Back to Home

ESO Lua File v101041

ingame/map/gamepad/worldmapchoicedialog_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
ZO_WorldMapChoiceDialog_Gamepad = ZO_Object:Subclass()
function ZO_WorldMapChoiceDialog_Gamepad:New(...)
    local object = ZO_Object.New(self)
    object:Initialize(...)
    return object
end
function ZO_WorldMapChoiceDialog_Gamepad:Initialize()
    local dialogInfo =
    {
        setup = function(...) self:Setup(...) end,
        gamepadInfo =
        {
            dialogType = GAMEPAD_DIALOGS.PARAMETRIC,
        },
        title =
        {
            text = SI_GAMEPAD_WORLD_MAP_MAKE_A_CHOICE,
        },
        parametricList = {}, --we'll generate the entries on setup
        buttons =
        {
            -- Select Button
            {
                keybind = "DIALOG_PRIMARY",
                text = GetString(SI_GAMEPAD_SELECT_OPTION),
                enabled = function(dialog)
                    return dialog.entryList:GetTargetData() ~= nil
                end,
                callback = function(dialog)
                    local targetData = dialog.entryList:GetTargetData()
                    ZO_WorldMapPins_Manager.ChoosePinOption(targetData.pin, targetData.handler)
                end,
            },
            --Back
            {
                keybind = "DIALOG_NEGATIVE",
                text = SI_GAMEPAD_BACK_OPTION,
            },
        },
    }
    ZO_Dialogs_RegisterCustomDialog("WORLD_MAP_CHOICE_GAMEPAD", dialogInfo)
end
--Pin Entry Creation
function ZO_WorldMapChoiceDialog_Gamepad:CreatePinEntryData(name, icon, pin, handler)
    local entryData = ZO_GamepadEntryData:New(name, icon)
    entryData.setup = ZO_SharedGamepadEntry_OnSetup
    entryData.pin = pin
    entryData.handler = handler
    entryData:SetFontScaleOnSelection(false)
    return entryData
end
--Travel Entries
do
    local function GetTravelPinNodeInfo(pin)
        if pin:IsFastTravelKeep() then
            local keepId = pin:GetFastTravelKeepId()
            return GetKeepName(keepId)
        elseif pin:IsKeepOrDistrict() then
            local keepId = pin:GetKeepId()
            return GetKeepName(keepId)
        elseif pin:IsFastTravelWayShrine() then
            local nodeIndex = pin:GetFastTravelNodeIndex()
            local _, name, _, _, icon = GetFastTravelNodeInfo(nodeIndex)
            return name, icon
        end
    end
    local function TravelPinHandlerSortFunction(firstPinHandlerInfo, secondPinHandlerInfo)
        local firstPin = firstPinHandlerInfo.pin
        local secondPin = secondPinHandlerInfo.pin
        local isFirstLocked = firstPin:IsLockedByLinkedCollectible()
        local isSecondLocked = secondPin:IsLockedByLinkedCollectible()
        if isFirstLocked ~= isSecondLocked then
            return isFirstLocked
        else
            local firstName = GetTravelPinNodeInfo(firstPin)
            local secondName = GetTravelPinNodeInfo(secondPin)
            return firstName < secondName
        end
    end
    local function TravelPinEnabledFunction(selectedData)
        local pin = selectedData.pin
        local travelCost, canTravel = pin:GetFastTravelCost()
        return canTravel
    end
    local HEADER_TYPES =
    {
        HEADER_TRAVEL = 1,
        HEADER_CROWN_STORE = 2,
        HEADER_UPGRADE_CHAPTER = 3,
    }
    local HEADER_STRINGS = 
    {
        [HEADER_TYPES.HEADER_TRAVEL] = GetString(SI_GAMEPAD_WORLD_MAP_TRAVEL),
        [HEADER_TYPES.HEADER_CROWN_STORE] = GetString(SI_WORLD_MAP_ACTION_GO_TO_CROWN_STORE),
        [HEADER_TYPES.HEADER_UPGRADE_CHAPTER] = GetString(SI_WORLD_MAP_ACTION_UPGRADE_CHAPTER),
    }
    function ZO_WorldMapChoiceDialog_Gamepad:AddTravelDialogItems(parametricListEntries, mouseOverPinHandlers)
        --Only create each header once
        local headersAdded = {}
        local travelPinHandlers = {}
        for _, pinHandlerInfo in ipairs(mouseOverPinHandlers) do
            local handler = pinHandlerInfo.handler
            local gamepadPinActionGroup = ZO_WorldMap_GetGamepadPinActionGroupForHandler(handler)
            if gamepadPinActionGroup == ZO_WORLD_MAP_GAMEPAD_PIN_ACTION_GROUP_FAST_TRAVEL then
                table.insert(travelPinHandlers, pinHandlerInfo)
            end
        end
        table.sort(travelPinHandlers, TravelPinHandlerSortFunction)
        for _, pinHandlerInfo in ipairs(travelPinHandlers) do
