Back to Home

ESO Lua File v101041

common/zo_colorpicker/gamepad/zo_colorpicker_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
ZO_ColorPicker_Gamepad = ZO_ColorPicker_Shared:Subclass()
function ZO_ColorPicker_Gamepad:New(...)
    return ZO_ColorPicker_Shared.New(self, ...)
end
function ZO_ColorPicker_Gamepad:Initialize(control)
    ZO_ColorPicker_Shared.Initialize(self, control, "GAMEPAD_COLOR_PICKER")
    SYSTEMS:RegisterGamepadObject("colorPicker", self)
    --These are anchored here because they use pixel offsets instead of UI unit offsets to get exact 2-pixel borders
    local previewInitialTextureSizing = PIXEL_UNITS:Add(self.previewInitialTexture, PIXEL_SOURCE_PIXELS)
    previewInitialTextureSizing:AddAnchor(TOP, self.previewCurrentTexture, BOTTOM, 0, 2)
    local previewBorderBackdrop = self.previewControl:GetNamedChild("Border")
    local previewBorderBackdropSizing = PIXEL_UNITS:Add(previewBorderBackdrop, PIXEL_SOURCE_PIXELS)
    previewBorderBackdropSizing:AddAnchor(TOPLEFT, self.previewControl, TOPLEFT, -6, -6)
    previewBorderBackdropSizing:AddAnchor(BOTTOMRIGHT, self.previewControl, BOTTOMRIGHT, 6, 6)
    --Make it resize to fit after all of its children get anchored
    self.previewControl:SetResizeToFitDescendents(true)
    local valueSliderBackgroundTexture = self.valueSlider:GetNamedChild("Background")
    local valueSliderBackgroundTextureSizing = PIXEL_UNITS:Add(valueSliderBackgroundTexture, PIXEL_SOURCE_PIXELS)
    valueSliderBackgroundTextureSizing:AddAnchor(TOPLEFT, self.valueSlider, TOPLEFT, -6, -6)
    valueSliderBackgroundTextureSizing:AddAnchor(BOTTOMRIGHT, self.valueSlider, BOTTOMRIGHT, 6, 6)
    local alphaSliderBackgroundTexture = self.alphaSlider:GetNamedChild("Background")
    local alphaSliderBackgroundTextureSizing = PIXEL_UNITS:Add(alphaSliderBackgroundTexture, PIXEL_SOURCE_PIXELS)
    alphaSliderBackgroundTextureSizing:AddAnchor(TOPLEFT, self.alphaSlider, TOPLEFT, -6, -6)
    alphaSliderBackgroundTextureSizing:AddAnchor(BOTTOMRIGHT, self.alphaSlider, BOTTOMRIGHT, 6, 6)
    -- Handle action bind switching
    self.colorSelectGamepadBinding = self.colorSelect:GetNamedChild("Binding")
    self.colorSelectKeyboardBinding = self.colorSelect:GetNamedChild("KeyboardBinding")
    self.valueSliderGamepadBinding = self.valueSlider:GetNamedChild("Binding")
    self.valueSliderKeyboardBinding = self.valueSlider:GetNamedChild("KeyboardBinding")
    self.valueSliderKeyboardUp = self.valueSliderKeyboardBinding:GetNamedChild("ScrollKeyUp")
    self.valueSliderKeyboardDown = self.valueSliderKeyboardBinding:GetNamedChild("ScrollKeyDown")
    local function OnInputChanged()
        if IsInGamepadPreferredMode() then
            local shouldShowGamepadBind = ZO_Keybindings_ShouldShowGamepadKeybind()
            self.colorSelectGamepadBinding:SetHidden(not shouldShowGamepadBind)
            self.valueSliderGamepadBinding:SetHidden(not shouldShowGamepadBind)
            self.colorSelectKeyboardBinding:SetHidden(shouldShowGamepadBind)
            self.valueSliderKeyboardBinding:SetHidden(shouldShowGamepadBind)
        end
    end
    local SHOW_UNBOUND = true
    local DEFAULT_GAMEPAD_ACTION_NAME = nil
    ZO_Keybindings_RegisterLabelForBindingUpdate(self.valueSliderKeyboardUp, "UI_SHORTCUT_RIGHT_STICK_UP", SHOW_UNBOUND, DEFAULT_GAMEPAD_ACTION_NAME, OnInputChanged)
    ZO_Keybindings_RegisterLabelForBindingUpdate(self.valueSliderKeyboardDown, "UI_SHORTCUT_RIGHT_STICK_DOWN")
    -- We only need to register one of the above with OnInputChanged because one call of that function does everything we need.
    -- The color picker displays hard-coded arrow keys to match screen narration, rather than being based on any rebindable action.
