal duplicate keybind handling
local existingButtonOrEtherealDescriptor = self . keybinds [ keybindButtonDescriptor . gamepadPreferredKeybind ]
if existingButtonOrEtherealDescriptor and GetDescriptorFromButton ( existingButtonOrEtherealDescriptor ) . gamepadPreferredKeybind == nil then
self : HandleDuplicateAddKeybind ( existingButtonOrEtherealDescriptor , keybindButtonDescriptor , state , stateIndex , currentSceneName )
end
end
keybindButtonDescriptor . addedForSceneName = currentSceneName
else
-- clear this out in case it was previously in a group
keybindButtonDescriptor . keybindButtonGroupDescriptor = nil
end
end
end
end
end
return ( first == nil ) or ( second == nil ) or
end
if state then
end
if buttonOrEtherealDescriptor and CompareKeybindButtonDescriptor ( buttonOrEtherealDescriptor . keybindButtonDescriptor , keybindButtonDescriptor ) then
if keybindButtonDescriptor . gamepadPreferredKeybind then
end
keybindButtonDescriptor . addedForSceneName = nil
if cooldownKeybindDescriptor == keybindButtonDescriptor and not cooldownKeybindDescriptor . shouldCooldownPersist then
cooldownKeybindDescriptor . cooldown = nil
cooldownKeybindDescriptor . cooldownStart = nil
break
end
end
end
end
end
end
if state then
end
local existingButton = buttonOrEtherealDescriptor
if existingButton . keybindButtonDescriptor == keybindButtonDescriptor and not GetValueFromRawOrFunction ( keybindButtonDescriptor , "ethereal" ) then
local UPDATE_ONLY = true
end
else
end
elseif buttonOrEtherealDescriptor then
local existingButtonDescriptor = buttonOrEtherealDescriptor
if keybindButtonDescriptor ~= existingButtonDescriptor or not GetValueFromRawOrFunction ( keybindButtonDescriptor , "ethereal" ) then
end
end
end
end
if state then
end
end
return state . keybindGroups [ keybindButtonGroupDescriptor ] ~= nil
end
if state then
end
end
--[[
An example keybind button group descriptor
local keybindButtonGroup = {
-- Anything added here will be inherited by individual descriptors, for example adding an alignment of left here will cause individial descriptors to all be aligned left
-- unless they specify their own alignment
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = "Exit", -- or function that returns a name
keybind = "UI_SHORTCUT_PRIMARY",
callback = function(up) DoSomething() end, -- First and only parameter is whether its a key up or down, ups will only be sent if handlesKeyUp flag is set
handlesKeyUp = true, -- indicates that the callback would like to be informed of key ups in addition to downs, by default only downs are sent
},
{
alignment = KEYBIND_STRIP_ALIGN_CENTER, -- override the alignment set un the group
name = "Use", -- or function that returns a name
keybind = "UI_SHORTCUT_SECONDARY",
callback = function(up) UseSomething() end, -- First and only parameter is whether its a key up or down, ups will only be sent if handlesKeyUp flag is set
visible = function(descriptor) return IsUsePossible(descriptor.something) end,
sound = SOUNDS.POSITIVE_CLICK, -- An audio hook that plays when the button is pressed
},
}
]] --
if not state . keybindGroups [ keybindButtonGroupDescriptor ] then
state . keybindGroups [ keybindButtonGroupDescriptor ] = keybindButtonGroupDescriptor
return true
end
return false
end
if state then
end
keybindButtonDescriptor . keybindButtonGroupDescriptor = keybindButtonGroupDescriptor
end
end