            local pin = pinHandlerInfo.pin
            local handler = pinHandlerInfo.handler
            local headerType = HEADER_TYPES.HEADER_TRAVEL
            if pin:IsLockedByLinkedCollectible() then
                headerType = pin:GetLinkedCollectibleType() == COLLECTIBLE_CATEGORY_TYPE_CHAPTER and HEADER_TYPES.HEADER_UPGRADE_CHAPTER or HEADER_TYPES.HEADER_CROWN_STORE
            end
            local name, icon = GetTravelPinNodeInfo(pin)
            if handler.gamepadChoiceOverrideName then
                name = handler.gamepadChoiceOverrideName(pin)
            else
                name = zo_strformat(SI_WORLD_MAP_LOCATION_NAME, name)
            end
            local entryData = self:CreatePinEntryData(name, icon, pin, handler)
            if not TravelPinEnabledFunction(entryData) then
                entryData:SetIconTint(ZO_ERROR_COLOR, ZO_ERROR_COLOR)
            end
            local dialogListEntry = { entryData = entryData, template = "ZO_GamepadMenuEntryNoCapitalization" }
            if not headersAdded[headerType] then
                dialogListEntry.header = HEADER_STRINGS[headerType]
                headersAdded[headerType] = true
            end
            table.insert(parametricListEntries, dialogListEntry)
        end
    end
end
--Quest Entries
do
    local function QuestPinHandlersSortFunction(firstPinHandlerInfo, secondPinHandlerInfo)
        local firstPin = firstPinHandlerInfo.pin
        local secondPin = secondPinHandlerInfo.pin
        local firstQuestIndex = firstPin:GetQuestData()
        local secondQuestIndex = secondPin:GetQuestData()
        local firstName = GetJournalQuestName(firstQuestIndex)
        local secondName = GetJournalQuestName(secondQuestIndex)
        return firstName < secondName
    end
    function ZO_WorldMapChoiceDialog_Gamepad:AddQuestDialogItems(parametricListEntries, mouseOverPinHandlers)
        local header = GetString(SI_GAMEPAD_WORLD_MAP_SET_ACTIVE_QUEST)
        local questPinHandlers = {}
        for _, pinHandlerInfo in ipairs(mouseOverPinHandlers) do
            local gamepadPinActionGroup = ZO_WorldMap_GetGamepadPinActionGroupForHandler(pinHandlerInfo.handler)
            if gamepadPinActionGroup == ZO_WORLD_MAP_GAMEPAD_PIN_ACTION_GROUP_QUEST then
                table.insert(questPinHandlers, pinHandlerInfo)
            end
        end
        table.sort(questPinHandlers, QuestPinHandlersSortFunction)
        for _, pinHandlerInfo in ipairs(questPinHandlers) do
            local pin = pinHandlerInfo.pin
            local questIndex = pin:GetQuestData()
            local questName = GetJournalQuestName(questIndex)
            local questLevel = GetJournalQuestLevel(questIndex)
            local questColor = GetColorDefForCon(GetCon(questLevel))
            local isAssisted = FOCUSED_QUEST_TRACKER:IsTrackTypeAssisted(TRACK_TYPE_QUEST, questIndex)
            local icon = isAssisted and CONSTANTS.FOCUSED_QUEST_ICON or nil
            local entryData = self:CreatePinEntryData(questName, icon, pin, pinHandlerInfo.handler)
            entryData:SetNameColors(questColor, questColor:Lerp(ZO_BLACK, 0.25))
            local dialogListEntry = { entryData = entryData, template = "ZO_GamepadMenuEntryNoCapitalization" }
            if header then
                dialogListEntry.header = header
                header = nil
            end
            table.insert(parametricListEntries, dialogListEntry)
        end
    end
end
--Respawn Entries
function ZO_WorldMapChoiceDialog_Gamepad:AddRespawnDialogItems(parametricListEntries, mouseOverPinHandlers)
    local header = GetString(SI_GAMEPAD_WORLD_MAP_TITLE_CHOOSE_REVIVE)
    for _, pinHandlerInfo in ipairs(mouseOverPinHandlers) do
        local handler = pinHandlerInfo.handler
        local gamepadPinActionGroup = ZO_WorldMap_GetGamepadPinActionGroupForHandler(handler)
        if gamepadPinActionGroup == ZO_WORLD_MAP_GAMEPAD_PIN_ACTION_GROUP_RESPAWN then
            local pin = pinHandlerInfo.pin
            local canRespawn = true
            if handler.isKeepRespawnHandler then
                local keepId = pin:GetKeepId()
                if not CanRespawnAtKeep(keepId) then
                    canRespawn = false
                end
            end
            if canRespawn then
                local entryData = self:CreatePinEntryData(handler.name, nil, pin, handler)