    local function OnDialogReleased()
        self:OnDialogReleased()
    end
    ZO_Dialogs_RegisterCustomDialog("GAMEPAD_COLOR_PICKER",
    {
        customControl = control,
        title =
        {
            text = SI_WINDOW_TITLE_COLOR_PICKER,
        },
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.CUSTOM,
            allowShowOnNextScene = true,
            dontEndInWorldInteractions = true,
        },
        canQueue = true,
        blockDialogReleaseOnPress = true,
        blockDirectionalInput = true,
        setup = function() self:OnDialogShowing() end,
        finishedCallback = OnDialogReleased,
        noChoiceCallback = OnDialogReleased,
        additionalInputNarrationFunction = function()
            local narrationData = {}
            if ZO_Keybindings_ShouldShowGamepadKeybind() then
                --Get the narration data for navigating the color wheel
                local colorNarrationData =
                {
                    name = GetString(SI_SCREEN_NARRATION_COLOR_PICKER_CHANGE_COLOR_NARRATION),
                    --The gamepad keybind for choosing color isn't a real keybind so just use the key that gives us the narration we want here
                    keybindName = ZO_Keybindings_GetNarrationStringFromKeys(KEY_GAMEPAD_LEFT_STICK, KEY_INVALID, KEY_INVALID, KEY_INVALID, KEY_INVALID),
                    enabled = true,
                }
                table.insert(narrationData, colorNarrationData)
                --Get the narration data for the saturation slider
                local saturationNarrationData =
                {
                    name = GetString(SI_SCREEN_NARRATION_COLOR_PICKER_CHANGE_SATURATION_NARRATION),
                    --The gamepad keybind for choosing saturation isn't a real keybind so just use the key that gives us the narration we want here
                    keybindName = ZO_Keybindings_GetNarrationStringFromKeys(KEY_GAMEPAD_RIGHT_STICK, KEY_INVALID, KEY_INVALID, KEY_INVALID, KEY_INVALID),
                    enabled = true,
                }
                table.insert(narrationData, saturationNarrationData)
            else
                --Get the narration data for navigating the color wheel
                local NO_NAME = nil
                ZO_CombineNumericallyIndexedTables(narrationData, ZO_GetCombinedDirectionalInputNarrationData(NO_NAME, NO_NAME, NO_NAME, GetString(SI_SCREEN_NARRATION_COLOR_PICKER_CHANGE_COLOR_NARRATION)))
                --Get the narration data for the saturation slider
                local saturationUpNarrationData =
                {
                    keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction("UI_SHORTCUT_RIGHT_STICK_UP") or GetString(SI_ACTION_IS_NOT_BOUND),
                    enabled = true,
                }
                table.insert(narrationData, saturationUpNarrationData)
                local saturationDownNarrationData =
                {
                    name = GetString(SI_SCREEN_NARRATION_COLOR_PICKER_CHANGE_SATURATION_NARRATION),
                    keybindName = ZO_Keybindings_GetHighestPriorityNarrationStringFromAction("UI_SHORTCUT_RIGHT_STICK_DOWN") or GetString(SI_ACTION_IS_NOT_BOUND),
                    enabled = true,
                }
                table.insert(narrationData, saturationDownNarrationData)
            end
            return narrationData
        end,
        buttons =
        {
            [1] =
            {
                keybind = "DIALOG_PRIMARY",
                text = SI_DIALOG_ACCEPT,
                clickSound = SOUNDS.DIALOG_ACCEPT,
                alignment = KEYBIND_STRIP_ALIGN_CENTER,
                callback =  function() self:Confirm() end,
            },
            [2] =
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_DIALOG_CANCEL,
                clickSound = SOUNDS.DIALOG_DECLINE,
                alignment = KEYBIND_STRIP_ALIGN_CENTER,
                callback =  function() self:Cancel() end,
            },
        }
    })
end
function ZO_ColorPicker_Gamepad:SetColor(r, g, b, a)
    ZO_ColorPicker_Shared.SetColor(self, r, g, b, a)
    self.colorSelectNormalizedX, self.colorSelectNormalizedY = self.colorSelect:GetThumbNormalizedPosition()
end
function ZO_ColorPicker_Gamepad:OnDialogShowing()
    DIRECTIONAL_INPUT:Activate(self, self.control)
end
function ZO_ColorPicker_Gamepad:OnDialogReleased()
    DIRECTIONAL_INPUT:Deactivate(self)
end
do
    local COLOR_SELECT_SPEED = 1.4
    local VALUE_SPEED = 1
    function ZO_ColorPicker_Gamepad:UpdateDirectionalInput(deltaS)
        local leftX, leftY = DIRECTIONAL_INPUT:GetXY(ZO_DI_LEFT_STICK, ZO_DI_DPAD)
        if not zo_floatsAreEqual(leftX, 0) or not zo_floatsAreEqual(leftY, 0) then
            self.colorSelectNormalizedX = self.colorSelectNormalizedX + leftX * deltaS * COLOR_SELECT_SPEED
            self.colorSelectNormalizedY = self.colorSelectNormalizedY - leftY * deltaS * COLOR_SELECT_SPEED
            local radiusSq = self.colorSelectNormalizedX * self.colorSelectNormalizedX + self.colorSelectNormalizedY * self.colorSelectNormalizedY
            if radiusSq > 1 then
                local radius = math.sqrt(radiusSq)
                self.colorSelectNormalizedX = self.colorSelectNormalizedX / radius
                self.colorSelectNormalizedY = self.colorSelectNormalizedY / radius
            end
            self.colorSelect:SetThumbNormalizedPosition(self.colorSelectNormalizedX, self.colorSelectNormalizedY)
        end
        local rightX, rightY = DIRECTIONAL_INPUT:GetXY(ZO_DI_RIGHT_STICK)
        if not zo_floatsAreEqual(rightY, 0) then
            self.valueSlider:SetValue(self.valueSlider:GetValue() - rightY * deltaS * VALUE_SPEED)
        end
    end
end
--[[ XML Handlers ]]--
    COLOR_PICKER_GAMEPAD = ZO_ColorPicker_Gamepad:New(self)
end