return true
end
return false
end
if state then
end
keybindButtonDescriptor . keybindButtonGroupDescriptor = nil
end
return true
end
return false
end
if state then
end
end
end
if state then
end
end
return true
end
return false
end
if keybindButtonDescriptor . disabledDuringSceneHiding then
return false
end
end
return true
end
-- in the case of duplicates, prefer the gamepad key
else
-- in the case of duplicates, prefer the keyboard key
end
end
if buttonOrEtherealDescriptor and ( not buttonOrEtherealDescriptor . IsControlHidden or not buttonOrEtherealDescriptor : IsControlHidden ( ) ) then
local enabled , disabledAlertText , disabledAlertType = GetValueFromRawOrFunction ( keybindButtonDescriptor , "enabled" )
if cooldown then
end
local keybindHandled = nil
keybindButtonDescriptor . handledDown = true
end
end
end
return keybindHandled or keybindHandled == nil --nil is considered true in this case to ensure backwards compatability
end
if disabledAlertType == KEYBIND_STRIP_DISABLED_DIALOG then
ZO_Dialogs_ShowPlatformDialog ( "KEYBIND_STRIP_DISABLED_DIALOG" , nil , { mainTextParams = { alertText } } )
else
if ZO_REMOTE_SCENE_CHANGE_ORIGIN == SCENE_MANAGER_MESSAGE_ORIGIN_INTERNAL then
elseif ZO_REMOTE_SCENE_CHANGE_ORIGIN == SCENE_MANAGER_MESSAGE_ORIGIN_INGAME then
end
end
end
end
end
return false
end
if buttonOrEtherealDescriptor and ( not buttonOrEtherealDescriptor . IsControlHidden or not buttonOrEtherealDescriptor : IsControlHidden ( ) ) then
if cooldown then
end
local handledPreviousDown = keybindButtonDescriptor . handledDown
keybindButtonDescriptor . handledDown = nil
if keybindButtonDescriptor . handlesKeyUp or keybindButtonDescriptor . keybindButtonGroupDescriptor and keybindButtonDescriptor . keybindButtonGroupDescriptor . handlesKeyUp then
local keybindHandled = nil
end
end
return keybindHandled or keybindHandled == nil --nil is considered true in this case to ensure backwards compatability
end
end
end
end
return false
end
function ZO_KeybindStrip : TriggerCooldown ( keybindButtonDescriptor , duration , stateIndex , shouldCooldownPersist )
else
keybindButtonDescriptor . shouldCooldownPersist = shouldCooldownPersist
end
if self . keybinds [ keybindButtonDescriptor . keybind ] and self . keybinds [ keybindButtonDescriptor . keybind ] . keybindButtonDescriptor == keybindButtonDescriptor then
end
--Check for duplicates
if descriptor == keybindButtonDescriptor then
return
end
end
end
local newCooldown
else
local cooldownStart = descriptor . cooldownStart
newCooldown = descriptor . cooldown - difference
end
--Only update for changes in the seconds count
if oldCeiling ~= newCeiling then
descriptor . cooldown = newCooldown
if descriptor . cooldown <= 0 then
descriptor . cooldown = nil
descriptor . cooldownStart = nil
descriptor . shouldCooldownPersist = nil
end
if activeDescriptor then
activeDescriptor = activeDescriptor . keybindButtonDescriptor
end
if descriptor == activeDescriptor then
end
end
elseif descriptor . cooldown <= 0 then
descriptor . cooldown = nil
descriptor . cooldownStart = nil
descriptor . shouldCooldownPersist = nil
end
end
end
end
--[[
A style table provides font and other information to describe the look of the keybind buttons
An example descriptor:
{
nameFont = "ZoFontKeybindStripDescription",
nameFontColor = ZO_NORMAL_TEXT,
keyFont = "ZoFontKeybindStripKey",
modifyTextType = MODIFY_TEXT_TYPE_UPPERCASE,