                local dialogListEntry = { entryData = entryData, template = "ZO_GamepadMenuEntryNoCapitalization" }
                if header then
                    dialogListEntry.header = header
                    header = nil
                end
                table.insert(parametricListEntries, dialogListEntry)
            end
        end
    end
end
--Antiquity Entries
do
    local function QuestPinHandlersSortFunction(firstPinHandlerInfo, secondPinHandlerInfo)
        local firstName = firstPinHandlerInfo.handler.gamepadDialogEntryName
        local secondName = secondPinHandlerInfo.handler.gamepadDialogEntryName
        return firstName < secondName
    end
    function ZO_WorldMapChoiceDialog_Gamepad:AddAntiquityDialogItems(parametricListEntries, mouseOverPinHandlers)
        local antiquityPinHandlers = {}
        for _, pinHandlerInfo in ipairs(mouseOverPinHandlers) do
            if pinHandlerInfo.pin:IsAntiquityDigSitePin() then
                table.insert(antiquityPinHandlers, pinHandlerInfo)
            end
        end
        table.sort(antiquityPinHandlers, QuestPinHandlersSortFunction)
        for i, pinHandlerInfo in ipairs(antiquityPinHandlers) do
            local pin = pinHandlerInfo.pin
            local handler = pinHandlerInfo.handler
            local name = handler.gamepadDialogEntryName
            local NO_ICON = nil
            local entryData = self:CreatePinEntryData(name, NO_ICON, pin, handler)
            local antiquityColor = handler.gamepadDialogEntryColor
            entryData:SetNameColors(antiquityColor, antiquityColor:Lerp(ZO_BLACK, 0.25))
            local dialogListEntry =
            {
                entryData = entryData,
                template = "ZO_GamepadMenuEntryNoCapitalization"
            }
            if i == 1 then
                dialogListEntry.header = GetString(SI_GAMEPAD_WORLD_MAP_INTERACT_TRACK_ANTIQUITY)
            end
            table.insert(parametricListEntries, dialogListEntry)
        end
    end
end
--List Construction
function ZO_WorldMapChoiceDialog_Gamepad:BuildChoiceEntries(dialog, data)
    local parametricListEntries = dialog.info.parametricList
    local mouseOverPinHandlers = data.mouseOverPinHandlers
    ZO_ClearNumericallyIndexedTable(parametricListEntries)
        
    self:AddTravelDialogItems(parametricListEntries, mouseOverPinHandlers)
    self:AddQuestDialogItems(parametricListEntries, mouseOverPinHandlers)
    self:AddRespawnDialogItems(parametricListEntries, mouseOverPinHandlers)
    self:AddAntiquityDialogItems(parametricListEntries, mouseOverPinHandlers)
end
function ZO_WorldMapChoiceDialog_Gamepad:Setup(dialog, data)
    self:BuildChoiceEntries(dialog, data)
    dialog:setupFunc()
end
--Events
function ZO_WorldMapChoiceDialog_Gamepad:OnPinRemovedFromMap(pin)
    if ZO_Dialogs_IsShowing("WORLD_MAP_CHOICE_GAMEPAD") then
        -- A pin that we were showing in the dialog was just removed from the map.
        -- A pin could have multiple entries in the list
        local parametricDialog = ZO_GenericGamepadDialog_GetControl(GAMEPAD_DIALOGS.PARAMETRIC)
        local parametricListEntries = parametricDialog.info.parametricList
        local entryRemoved = false
        for i, dialogListEntry in ipairs(parametricListEntries) do
            if dialogListEntry.entryData.pin == pin then
                --if we are removing a header entry then migrate that header label to the next entry in the section if it exists
                if dialogListEntry.header then
                    local nextListEntry = parametricListEntries[i + 1]
                    --if it already has a header it is the start of the next section
                    if nextListEntry and not nextListEntry.header then
                        nextListEntry.header = dialogListEntry.header
                    end
                end
                table.remove(parametricListEntries, i)
                entryRemoved = true
            end
        end
        if entryRemoved then
            if #parametricListEntries == 0 then
                ZO_Dialogs_ReleaseDialog("WORLD_MAP_CHOICE_GAMEPAD")
            else
                ZO_GenericParametricListGamepadDialogTemplate_RebuildEntryList(parametricDialog)
            end
        end
    end
end
WORLD_MAP_CHOICE_DIALOG_GAMEPAD = ZO_WorldMapChoiceDialog_Gamepad:New()