alwaysPreferGamepadMode = false,
resizeToFitPadding = 40,
yAnchorOffset = 0,
leftAnchorRelativeToControl = GuiRoot,
leftAnchorRelativePoint = LEFT,
leftAnchorOffset = 0,
centerAnchorOffset = 0,
rightAnchorOffset = 0,
rightAnchorRelativeToControl = GuiRoot,
rightAnchorRelativePoint = RIGHT,
drawTier = DT_HIGH,
drawLevel = ZO_HIGH_TIER_GAMEPAD_KEYBIND_STRIP,
backgroundDrawTier = DT_HIGH,
backgroundDrawLevel = ZO_HIGH_TIER_GAMEPAD_KEYBIND_STRIP_BG,
}
]]
end
end
end
end
end
-- even though we are only refreshing the background style, we are still changing the style overall
-- store the potential style change so that future calls to SetStyle can refresh everything appropriately
end
self : SetBackgroundDrawOrder ( styleInfo . backgroundDrawTier , styleInfo . backgroundDrawLayer , styleInfo . backgroundDrawLevel )
end
end
end
-- implementation functions below
if styleInfo then
if styleInfo . nameFont then
end
if styleInfo . nameFontColor then
end
if styleInfo . keyFont then
end
if styleInfo . resizeToFitPadding then
end
if styleInfo . modifyTextType then
end
return styleInfo . alwaysPreferGamepadMode
end
return nil
end
do
local visibilityFunction = keybindButtonDescriptor . visible or keybindButtonDescriptor . keybindButtonGroupDescriptor and keybindButtonDescriptor . keybindButtonGroupDescriptor . visible
return not visibilityFunction or visibilityFunction ( keybindButtonDescriptor , keybindButtonDescriptor . keybindButtonGroupDescriptor )
end
local customKeybindControl = GetValueFromRawOrFunction ( keybindButtonDescriptor , "customKeybindControl" )
if customKeybindControl then
else
end
local gamepadPreferredKeybind = keybindButtonDescriptor . gamepadPreferredKeybind
local keybindButtonGroupDescriptor = keybindButtonDescriptor . keybindButtonGroupDescriptor
if keybindButtonGroupDescriptor then
end
if not gamepadPreferredKeybind then
gamepadPreferredKeybind = keybindButtonGroupDescriptor . gamepadPreferredKeybind
end
end
-- updateOnly is used only when we are trying to update keybinds from UpdateKeybindButton so we know that this setup is coming from an update
if not suppressUpdate or buttonKeybindChanging then
local DEFAULT_SHOW_UNBOUND = nil
end
end
if cooldown and cooldown > 0 then
end
-- if we have a custom keybind control then attempt to disable it as well to match
end
if cooldown and cooldown > 0 then
end
if iconPath and iconPath ~= "" then
end
else
end
end
else
if customKeybindControl then
end
end
end
if leftOrder == rightOrder then
return buttonLeft . insertionOrder < buttonRight . insertionOrder
end
return leftOrder < rightOrder
end
local GAMEPAD_BUTTON_ORDER =
{
UI_SHORTCUT_EXIT = 0 ,
UI_SHORTCUT_PRIMARY = 1 ,
UI_SHORTCUT_NEGATIVE = 2 ,
UI_SHORTCUT_SECONDARY = 3 ,
UI_SHORTCUT_TERTIARY = 4 ,
UI_SHORTCUT_QUATERNARY = 5 ,
UI_SHORTCUT_QUINARY = 6 ,
UI_SHORTCUT_LEFT_STICK = 7 ,
UI_SHORTCUT_RIGHT_STICK = 8 ,
UI_SHORTCUT_LEFT_TRIGGER = 9 ,
UI_SHORTCUT_RIGHT_TRIGGER = 10 ,
DIALOG_PRIMARY = 1 ,
DIALOG_NEGATIVE = 2 ,
DIALOG_SECONDARY = 3 ,
DIALOG_TERTIARY = 4 ,
DIALOG_RESET = 5 ,
}
end
order = GAMEPAD_BUTTON_ORDER [ keybindDescriptor . gamepadPreferredKeybind or keybindDescriptor . keybind ]
end
end
return 0
end
local leftKeybindDescriptor = buttonLeft . keybindButtonDescriptor
local rightKeybindDescriptor = buttonRight . keybindButtonDescriptor
if leftOrder == rightOrder then
return buttonLeft . insertionOrder < buttonRight . insertionOrder
end
return leftOrder < rightOrder
end
local leftOrder = leftKeybindDescriptor . etherealNarrationOrder or 0
local rightOrder = rightKeybindDescriptor . etherealNarrationOrder or 0
if leftOrder == rightOrder then
else
return leftOrder < rightOrder
end
end
--TODO XAR: Any additional info we end up needing for narration should go here
{
keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction ( keybindButtonDescriptor . keybind ) or GetString ( SI_ACTION_IS_NOT_BOUND ) ,
}
end
local buttonsByAlignment =
{
[ KEYBIND_STRIP_ALIGN_LEFT ] = { } ,
[ KEYBIND_STRIP_ALIGN_CENTER ] = { } ,
[ KEYBIND_STRIP_ALIGN_RIGHT ] = { } ,
}
local alignment = GetValueFromRawOrFunction ( button . keybindButtonDescriptor , "alignment" ) or KEYBIND_STRIP_ALIGN_RIGHT
end
end
else
end
end
local keybinds = { }
end
end
--Iterate backwards through the right aligned keybinds so they are ordered left to right visually
for _ , button in ZO_NumericallyIndexedTableReverseIterator ( buttonsByAlignment [ KEYBIND_STRIP_ALIGN_RIGHT ] ) do
end
local etherealDescriptors = { }
--Iterate through ethereal keybinds to see if we need to narrate any
--If any ethereal descriptor are marked as something we want to narrate, include them here
end
end
end
end
end
end
return keybinds
end
function ZO_KeybindStrip : UpdateAnchorsInternal ( anchorTable , parent , initialConstrainXAnchor , initialConstrainYAnchor , subsequentAnchor )
else
end
end
local prevButton
local UPDATE_ONLY = true
end
if prevButton then
else
end
end
end
end
-- collect button alignments
local buttonsByAlignment =
{
[ KEYBIND_STRIP_ALIGN_LEFT ] = { } ,
[ KEYBIND_STRIP_ALIGN_CENTER ] = { } ,
[ KEYBIND_STRIP_ALIGN_RIGHT ] = { } ,
}
local alignment = GetValueFromRawOrFunction ( button . keybindButtonDescriptor , "alignment" ) or KEYBIND_STRIP_ALIGN_RIGHT
end
-- layout the KEYBIND_STRIP_ALIGN_LEFT buttons
local leftAnchorRelativeToControl = hasCustomStyle and self . styleInfo . leftAnchorRelativeToControl or nil
local leftInitialConstrainXAnchor = ZO_Anchor : New ( LEFT , leftAnchorRelativeToControl , leftAnchorRelativePoint , leftAnchorOffsetX , 0 , ANCHOR_CONSTRAINS_X )
self : UpdateAnchorsInternal ( buttonsByAlignment [ KEYBIND_STRIP_ALIGN_LEFT ] , self . control , leftInitialConstrainXAnchor , leftInitialConstrainYAnchor , leftSubsequentAnchor )
-- layout the KEYBIND_STRIP_ALIGN_RIGHT buttons
local rightAnchorRelativeToControl = hasCustomStyle and self . styleInfo . rightAnchorRelativeToControl or nil
local rightAnchorRelativePoint = hasCustomStyle and self . styleInfo . rightAnchorRelativePoint or RIGHT
local rightInitialConstrainXAnchor = ZO_Anchor : New ( RIGHT , rightAnchorRelativeToControl , rightAnchorRelativePoint , rightAnchorOffsetX , 0 , ANCHOR_CONSTRAINS_X )
self : UpdateAnchorsInternal ( buttonsByAlignment [ KEYBIND_STRIP_ALIGN_RIGHT ] , self . control , rightInitialConstrainXAnchor , rightInitialConstrainYAnchor , rightSubsequentAnchor )
-- layout the KEYBIND_STRIP_ALIGN_CENTER buttons
local centerInitialConstrainXAnchor = ZO_Anchor : New ( LEFT , nil , LEFT , centerAnchorOffsetX , 0 , ANCHOR_CONSTRAINS_X )
self : UpdateAnchorsInternal ( buttonsByAlignment [ KEYBIND_STRIP_ALIGN_CENTER ] , self . centerParent , centerInitialConstrainXAnchor , centerInitialConstrainYAnchor , centerSubsequentAnchor )
end
end |